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Starsector => General Discussion => Topic started by: Thaago on July 17, 2023, 01:32:20 PM

Title: PCLs are overpowered
Post by: Thaago on July 17, 2023, 01:32:20 PM
As I play more, I find that I cannot use any other medium mount missile for anything other than long range fire support, unless I want to roleplay for some reason. It is a sad day, but my beloved harpoons are utterly outclassed! The AoE aspect of the explosions means that they are brutally effective even vs smaller ships (fast destroyers and slow frigates): this is very unlike the annihilator rocket pod, their potential competitor. In principal, 100 shots of 200 damage at 120 rpm for 10 OP is similar to 50 shots of 500 damage at 60 rpm or 12 OP... except for the much higher damage for armor penetration, ability to kill swarms of incoming fighters, and much higher accuracy thanks to the AoE.

What are other people's thoughts on them?
Title: Re: PCLs are overpowered
Post by: Alex on July 17, 2023, 02:04:28 PM
(Toning them down is on my list for .1! Have not at all decided on the approach, though, not even whether it should be "more OP" or "reduced performance", so I'd love to hear people's thoughts!)
Title: Re: PCLs are overpowered
Post by: Megas on July 17, 2023, 02:57:25 PM
There is the option of rolling back to how they worked originally, but that version was lame and useless.

So far, modern PCL feels like an Annihilator clone, but better.  Basically double damage and AoE, but half ammo and fire rate.

My problem with PCL is there is too much overlap between PCL and Annihilator, and PCL is better than Annihilators in every way except range and OP cost, but who cares when PCLs do not need a direct hit to hurt things while Annihilators need to be aimed precisely to hit.

As for nerf, make them less powerful than Annihilators (i.e., less DPS), but keep the AoE.  Maybe make them a low ammo but regenerator, sort of like Pilums or Omega missiles.
Title: Re: PCLs are overpowered
Post by: BaBosa on July 17, 2023, 03:15:02 PM
I want to say don't change them because I love them but given how brutally effective a PCL/sabot Falcon P is I can't say it's not deserved.

Question to ask first is what's it purpose? Is it supposed to be PD or is it supposed to be able to work as a flux free normal weapon because it has enough ammo and damage to last a whole battle of constant firering?

If the first, the simple suggestion is to change it's damage to frag and probably half the damage and double the firerate/ammo.
If the second, increase the OP cost more or decrease the ammo.
Title: Re: PCLs are overpowered
Post by: vladokapuh on July 17, 2023, 03:21:46 PM
Personally i put them on onslaughts and dominators
they feel rather absurd in how quick they remove targets
they suppress the target and murder it in so little time
they are also a lot easier to hit with consistently than many things, even if their range is low

Personally i'd trim off some damage and reduce fire rate because the dps is just insane
on that note i feel like recent updates are too missile heavy in general, EMR+missile spec is just way too much, missiles do not feel limited and most can last whole fight even fighting multiple fleets. I think this game is more fun with less burst damage like that.

edit, forgot i had vid:
https://www.youtube.com/watch?v=9-kceDDjfXQ
Title: Re: PCLs are overpowered
Post by: Megas on July 17, 2023, 03:59:42 PM
How does the Flash version of the PCL work?  Quick glance says six ammo and 2000 range.  I guess that version is closer to the original PCL.
Title: Re: PCLs are overpowered
Post by: Lawrence Master-blaster on July 17, 2023, 09:10:16 PM
(Toning them down is on my list for .1! Have not at all decided on the approach, though, not even whether it should be "more OP" or "reduced performance", so I'd love to hear people's thoughts!)

Just reduce RoF, that would still keep them useful as PD.

Also PCLs are only good if you're up in the enemy's face. They're the best pick for the flagship maybe, but definitely not universal.
Title: Re: PCLs are overpowered
Post by: eert5rty7u8i9i7u6yrewqdef on July 17, 2023, 09:31:19 PM
(Toning them down is on my list for .1! Have not at all decided on the approach, though, not even whether it should be "more OP" or "reduced performance", so I'd love to hear people's thoughts!)
Well, missiles are needing a good sustainable medium PD option that will target missiles, so maybe the call is to double their ammo, and switch their damage over to frag.
Title: Re: PCLs are overpowered
Post by: CapnHector on July 18, 2023, 12:37:32 AM
PCLs have two notable qualities: 1) they work extremely well as defense and 2) they are also extremely deadly to enemy ships. That is probably too much. They also have good ammo and are tough and reliable. The only downside is relatively short range, but it is 1000 range so it can be completely mitigated. For many ships that is where they want to be anyway. They are even good enough that closing in to use them is good.

