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Starsector => General Discussion => Topic started by: Momaw on August 05, 2022, 02:28:45 PM

Title: Should there be more Large missiles that don't shoot Large missiles?
Post by: Momaw on August 05, 2022, 02:28:45 PM
Here's the thing. When you have a Small missile mount, you have all your bases covered. You've got anti-shield Sabots, you've got anti-armor Breachers, dogfight-ending Harpoons, anti-fighter Swarmers, dumbfire Annihilators, and if you're lucky and patient you can get a hit in with a torpedo.

When you upgrade to a Medium mount, you basically have the same options as a Small mount, but MORE: either more missiles carried or bigger volleys, or usually both. There are some changes to the lineup: You gain the frustrating Pilum missile which...no thanks.  You lose the rather nifty Swarmer launcher and Atropos torpedo in favor of the Proximity Charge Launcher which is a little clunky. But overall Medium missile mounts are really great and I would rather spend OP on Medium missiles than most other gun mounts.

Then you get to Large mounts, which should basically be the pinnacle of "I am now a terrifying god of missile delivery!" But.... It's not. At least I don't feel like it is.  The problem is your choice of weapons basically gets cut in half once you reach Large missiles. Your anti-everything Annihilator is replaced by the Squall, which fires slooooowly and in huge, long clumsy bursts that waste ammo. And according to the blog, this is going to change so that it's more anti-shield than anti-everything, so even LESS like the Annihilator.  Large-mount Sabots? No. Large-mount Breacher or Harpoon? No. You don't even get a less-bad mounting for the Pilum. The only Large mounts that even seek targets are the Harbinger (which is very slow and carries painfully limited ammo and basically outclassed by the Hammer Barrage) and the Locust which has the same problem as the Squall in that it fires in enormous wasteful bursts.

Is there anybody else that feels like there should be some more Large missile mount options that are more... flexible? Or carried more ammo? Or didn't fire in huge salvos? How many Harpoons or Sabots could you fit on a Large mount???  Or since Pilum was introduced at medium tier, would a Large Pilum recharge faster or have a bigger magazine?  Would a Large Prox Launcher have twice the ammo and fire rate?

Basically, it feels like there's really good options in Medium class missiles for punching both above and below your weight class while everything in Large mounts is only suitable for barge-on-barge combat with the exception of Locust which.... sure, it erases fighter swarms, but by the time you have a ship that actually HAS a large missile mount you care more about taking down carriers than fighters.  There is nothing stopping a cruiser with Large Ballistics from using its guns to one-tap an enemy bomber then completely brutalizing a frigate then turning to a slugging match with an enemy cruiser. Where, if you have Large Missiles, you only get to kind-of do one of those things and then back off and reload for a while...and then you're out of ammo.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 05, 2022, 02:41:05 PM
You might want to take a look at the latest blog posts, we're getting a bunch of new missiles including a large Pilum.

Also usually having tiers of the same weapon gets boring.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Igncom1 on August 05, 2022, 02:51:53 PM
Well your Cyclone Reaper Launcher is a double barrelled reaper torpedo launcher, pretty nice.

Hammer Barrage for dispensing four of Ludds hammers down into the godless heathens.

Hurricane MIRV Launcher which I quite like as a big multi-missile harpoon missile launcher.

Locust SRM Launcher for bulling fighters and frigates over an extended period of time.

And the Squall MLRS which does what the Sabots do as an anti-shield missile volley machine. Not very comparable to annihilator rocket launchers at all.


I'd not say no to new missiles but we do effectively have two torpedo weapons, a standard missile weapon, an anti-fighter weapons, and an anti-shield weapon.

So I guess we could double up on the standard missile weapon (or the tracking torpedos?), a second anti-fighter missile (cluster mine dispenser?) and anti-shield weapon (Sabots are VERY powerful as it is so I'd not know how to add another without it being something truly aweful. Something good vs shields but totally worthless against everything else?)

Not to mention weapons like the saturation Pilum or the Salamander anti-engine weapons. I do hear in an upcoming version that we are getting missiles with one shot laser cannons for warheads, which sounds cool.

I've seen mods do all sorts of things like dummy missiles that just circle enemy targets until they run out of fuel or are destroyed to distract enemy point defence, or large rocket racks for sending a wave of annihilator rockets at an enemy (along with overpowered nightmares like MLRS rockets that cross the whole battle map in endless torrents.)

I do feel like missiles present such a outside counter force that it might be nice to have anti-meta missiles for beating what might otherwise be dominate tactics like phase denial missiles, or anti-fortress shield missiles.

