Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Taking this video as proof of anything is a bit rich. It's several mods working together in an uneven fight. You can draw no conclusions whatsoever relating to vanilla balance from that.
A vanilla vigilance fleet packed with pilums will do the same, massed missiles scale exponentially, but at least most missiles run out of fuel or ammo quickly, lrm missiles do not.
Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Taking this video as proof of anything is a bit rich. It's several mods working together in an uneven fight. You can draw no conclusions whatsoever relating to vanilla balance from that.
A vanilla vigilance fleet packed with pilums will do the same, massed missiles scale exponentially, but at least most missiles run out of fuel or ammo quickly, lrm missiles do not.
This is it exactly, pure simple logic, tried and tested many times. It matters not the specific special mechanics an LRM has if any... Massed LRMs are hilariously broken.
How many launchers of each type were being fielded by a single Monolith?
Edit for your edit: If you think something is overpowered please communicate that to the pertinent mod authors, unless you are one of two mods that exist the level of useful feed back forwarded to folks is virtually null. Heh, and in the past those types of Exi missiles both out of the MIRV and the direct fired versions were a lot more expensive. A lot of attention was paid to optimizing them as much as possible, the only way to get more speed out of them is to disable the engine visuals entirely.
Hey, just popping in...
3 Monoliths? That's quite a logistics footprint you would have there. The Monolith does have a multitude of universal mounts, but its otherwise unimpressive combat stats really put a handicap on its overall battle performance. I doubt I'll change the Monolith until I can think of a better ship role. (It will likely be the go-to ship for those who prefer a logistical/industry bonuses over combat)
As for your main claim, inter-mod shenanigans are to be expected. I don't know what I should do about this problem, since the main gimmick is how bad-ass Kestros MIRV pods can be.
Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Taking this video as proof of anything is a bit rich. It's several mods working together in an uneven fight. You can draw no conclusions whatsoever relating to vanilla balance from that.
LRMS different engine color = universal gameplay concept does not transfer
This is it exactly, pure simple logic, tried and tested many times. It matters not the specific special mechanics an LRM has if any... Massed LRMs are hilariously broken.No, it demonstrates that PD is not well-balanced vs. LRMs and Macross spam, in general, because most PD for SS mods and Vanilla were balanced for a world of very finite, bursty missile spam.
Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Taking this video as proof of anything is a bit rich. It's several mods working together in an uneven fight. You can draw no conclusions whatsoever relating to vanilla balance from that.
LRMS different engine color = universal gameplay concept does not transfer
LRMS different mount sizes, different stats and launched from different ships = vanilla balance does not transfer. Nothing universal about it when pretty much all the numbers that can be different are.
Honestly, I think the game could be better off without LRMs. A completely fire-and-forget weapon isn't too interesting to use nor to defend against and I've never had much fun with any of them. They feel like they're trying to fill a niche that doesn't actually need filling.They're pressure weapons; they force combatants to engage and to be equipped appropriately or die. If their AIs were a little brighter, they'd also be prime fighter-killers.
It doesn't work in Vanilla, because there's not enough mounts and the only LRM is slow as hell. AoE PD counters mass pilum, and "mass" pilum is far less numerous than mod LRM spam from mod ships.Overkill never fails™
Anyways this video more or less highlights the issues with LRM spam as the outcome would have been the same even with Pilums.
Taking this video as proof of anything is a bit rich. It's several mods working together in an uneven fight. You can draw no conclusions whatsoever relating to vanilla balance from that.
LRMS different engine color = universal gameplay concept does not transfer
LRMS different mount sizes, different stats and launched from different ships = vanilla balance does not transfer. Nothing universal about it when pretty much all the numbers that can be different are.
Numbers aren't what's universal about it, the design is. Only the vague outline of an LRM-type missile + having lots of it is what's needed to create a broken LRM fleet.
It doesn't work in Vanilla, because there's not enough mounts and the only LRM is slow as hell. AoE PD counters mass pilum, and "mass" pilum is far less numerous than mod LRM spam from mod ships.Actually a fleet of Vigilances+pilums+ECCM can do that quite alright, even more so with Missiles specialization. Fast missile racks reload faster that a pilum launcher and can emulate almost one-and-a-half additional missile mount.
The way current vanilla StarSector is balanced, I think the problem is that a weapon like the Pilum can have multiple volleys on the battlefield at once. When multiple Vigilances or whatever fire constantly while slowly moving towards the target it creates an unstoppable cloud of missiles.Actually we discussed about that between modders. The solution I proposed was to have all LRM "remote controlled": Each slot could have only one volley in flight at a time, and only once all of them has hit or been destroyed a new volley could be launched. The opposite of the fire-and-forget harpoons and salamanders, but maybe they could make up for that by increased flare resistance? The main issue was to give a proper feedback to the player.
I could see this doing more harm than good,considering that if a single missile from the volley was left, it could just drift around not hitting anything and limit LRM support.That can be worked around: if the missiles are drifting, they can be ignored and the next salvo is launched.
I could see this doing more harm than good,considering that if a single missile from the volley was left, it could just drift around not hitting anything and limit LRM support.That can be worked around: if the missiles are drifting, they can be ignored and the next salvo is launched.
Megas, the problem is a 100FP fleet of Vigilances has around 45 ships, cost less than 5 supplies per day, and 113 supplies per deployment. 100FP of Eagles represent 10 ships, 18 supplies per day, 320 per deployment and don't stand a chance (http://i.imgur.com/WV0zwek.png) (there was only 40 of them, I even used the variant with medium Burst PD so they only use their missiles). And I don't even talk about Capital Ships: 5 Onslaughts are exactly 100FP with skeleton crew. That's 25 supplies per day and still 300 more per deployments.
Check the screenshot, not a single frigate has been destroyed in that engagement (granted it's an extreme edge case).
In other news I implemented my proposition as a mod (http://fractalsoftworks.com/forum/index.php?topic=9357.0). The result is a Pilum that is better up close but roughly the same a long range, and better in small numbers but scale less. I think it's a sidestep that has the same effect as the recent speed nerf but with a better feeling overall. (Of course I'm completely partial on that last point ><)
but at 10-1 the Eagles will lose.
Course that's more missile cases that break basic functionality (like ammo-less salamanders). FMRs won't work (or rather, barely work) with LRMs under that system.That's precisely the point of that method... Preventing the spam of LRM from standoff range with Fast Missiles Racks. The system is still terrific at close range and with other missiles so it emphasis the choice of weapon rather than Pilums being a no-brainer due to their ammo and range.
Fast Missile Racks is basically balance-broken as-is; it didn't get changed when some missiles were given infinite ammo.What? Fast Missile Racks have three charges now, that recharge slowly. It used to be unlimited (if vent spammed), and when combined with 500 damage Salamanders, Doom became an overpowered godship for a short time.