So you probably should focus on #1, since there are other weapons for #2. However, going back to what they were previously (obscure and unused for AI ships, overpowered for playerships for the knowledgeable player) is bad.

Switching damage type to frag so they can still do their other notable thing which is destroy waves of fighters and missiles, a fun semi-unique effect, without overwhelming enemy ships too, would probably be good. People already didn't want to use a 12 OP medium missile for PD previously for many obvious reasons so to compensate it should have regenerating ammo or lower OP or both. Flash will then need rethinking though. Maybe it should keep the current version.

With infinite ammo and frag damage type it would be a kind of AOE IR autolance but also in a much more competitive slot than medium energy (which, though buffed, is not particularly desirable except on select ships, while direct fire medium missiles are extremely strong and desirable) so I would price it at 8 OP fair value with the AOE compensating for using a more valuable slot.
Title: Re: PCLs are overpowered
Post by: Vanshilar on July 18, 2023, 02:51:48 AM
I think PCLs should be toned down. They provide both PD and a lot of mid-/close-range burst DPS, as well as filling the area with a bunch of missiles (that I assume distract enemy PD too). My flagship Onslaught uses them ruthlessly against big ships and any swarms I can find, along with Hephaestus for general anti-armor/anti-hull. With elite Missile Spec, those 4 Medium Ballistic slots produce a whopping 3300 DPS at 550 HE hit strength, albeit at 1000 range, slow, and for limited ammo. That limited ammo (with elite Missile Spec and EMR) for those 4 PCLs is generally enough to do roughly as much damage over the course of a double Ordos as the twin TPC's with s-mod Expanded Magazines, or as much as two HAGs.

However, I haven't had much experience with putting them on AI ships; is it that they're overpowered on ships controlled by the AI as well, or is it just a player thing? What's an example of a ship/build for AI use that shows how overpowered they are under AI control relative to other options?

Switching damage type to frag so they can still do their other notable thing which is destroy waves of fighters and missiles, a fun semi-unique effect, without overwhelming enemy ships too, would probably be good.

That's an interesting suggestion. I tried out my flagship Onslaught XIV / 3 Conquest / 2 Gryphon fleet vs double Ordos, replacing 2 of my Onslaught's PCLs with ones that did frag damage instead (the weapon group was still set on alternating) via adding it to weapon_data.csv, for a side-by-side comparison. The PCLs are under manual control, for when I spam them against ships that get close to me (...such as when I burn drive into them), or as PD as needed. For those 3 runs, the damage results from the Detailed Combat Results mod (https://fractalsoftworks.com/forum/index.php?topic=11551.0) were:

Code
(SS2863, 2881, 2901)
Regular PCL (2 of them):
Total Shield Armor Hull
Run 1 34719 4868 10736 19115
Run 2 42018 10898 12956 18164
Run 3 44497 7318 15786 21393
Avg 40411.3 7694.7 13159.3 19557.3

Frag PCL (2 of them):
Total Shield Armor Hull
Run 1 14625 2728 637 11260
Run 2 14730 4353 754 9623
Run 3 17627 3236 1110 13282
Avg 15660.7 3439 833.7 11388.3

So it looks like changing the damage type from HE to frag would cut the shield damage about in half, reduce anti-armor damage to almost nothing, and reduce anti-hull damage to around 60% of original. That means that although it'll still help a lot vs hull, you'll need something else to break armor first, so it seems like a fairly good nerf to me.
Title: Re: PCLs are overpowered
Post by: CapnHector on July 18, 2023, 03:07:14 AM
I don't know how to show overpoweredness but it used to be in .95.1 that the AI could not use them. So creating something like a Legion with 5x PCL would be extremely good in the sim if facing no missiles but extremely bad in fleet combat as the ship would be craven and fire the PCLs at enemy missiles. No longer, though.