Or even AI killer missiles for when you really, really, REALLY want to enforce the AI ban.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 05, 2022, 03:23:38 PM
I think large missiles are fine right now. And I agree with the squall nerf because as Alex says in the blog post announcing the nerf, a consistent squall bombardment can pound through armor more effectively than its kinetic damage profile would lead you to think. Squalls are basically a ship-mounted artillery piece, they should be strictly anti-shield. They do waste a lot of ammo if they're targeting a frigate or destroyer but they're devastating against cruisers and capitals, their intended targets.

A large version of the proximity launcher would be interesting. I don't think it conflicts with the locust in its PD role, because they perform that role in different ways. Locust missiles seek and destroy fighters, and if there are no fighters they target ships. They're effective against frigates in addition to fighters. Proximity launchers fire mines that are relatively slow, no tracking, but explode when anything gets near them and deal a lot of high explosive damage. Enemy AI is terrified of them and it can be used outside of its PD role in an offensive manner.

For example, the Dominator: I like to give it 2x annihilator pods and 1x proximity launcher in the middle slot. It serves 3 purposes - blowing up incoming missiles/fighters, scaring away enemy ships, and if a ship holds its ground it provides a ton of anti-armor firepower. It's very effective against cruisers and capitals, especially enemy Dominators and Onslaughts that have front missile batteries of their own.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 05, 2022, 03:23:58 PM
Large missile slots are trash, there's no triple Salamander. Literally unplayable.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: BigBrainEnergy on August 05, 2022, 03:29:07 PM
Hurricane is a lot like the large version of a harpoon and locust is a lot like the large version of a swarmer, but there are enough meaningful mechanical differences that they don't feel like a lazy copy paste into a larger slot. Actually, the same could be said even when it comes to the cyclone reaper and hammer barrage.

And then there's squalls. The nerf is well deserved if you ask me.

A general purpose large missile isn't super necessary when all of them have such raw power you can brute force your way through most situations. Double hurricanes can punch through shields, swarmers are great against hull, etc. Not to mention we are getting a large mount version of the pilum, the new dragonfire torpedo, and the hydra sounds great as a punch-down missile and as Alex said will have a lot of ammo so I imagine you can afford to use it as a general purpose weapon to supplement your other guns when fighting against stronger opponents.

Overall it seems like we've got plenty of choice in the large missile slot. If anything I'd like to see more large energy weapons, but at least the ones we have now are all fantastic in their niche.

Large missile slots are trash, there's no triple Salamander. Literally unplayable.
Had me in the first half, Jesus don't scare me like that lol.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 05, 2022, 03:35:40 PM
Jokes aside, I would love a large Salamander.

Larges aren't bad, but we all sure wish we had large harpoons and sabots. Gazers will only add to the medium slot envy next version.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: BigBrainEnergy on August 05, 2022, 03:44:47 PM
Jokes aside, I would love a large Salamander.

Larges aren't bad, but we all sure wish we had large harpoons and sabots. Gazers will only add to the medium slot envy next version.
I'm trying to think of how a large salamander would work, because it would pretty awkward if it was just the same but a volley of 4. Maybe stay at 2 per volley but cut the cooldown in half.

Large harpoons sound interesting on paper but I imagine they would step on the toes of hurricanes too much. Picking one over the other would boil down to which one is stronger rather than a difference in purpose. At most you could give one more ammo and the other more damage per burst but I don't think Alex is gonna bother with something that granular when we're already spoiled for choice.

Sabots definitely wouldn't have any competition in the large slot I just have no idea how you make them not overpowered. 4 sabots per volley is liable to break any ship (radiant) that can get close enough to use it.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Thaago on August 05, 2022, 04:55:20 PM
I'll also note that most of the large missiles play well with missile spec and its elite skill. The mediums tend to have low ammo even after doubling (though annihilators are pretty good here!), but the larges have more base and tend to be limited by firing rate. +50% firing rate on the larges is _quite_ good!
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Schwartz on August 05, 2022, 05:00:57 PM
The interesting part is that large missiles are apart from their small and medium counterparts - so far. There's no 50-shot Harpoon MRM option, and no big Annihilator pod either. This is not a downside, though I wouldn't mind having them. What could be improved is the Squall and the agility of the MIRV. Needing ECCM & skills just to use a large slot missile feels bad. The Squall is arguably worse and folks still like the MIRV for bigger targets, fair enough.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 05, 2022, 05:09:47 PM
but the larges have more base and tend to be limited by firing rate. +50% firing rate on the larges is _quite_ good!
But certain missiles should only be fired at certain times. For example, reaper torpedoes are best fired when a target is close to their maximum flux or when they're overloaded/unshielded.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: SafariJohn on August 05, 2022, 05:23:48 PM
2 turreted Hammer Barrages mows through just about everything already while ammo lasts. I don't see why you'd want anything else.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Candesce on August 05, 2022, 06:23:46 PM
For example, reaper torpedoes are best fired when a target is close to their maximum flux or when they're overloaded/unshielded.
Unless you're using a Cyclone Reaper Launcher, in which case you should be using the torpedoes to force low-flux targets into high-flux, high-flux targets into overload, and overloaded targets dead, dead, dead. Just watch out not to waste them on targets with strong enough PD to keep them from landing.