One fleet I created in .96 that uses PCLs as its main guns was the Venture Mk. II double Ordo fleet
video
https://m.youtube.com/watch?v=GAgPFxq9HfI
[close]

Now this one also has Reapers and due to Missile Autoloader those work equivalently to 2 Typhoon Reapers with a 10 second delay rather than 15. (Although with 11 ammo rather than 24 total, but they don't use it all in a 2 Ordo). Now apart from the silliness of this fleet existing, you can see that the PCL does significantly more damage over the course of the fight while also providing point defense for the ship, it is in fact its main damage dealer. Even if Annihilator could match the damage which I doubt, it wouldn't be anti-fighter and PD.

However is that a point to that it's overpowered, I don't know but generally when picking PCL you are getting great attack and defense in one weapon with also excellent ammo for a missile and it's certainly usually hard to justify alternative options in a forward facing missile slot.

Edit to add: to elaborate on that, by that I mean to justify another choice you'd have to believe the alternative missile's damage justifies that it probably has poorer ammo and no AOE and certainly won't provide excellent PD cover and destroy enemy fighters. But it's not usually even true that the alternatives would have better damage.
Title: Re: PCLs are overpowered
Post by: Draba on July 18, 2023, 04:36:25 AM
IMO they are overpowered under player control, middling for AI.
The defensive properties can also be a downside, AI will spam them out at literally anything and running out of ammo against capitals is pretty common.
Don't think clearing fighters faster is that valuable in a direct fire M missile slot, especially with the addition of IR autolance and the burst PD/pulse laser buffs.

Reducing firerate would make them weaker in the player's hands and improve reliability under AI control.
If the goal is to lean into the defensive power then cutting damage to something like 150-200 and doubling ammo could to it.


They are nice in that they don't need ECCM or missile spec's hp boost to hit, so a really good choice for fast ships that can hug the enemy and might want to skip either.
Somewhat related: I think missile spec gives too much. +100% ammo/+50% RoF/+10% damage dealt are already extremely good, extra health also being there just makes it even more over the top.
Currently it doesn't matter that much since spec is ~mandatory on basically any ship with noticeable missiles, a small health boost might as well be the baseline and bonus can be removed from the skill.
Title: Re: PCLs are overpowered
Post by: TheLaughingDead on July 18, 2023, 04:52:00 AM
The idea of turning them into frag damage weapons sounds interesting. I remember when I first started playing this game (0.9.1a) I thought PCLs would basically be mines that a ship would lay down, which would then go off when enemy fighters or missiles moved nearby (hence the "proximity charge" in the name). I still think that would be an awesome idea, but after playing this game and keeping up on the forums, I'm under the impression that coding the AI to work around mines would be exceptionally difficult -_-

Even still, frag damage would certainly turn PCLs into an almost dedicated PD weapon, which seems fine by me. I didn't use them all the time, but a couple builds I had that used them, they performed considerably better than any other missile (if they could get in range). For example, an AI-piloted Odyssey with two PCLs and two Autopulse Lasers (S-modded Expanded Mags) was good, Aurora with PCL was good, I'd bet Fury could use them well. Really, most energy weapon ships that can mount them use them well because the "high-DPS, low-range" PCLs compliment the "high-DPS, low-range" half of energy weapons. One PCL alone could do pretty much all the armour-cracking (and a hefty chunk of DPS), leaving room for my favourite energy weapon for shield/ion DPS, the Ion Pulser (or just a Pulse Laser if you're boring). Can't speak to low-tech PCLs, I think that relying on effective burn drive use can make their effectiveness limited in the hands of AI (for ships like Dominator/Onslaught), but they are somewhat competent in the hands of a Manticore against non-Remnants (too slow/squishy for Remnants). Obviously when a player is in control of the burn drive, PCLs will shine. With AI, I haven't experimented much with low-tech AI PCL builds, but I think long range and not forcing AI into close range with a slow ship (especially when high flux enemies can back off and the AI is forced to switch targets all the time) is usually the better strategy (again, haven't tested).

Regarding Draba's reply (posted while I was typing):
Haven't had any ammo issues, but if I'm mounting PCLs I mount them to fill armour-cracking/major DPS roles so I can't have them running out = EMR and Missile Spec.
Having that fighter clearing role could be nice, if the PCL's damage against ships and OP cost was adjusted. I could easily imagine frag damage PCL, double ammo, eight OP, slap it in there if you want some hull DPS or anti-fighter help.
Cutting damage to 150-200 and doubling ammo would make them a bit too similar to Annihilators imo. It is already stepping on the Anni's toes, that would be like lying entirely down on them!
My thoughts on Missile Spec are well-stated. I agree that PCL is an incredibly good medium mount even without it though.
Title: Re: PCLs are overpowered
Post by: Sendrien on July 18, 2023, 11:22:24 AM
Another approach might be to lean into its uniqueness rather than try to make it more "in line" with other weapons of the same type.

What I mean by this is that the proximity explosion mechanic is what sets the PCL apart from everything else. However, what makes it overtuned is its ability to be spammed, which almost negates in some cases the need for any kind of frontal PD.

Why not make the AOE area larger, and the damage higher, BUT, enforce a cooldown similar to the Pilum, so that it has to be used judiciously.

So, you might change the stats as follows:

Damage: 500 > 1000
AOE Radius: +100%
Max Ammo: 25 > 3
Ammo/sec: 0 > 0.1
Chargedown: 1 > 2
Projectile HP: 500 > 800
Title: Re: PCLs are overpowered
Post by: Thaago on July 18, 2023, 01:15:59 PM
[test information]

Really interesting! I think that if they were switched to frag I might even do a mixed battery of PCL's + Annihilators on an Onslaught or Dominator; keep some of the AoE anti-fighter/missile while also having some anti-armor from the annis to cover the PCL's weakness there.
Title: Re: PCLs are overpowered
Post by: Alex on July 18, 2023, 06:04:44 PM
Hmm. Would a frag PCL feel strong enough vs fighters? I have a feeling it might struggle some against Broadswords and similar.
Title: Re: PCLs are overpowered
Post by: BaBosa on July 18, 2023, 06:08:10 PM
Hmm. Would a frag PCL feel strong enough vs fighters? I have a feeling it might struggle some against Broadswords and similar.
Could they be given bonus damage to fighters/missiles? Emp would be another option.
Going from HE to frag means broadswords are just killed in 3 hits rather than easily killed in 2. That’s only one more hit unless it is far enough for reduced damage and then it lasts longer but I don’t think that’s a huge issue. I assume most will be within the full damage blast and it’s still really effective.

Edit:
Spoiler
100 - 500/4 * 500/4 / (500/4 + 100) = 30.555…
30.6 - 500/4 * 500/4 / (500/4 + 30.6) = -69.8

750 - 69.8*4 * 500/4 / (500/4 + 5) = 481.5
481.5 - 500 * 500/4 / (500/4 + 5) = 0.73
[close]
Redid the calculations with less rounding and broadswords would just survive 3 hits. How does the rounding in damage work exactly?
Title: Re: PCLs are overpowered
Post by: eert5rty7u8i9i7u6yrewqdef on July 18, 2023, 08:13:08 PM
Hmm. Would a frag PCL feel strong enough vs fighters? I have a feeling it might struggle some against Broadswords and similar.
It deals area damage, so even if it takes three or four shots to kill the heavier armored fighters, it will kill multiple fighters in three to four shots. Due to the damage it deals, one shot will be enough to disable the fighters that get hit, allowing follow up shots and other weapons to easily kill fighters.

This is assuming it gets a substantial ammo buff.
Title: Re: PCLs are overpowered
Post by: CapnHector on July 18, 2023, 09:39:40 PM
Hmm. Would a frag PCL feel strong enough vs fighters? I have a feeling it might struggle some against Broadswords and similar.

To make a comparison, it's still essentially a flux-free dual flak cannon with +10% dps, 1000 range and 500 rather than 150 hit strength. Also if it's affected by the Point Defense skill it will still 2 shot Broadswords with the skill. It just needs enough ammo that you want to take a missile primary for PD to be good. Even Missile Specialization elite will push it to 2 shot.