Fired immediately every moment you can, you can keep firing the Cyclone for over a minute and a half, with no relevant skills or hull mods. With them, you get much longer. And you're not going to be firing them the moment they load even if you're spending them profligately.

Squall has similarly large amounts of ammo, too - over two minutes of fire before mods and skills. So does the Locust.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Brainwright on August 05, 2022, 08:07:15 PM
Yeah, I'm not seeing this.  Hurricane handily fills the role of Harpoons, Atropos, and Breachers.  Squall is just a standoff weapon, like a graviton beam.  The nerf isn't even going to change how I use it, as I always backed it up with serious damage.  Locust is a PD weapon that can land serious hurt on damaged ships.

And they all have much more ammo than their smaller mount counterparts.  I usually question the wisdom of even using medium sabot mounts, as they're a knife fighting weapon, either for when you're attacking or getting attacked.  Two at a time can be kind of painful when a Fury just popped into your flank to say hello.  The Longbow is the best "upgrade," to use them on a larger scale.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: smithney on August 06, 2022, 01:45:02 AM
Basically, it feels like there's really good options in Medium class missiles for punching both above and below your weight class while everything in Large mounts is only suitable for barge-on-barge combat
Honestly when you look at the kind of hulls with large missile slots, the current large options handle punching up just fine considering we're basically talking about capitals, while punching down can be handled satisfyingly by medium slots. The only kind of punching up where large missiles falter imo is sieging stations, but that's a special case that deserves considering special measures, i.e. bombers.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Serenitis on August 06, 2022, 02:07:07 AM
I'm trying to think of how a large salamander would work
One potential way is to have it two-stage, like a big chunky sabot/pilum.
First stage is a large 'carrier'. Long ranged with decent speed, but poor turning and acceleration.
When it gets close enough to a target it 'pops' and releases a number of salamanders.

Nonsense
You could also in theory, re-purpose this into a generic 'carrier missile' chassis that's a large missile in it's own right.
On it's own it's long range but slow and tough, but does only area/proximity frag damage if it hits. Mediocre.
But it has a sub-muntion bay that is presented like a small fighter bay.
And you can put any other small/medium missile in this bay, and when the large missile triggers it releases a suitable number of that type of smaller missile aimed at whatever is nearby.

Like a configurable cruise missile. You pay the OP cost to fit the chassis, then pay again for the payload (possibly with some amount of reduction since you're only using the ammunition, not the launcher itself).
[close]
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 02:20:26 AM
Honestly, large Salamander sounds like a pointless missile. Medium version can already feel like overkill since you either hit the engines, or you don't. If the target has 360 shields or any sort of defense on the engines, no amount of Salamanders is going to get through. Large Harpoon is pretty much the Hurricane, thank god large Sabots don't exist, I'm already sick of them dominating other mounts on some ships. And all this talk about general purpose missiles, when we're getting TWO large missiles that deal energy damage. At least read what the dev is working on before suggesting the literal same thing.

It was a minor complaint but I also agree with the person who mentioned ECCM and large missiles. Thankfully Alex already took care of that (written somewhere in the comments of the blog post).
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Serenitis on August 06, 2022, 02:33:53 AM
Large Harpoon is pretty much the Hurricane
Keep seeing folk saying this, and I don't see it at all.

Harpoon is an accurate ship-to-ship weapon with excellent guidance that is non-trivial to avoid.
Hurricane is an inaccurate area bombardment weapon with minimal guidance that is easy to avoid.

Literally the only things they have in common is that they're guided missiles and do HE damage.
How are they the same?
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 06, 2022, 02:49:21 AM
They aren't the same at all. Not sure what fumes people are inhaling. Harpoons can chase targets very persistently, while MIRV misses 80% of its payload. AI also treats Hurricane as a pressure missile, and doesn't conserve ammo until the last 5.