Edit to add: I don't see myself using the frag PD version much with 50 ammo because if you invest heavily in them to get the extra ammo then you want your missiles to be your burst or anti armor and not PD; but if it had infinite or functionally infinite (say base 150) ammo then it would definitely be a pick for many builds because then it would essentially handle your PD from a missile slot and without requiring the missile skill and accessories.
Title: Re: PCLs are overpowered
Post by: Sendrien on July 18, 2023, 09:51:13 PM
Hmm. Would a frag PCL feel strong enough vs fighters? I have a feeling it might struggle some against Broadswords and similar.

Changing it to frag damage doesn't even address the reason why it feels OP. Unless the PCL is really meant to be a proxy for point defense, I contend it makes more sense to lower its ability to spam charges.

Said otherwise, I think PCL serves a much more interesting role as a frigate killer than a fighter killer.
Title: Re: PCLs are overpowered
Post by: Goumindong on July 18, 2023, 11:23:54 PM
How does the Flash version of the PCL work?  Quick glance says six ammo and 2000 range.  I guess that version is closer to the original PCL.

Fine. I think the problem with the PCL now is that it has velocity. The Flash dumps PCL and then leaves. And they have roughly the same speed as the new PCL but you cannot get missile spec +ECCM speed bonuses onto Flash PCL's so they make a wall of bombs that enemy ships try and avoid/shoot down. Its very effective area denial and good anti-ship. But its also slow and non-specific compared to other bombers.

PCL are good to OK without ECCM and skills but probably not the "killer app" that they are currently. Changing them to frag may also work but i think they would be better they were "zero velocity" like they used to be
Title: Re: PCLs are overpowered
Post by: Buggie on July 19, 2023, 01:54:28 PM
PCL shots aren't affected by eccm boosts, but yeah i believe they're still quite a bit faster than the flash version
Title: Re: PCLs are overpowered
Post by: vladokapuh on July 19, 2023, 03:10:57 PM
as much as i agree with PCL being overpowered, turning them into some odd "unique" thing, or into frag weapon, will just make it not exist as a usable option again
imo just tune the stats down, and nerf missile spec
Title: Re: PCLs are overpowered
Post by: Megas on July 19, 2023, 03:58:51 PM
The original version that was too slow and PD-enabled was bad.  The ammo was wasted on missiles that had no chance of intercepting (and I cannot tell my AI ships not to fire PCLs at missiles).  (Did not help that radius attacks back then did not hit for full damage, like doing less damage to hull than heavy blaster.)

If Missile Spec gets nerfed (enough that it is no better than other combat skills), it probably should become tier 1 like every other combat skill.  It is very powerful, but I expect capstones to be strong or at game-changing.
Title: Re: PCLs are overpowered
Post by: Alex on July 19, 2023, 04:03:34 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

I kind of like the PCL as it is, feel-wise - it's satisfying to use and its an impactful weapon. I wonder if e.g. toning the rate of fire down by half or some such might not be enough.
Title: Re: PCLs are overpowered
Post by: Megas on July 19, 2023, 04:20:14 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

I kind of like the PCL as it is, feel-wise - it's satisfying to use and its an impactful weapon. I wonder if e.g. toning the rate of fire down by half or some such might not be enough.
The sort of nerf I was expecting was something drastic like less ammo count (like +25% or +50% instead of +100%).

I would not mind slower rate of fire, if the ammo count stays (or gets more ammo).  I like endurance options for missiles.  Currently, PCL is an Annihilator Pod with double damage that is also AoE, half fire rate, and effectively much fatter hitbox.

The main reason I pick PCL over Annihilators is the AoE and it whiffs a lot less.  Using Annihilators are frustrating because they are slow and miss a lot.  PCL does everything I want from Annihilators and more.  The only reason to use Annihilators is they are relatively common early, only to be dumped when player acquires the blueprint to mass-produce the rare stuff.