My idea for large Salamander would be a relatively rapid fire continuous stream version with a larger cooldown for reload, rather than a large burst. Like Squall, but with Salamanders.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Igncom1 on August 06, 2022, 02:56:37 AM
A big salamander, or dinosaur?, missile could be a full ship EMP missile. If it hits the hull then that is a full overload.

Don't get hit.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 03:03:54 AM
Harpoon is an accurate ship-to-ship weapon with excellent guidance that is non-trivial to avoid.
Hurricane is an inaccurate area bombardment weapon with minimal guidance that is easy to avoid.
Bruh you literally described one single property 3 times in a row, accuracy.

If you take a look at the big picture, both weapons are HE missiles that do their damage in packs instead of a single strong payload (like torpedo). Just to be clear, I'm talking about the imagined large Harpoon. It would work exactly the same but Harpoons would be even stronger since everyone here knows, they have better tracking. Thus, such a weapon would be annoyingly strong and easy to spam. Of course they're not a 1:1 replica but having a large Harpoon would bring nothing, except screw with the balance.

EDIT: I finally understand how Alex feels when people suggest the same weapon but bigger/smaller.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: SCC on August 06, 2022, 07:21:34 AM
Both Harpoon and Hurricane are finishers, more or less. Hurricane requires a lot of set up to get good, though, which is rather limiting.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 06, 2022, 07:52:27 AM
Hurricane is pressure, not a finisher. If a target is overloaded within range of harpoons, it's going down. Hurricane would just strip a bit of armor and that's it. The refire delay is too long and the large mounts are too rare.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Brainwright on August 06, 2022, 08:26:41 AM
Do people not realize most missiles suck without ECCM?

Seriously, try it.  Your Hurricanes will reliably converge on frigates.  Even Harpoons will cease to be puffs of confetti before modest PD.

Try it.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Momaw on August 06, 2022, 09:02:24 AM
Just to make sure I was accurately remembering, I went into the sim and tried to shoot down frigates with the Hurricane. Even if the target is overloaded it usually misses with half its payload and then the target survives because the reload time and flight time are so long. The Hurricane, is not a "large Harpoon".

As far as "the same weapon in multiple sizes" being a bad thing.... no?  Ballistic slots literally do this. A railgun upgrades to a hypervelocity driver, upgrades to a gauss cannon. They do approximately the same thing, they work the same way, just more damage and longer range. Or if you prefer something more shotgun-like, there's Needlers for all mount sizes. There's HE guns for all slots, there are shrapnel guns for all slots.  Energy weapons are an overall more varied group, but you still have options for "punching down": nimble targets might evade your plasma cannon but they aren't going to avoid a tachyon lance or high intensity laser.

I was not expecting this much opposition to variety. The existing Large missiles are pretty much all big cumbersome weapons best used against big cumbersome targets, and neither Ballistics nor Energy have this limitation.  I guess it's accurate to say "Wait and see" with regards to the future directed energy missiles, the Hydra might actually deliver on what the Hurricane attempts to do.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 09:07:14 AM
Bruh do people expect all large missiles to be like Locusts but do HE damage... You'd basically remove frigate from the game then. Also next patch the missiles lineup will have the most large options out of 3 weapon types, not sure where this "opposition to variety" is coming from.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 06, 2022, 09:26:45 AM
Bruh do people expect all large missiles to be like Locusts but do HE damage... You'd basically remove frigate from the game then. Also next patch the missiles lineup will have the most large options out of 3 weapon types, not sure where this "opposition to variety" is coming from.
So 6 linked Harpoon pods on Retribution (24 burst size) don't remove frigates from the game, but a hypothetical large Harpoon (which doesn't even have to have larger burst size) would?
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 09:32:51 AM
Medium missiles run out waaay faster than large ones.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 06, 2022, 09:36:46 AM
So don't give this new large harpoon too much ammunition? Hammer Barrage (and Dragonfire) has 5 shots despite being a large. You are arguing about stats of a weapon that doesn't even exist. There's nothing inherently broken about large version of a Harpoon launcher, it can be balanced with numbers. Hurricane sucks as a finisher (and will suck even more), a weapon to fill the niche would be welcome.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Harmful Mechanic on August 06, 2022, 09:43:25 AM
The answer to a lot of these questions is to make test versions of them as minimods, and test them. Then you're talking about an actually-existing thing with definite, measurable qualities vs. theorycrafting in circles.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Thaago on August 06, 2022, 10:57:02 AM
Re: Harpoon vs Hurricane:
Harpoon is a higher burst for its cost; 4x750=3000 for 10 OP, medium mount vs 9*500=4500 for 25 OP, large mount, and has a refire time of 8.25 vs 15. It has moderately better tracking than Hurricanes, but requires ECCM to reliably hit frigates and even some destroyers. It is great for rapidly overwhelming ships and I use tons of them! It pays for that by being much easier to shoot down (to the point where entire salvos of harpoons can't get through good PD, while hurricane submunitions often can), being much shorter ranged, and most crucially having much less ammo/total damage (9k vs 45k).

Hurricane has a somewhat low floor with the recent nerfs (going from 11 to 9 submunitions) and low accuracy without ECCM (with ECCM it is extremely accurate), but it has a high ceiling because it benefits more from ECCM, Racks, and the missile skill/its elite perk The Harpoon's low ammo is its weakness: with racks and the skill it has enough ammo to make a big difference in battles, but will still run out, and while the +50% firing rate is occasionally handy for rapid fire destruction, most of the time the missile is not firing because it lacks opportunity/would just waste itself, so that part of the skill is semi-wasted. The Hurricane has the ammo where the +50% fire rate is extremely valuable, almost like having an extra half weapon.

The Squall vs sabot is in a bit of a similar position: sabots are incredible burst and effective out of the box, but have short range and low ammo, while Squalls need ECCM but have the ammo where with +50% fire rate skill they are just an oppressive level of missiles.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Daynen on August 06, 2022, 12:09:06 PM
I must be one of the few who doesn't favor missiles.  Limited ammo weapons get a VERY scrutinizing eye from me because there's nothing quite as damaging to a fleet doctrine as seeing half your fleet suddenly doing nothing because they're out of missiles.  That said, I don't think I'd mind if most/all small missiles did have larger variants with more tubes, more ammo, whatever.  It seems fine to me that some missiles are only available on bigger mounts.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 12:14:17 PM
I used to think the same but the buff to EMR plus the new Missile spec skill makes even missiles last for a long time. Super potent as well for zero flux.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Amoebka on August 06, 2022, 12:24:02 PM
Hurricane isn't used as a strike weapon by the AI. This is more damning than even the lower burst damage. Whenever a enemy overloads, all your ships dump harpoons into it, securing a kill with almost certainty. And they save all ammo specifically for these windows of opportunity. Hurricane is fired on cooldown, meaning when the good opportunity to finish presents itself, most launchers will already be on cooldown after firing into shields. As a result, Hurricane is horrible at actually securing kills. It gets decent damage in a fight overall, but it doesn't instantly remove vulnerable ships, which is highly valuable.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: prav on August 06, 2022, 12:54:58 PM
The Hurricane was hilariously strong pre-nerf. You'll have to talk pretty fast to convince me it's not still good after the pretty lenient tonedown it got.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Thaago on August 06, 2022, 03:37:11 PM
The Hurricane is still an excellent weapon, yes, its just a different one from the Harpoon.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 06, 2022, 07:35:38 PM
What do you guys think about a large version of the proximity launcher though? I've been thinking about it ever since OP brought it up. I think it's an interesting idea, if anything it might be overpowered. What I'm thinking of is basically a Cyclone launcher, but with proximity mines instead of reaper torpedoes. One right after the other with a higher ammo pool than the medium equivalent - 100 base ammo should be fine.

IMO proximity mines (Proximity Launcher/Flash Bomber Wing) are one of the most underestimated ordnance in Starsector.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Brainwright on August 06, 2022, 07:39:48 PM
The proximity launcher IS good, but I think the Locust outclasses its performance completely.  It's a case where I think two med proximity launchers would do better than a large version almost all the time.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 06, 2022, 07:50:30 PM
But the locust functions in a completely different way than the proximity launcher, see my previous post on page 1 of this thread:

Quote
A large version of the proximity launcher would be interesting. I don't think it conflicts with the locust in its PD role, because they perform that role in different ways. Locust missiles seek and destroy fighters, and if there are no fighters they target ships. They're effective against frigates in addition to fighters. Proximity launchers fire mines that are relatively slow, no tracking, but explode when anything gets near them and deal a lot of high explosive damage. Enemy AI is terrified of them and it can be used outside of its PD role in an offensive manner.