P.S.  Anyone remember old arcade games like Super Contra or Cabal?  In games like those, you start with a pea-shooter or low-grade machinegun, and one of the powerups is a grenade launcher that shoots slower (or at least slower than high-speed machinegun upgrade) but hits harder and has AoE.  This is what PCL is like, the grenade launcher upgrade to Annihilator Pod.
Title: Re: PCLs are overpowered
Post by: Thaago on July 19, 2023, 04:39:07 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

I kind of like the PCL as it is, feel-wise - it's satisfying to use and its an impactful weapon. I wonder if e.g. toning the rate of fire down by half or some such might not be enough.

Hmmm, what if it had a burst magazine style of firing, say 2 or 3 shot burst with a little spread, then a longer reload to bring its dps down? That would still be a nice assault weapon, but the spread and lower DPS would make it less dominant. Meanwhile vs fighters the burst damage would be... impressive.

The Missile Spec nerf has been long coming! A sad day for low tech, but honestly a good call. It will still be a big upgrade, just not quite so insane of a dps increase for rockets/torpedoes.
Title: Re: PCLs are overpowered
Post by: BaBosa on July 19, 2023, 04:41:55 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

I kind of like the PCL as it is, feel-wise - it's satisfying to use and its an impactful weapon. I wonder if e.g. toning the rate of fire down by half or some such might not be enough.
Just lowering the firering rate would probably be enough. It wouldn't be a flux free heavy HE blaster anymore which is really the problem and I don't think the current fire rate is needed for PD. Edit: Making it a magazine based weapon sounds really good, would let you drop it's sustained dps more without losing it's PD ability.

My personal opinion about missile spec is that it is fine for the player, it is that you can easily give it to every officer and the AI for long range missiles is really good so it stays really impactful on AI ships unlike some other powerful things. If it was just more rare or even locked behind an officer skill then it wouldn't be so much of an issue.
Title: Re: PCLs are overpowered
Post by: Lawrence Master-blaster on July 19, 2023, 10:21:40 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

Oh good, Squalls will last even longer...
Title: Re: PCLs are overpowered
Post by: TheLaughingDead on July 19, 2023, 10:29:07 PM
Missile Specialization is definitely getting nerfed! Going to be something like +25% each on rate of fire and hitpoints.

Oh good, Squalls will last even longer...

Sweet, lower RoF and HP might mean PD will have a chance at keeping up with Squalls!
Title: Re: PCLs are overpowered
Post by: Thaago on July 19, 2023, 10:33:27 PM
Yeah, the proposed change would take the 'Incoming hp per second' impact of elite missile spec from +125% (current) to +56.25% (new) over baseline.

I know raw hp is not everything/wholly accurate, but it means that a ship needs only ~70% of the PD they otherwise would to keep up with saturation style rockets/squalls (1.5625/2.25).
Title: Re: PCLs are overpowered
Post by: Lawrence Master-blaster on July 20, 2023, 04:49:01 AM
I'm too lazy to do the math but I'd take a bet that the only (small) PD able to keep up with Squalls both before and after the nerf will be Vulcan.

So I don't really exepct anything to change as Remnants don't use Vulcans.
Title: Re: PCLs are overpowered
Post by: Alex on July 20, 2023, 09:51:54 AM
Squalls are going to get less HP to begin with, anyway; their high HP was based on the sort of conceptual idea that they're more or less solid chunks of metal - and mechanics-wise, on the idea that it's meant to be fired at a non-overloaded ship, and if it's too easily countered by PD, that'd be pretty useless. But the scripted anti-shield damage does away with the first, and it's pretty clearly overtuned for the second, soo.
Title: Re: PCLs are overpowered
Post by: Sendrien on July 20, 2023, 05:03:13 PM
Squalls are going to get less HP to begin with, anyway; their high HP was based on the sort of conceptual idea that they're more or less solid chunks of metal - and mechanics-wise, on the idea that it's meant to be fired at a non-overloaded ship, and if it's too easily countered by PD, that'd be pretty useless. But the scripted anti-shield damage does away with the first, and it's pretty clearly overtuned for the second, soo.

With Missile Specialization already getting nerfed, it may be prudent to avoid stacking nerfs from multiple sources in the same patch.

I am certainly no developer, but as a player, I have seen so many games where something is overtuned, and the subsequent nerf ends up see-sawing the power level in the opposite direction and the target of the nerf is now completely useless. The culprit of this is usually the unintended effects of multiple interacting balance changes.

Consider this:

Squall HP Nerf + Missile Specialization Nerf + PD Buff = Useless Squall (likely outcome)

Given that you usually patch new updates, why not put out the strongest changes first, while withholding the easy alterations as a low-effort means for balance tweaking? For instance, whatever means you plan to buff PD + Missile Spec nerf for the next update. Then, if Squalls still feel overtuned, you can still nerf its HP.
Title: Re: PCLs are overpowered
Post by: BaBosa on July 20, 2023, 05:32:05 PM
Yea definitely need to watch out for over nerffing missiles. There’s also the possible nerf to the gryphon to make its autoforge only replace the base number of missiles and or making it unaffected by system expertise. 

This also wouldn’t be needed if officers couldn’t easily get capstones.
Title: Re: PCLs are overpowered
Post by: Alex on July 20, 2023, 05:50:25 PM
With Missile Specialization already getting nerfed, it may be prudent to avoid stacking nerfs from multiple sources in the same patch.

I am certainly no developer, but as a player, I have seen so many games where something is overtuned, and the subsequent nerf ends up see-sawing the power level in the opposite direction and the target of the nerf is now completely useless. The culprit of this is usually the unintended effects of multiple interacting balance changes.

Consider this:

Squall HP Nerf + Missile Specialization Nerf + PD Buff = Useless Squall (likely outcome)

Given that you usually patch new updates, why not put out the strongest changes first, while withholding the easy alterations as a low-effort means for balance tweaking? For instance, whatever means you plan to buff PD + Missile Spec nerf for the next update. Then, if Squalls still feel overtuned, you can still nerf its HP.

Yeah, that makes sense. I wasn't planning to buff PD, though! I think it's actually in a good place except for when it deals with some specific outliers. And it feels like baseline, no-Missile-Spec Squall HP is too high in relation to what PD can do about it. Still, there's of course the danger of overcompensating; you're certainly right about that. But it also feels pretty definite to me that *just* the Missile Spec changes aren't enough for Squalls, so I'd rather make that change - perhaps a fairly conservative one to start - and see how it goes, than not touch it at all.
Title: Re: PCLs are overpowered
Post by: Sendrien on July 21, 2023, 03:33:17 AM
Yeah, that makes sense. I wasn't planning to buff PD, though! I think it's actually in a good place except for when it deals with some specific outliers. And it feels like baseline, no-Missile-Spec Squall HP is too high in relation to what PD can do about it. Still, there's of course the danger of overcompensating; you're certainly right about that. But it also feels pretty definite to me that *just* the Missile Spec changes aren't enough for Squalls, so I'd rather make that change - perhaps a fairly conservative one to start - and see how it goes, than not touch it at all.

Ah, I didn't realize you weren't buffing PD. In this new context, it makes sense then.

But perhaps you really could take a second look at PD. It doesn't feel like it's in the right place against fighters or missiles, and the value for OP seems a little off when ballistic PDs are often far more effective than their laser counterparts. For instance, two vulcans can effectively secure a Hammerhead's rear against most missile threats, while PD or LRPDs cannot. Then, when you move to medium and large slots, you're literally dealing with AOE PD (flak) vs. single target. You have to stack multiple Burst PDs in order to deal with a single torpedo threat, while a flak or devastator screen renders almost all incoming missile fire pointless.
Title: Re: PCLs are overpowered
Post by: Lawrence Master-blaster on July 21, 2023, 04:24:16 AM
The only missile that should go near your rear is the Salamander, which has 150 HP, which means a single PD Laser(75 damage/second) is enough to shoot it down.

Dual Flak is great but it's also medium sized so you should be comparing it to Heavy Burst PD and Devastator with the Paladin. The thing is, high tech ships are usually low on mounts, so you're not going to "waste" one of them on a pure PD weapon.

Personally what I hate the most about PD is fighter flares because they basically render all non-AoE PD obsolete for several seconds. This is especially damaging to (Heavy) Burst PD because they fire all their charges on nothing. And weirdly enough, while the flares can fool PD, they cannot fool your main guns which will still happily shoot the fighters...