The locust can double as an anti-frigate weapon outside of its usual anti-fighter role. The proximity launcher doubles as an anti-cruiser/capital weapon and it can easily destroy incoming torpedoes and salvos of suppressive missiles like annihilators/standard bombs (piranha bomber wing).
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: keckles on August 06, 2022, 09:07:48 PM
I must be one of the few who doesn't favor missiles.  Limited ammo weapons get a VERY scrutinizing eye from me because there's nothing quite as damaging to a fleet doctrine as seeing half your fleet suddenly doing nothing because they're out of missiles.  That said, I don't think I'd mind if most/all small missiles did have larger variants with more tubes, more ammo, whatever.  It seems fine to me that some missiles are only available on bigger mounts.

I used to think the same until I witnessed a Dominator with triple Harpoon MRM Pods wipe several enemy frigates and destroyers in a single salvo. Besides the burst damage they actually can do, the threat of missiles being held in reserve is a distinct advantage that helps prevent the enemy from venting when they might need it most. Though their ammo is limited, their ability to rapidly destroy or disable enemies means you can quickly turn a fight in your favor as opposed to having to slog it out with ballistics or energy weapons alone.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 06, 2022, 09:28:54 PM
Lest we forget, the ship itself has a limited time frame in which it can operate. Not just due to peak operating time but also enemy action. You're always on a time limit no matter what weapons you equip, it's a matter of how efficiently you can use that time.
If some cheapo frigate with no officer or built-in hullmods can take out an enemy destroyer with a couple of 1-shot reaper torpedoes, then that frigate has paid for itself more than 2 times over.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 06, 2022, 11:29:05 PM
If some cheapo frigate with no officer or built-in hullmods can take out an enemy destroyer with a couple of 1-shot reaper torpedoes, then that frigate has paid for itself more than 2 times over.
I keep seeing this argument in different places but it makes no sense to me. It's not too bad if you're running Hull Restoration, but if I have a ship that dies every fight then I don't want it. Campaign gives you unfair odds in tougher battles and in general you strive to be efficient, if you're losing half a fleet in fight you're doing something very wrong. The only time "ship is worth it if it can kill x DP by itself" makes sense is in a tournament setting. Only when two sides have a completely equal foot can you build ships to be kamikazes.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 07, 2022, 12:42:00 AM
It's not too bad if you're running Hull Restoration, but if I have a ship that dies every fight then I don't want it.

One Kite costs about 5000-6000 credits, you can find them anywhere and they can fit 2x reapers. Add expanded missile racks and that's 4 reapers. It's 2 DP, doesn't count towards combat ship DP unless you give it militarized subsystems (don't) and it only needs 2 crew members. That's not even a zombie ship, that is literally a throwaway ship. Just think of it as buying 4x reaper torpedoes.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 07, 2022, 12:46:20 AM
But for 2 Kites I can have a real frigate that will actually do work.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: BigBrainEnergy on August 07, 2022, 12:50:02 AM
But for 2 Kites I can have a real frigate that will actually do work.
Once you get to late game 3 kites will get wasted long before they get in range while an omen or monitor will prove very useful, but are any of the 4 dp frigates really any good after the early game? Just curious, I haven't tried them much yet.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Grievous69 on August 07, 2022, 01:04:03 AM
Oh for sure Omens and Monitors are more useful, I was just trying to say I value Centurions and Lashers much more than 2 Kites meant to do serious damage, when in reality they'll pop instantly. Centurions I found are good in all stages of the game, nice little harassers and escorts.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 07, 2022, 01:08:55 AM
If you're talking about late-game elite frigates then sure, any Kite build would be completely outmatched. What I'm talking about is a way to cheaply fill in the gaps in a fleet with something that can punch above its weight.

I agree on Centurions, they're underrated. I like to run mine with 3x light ACs, 1x swarmer missile and 1x vulcan cannon. Hardened shields, hardened subsystems, resistant flux coils and stabilized shields. Dump the rest into capacitors and then vents (capacitors > vents so it can't be bursted down). This is assuming you have the Flux Regulation skill, and I assume everyone does go for that.
Title: Re: Should there be more Large missiles that don't shoot Large missiles?
Post by: Kos135 on August 07, 2022, 01:22:55 PM
I agree on Centurions, they're underrated. I like to run mine with
Alternatively, swap out front-left light AC with ion cannon, front-right vulcan for light MG, the swarmer for breacher SRM, and stabilized shields for shield conversion - front. I've been toying around with the Centurion some more since this conversation.
The general idea is for the Centurion to be a resilient line frigate that fills in gaps and has a versatile kit for dealing with enemies.