Fractal Softworks Forum

Starsector => General Discussion => Topic started by: sotanaht on April 30, 2015, 01:34:59 PM

Title: Fun with missile spam
Post by: sotanaht on April 30, 2015, 01:34:59 PM
Just having some fun with the multitude of faction mods and wanted to show off what some of the added LRMs can do.  This is 3 Monoliths (Citadel) equipped with Heavy Ballista Launchers (Intersteller Imperium) and
Kestros MIRV pods (Exegency).  Testing against a Templar Archbishop (using a Martyr as a glorified camera ship).

https://www.youtube.com/watch?v=zyJKIDRQrLM

There is no overkill.
Title: Re: Fun with missile spam
Post by: MesoTroniK on April 30, 2015, 02:39:14 PM
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.
Title: Re: Fun with missile spam
Post by: doofball13 on April 30, 2015, 03:51:38 PM
Yeah, the moment I realized missile spam was a problem was when I was able to defeat the Citadel with just two Diable Avionics Hayles spamming BRDY Scalaron Pulse Launchers.

Having all those small universal slots seems broken, and the Scalaron Pulse Launcher doing so much damage to armor/shields along with EMP and regenerating ammo also seems OP.

If only the AI would outfit their fleets with missile-spam tactics... Then I might actually have a reason to use a Large weapon slot on something like a Guardian PD system. Right now those seem like such a waste for the player.
Title: Re: Fun with missile spam
Post by: DatonKallandor on April 30, 2015, 03:58:00 PM
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.
Title: Re: Fun with missile spam
Post by: miro on April 30, 2015, 04:17:53 PM
Templar ships are scary. That thing held out for a long time considering how beset it was. It would be interesting to test this missile barrage against a ship loaded up with flak cannons or something similar. Would it go the same way?
Title: Re: Fun with missile spam
Post by: Zudgemud on April 30, 2015, 04:31:29 PM
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.
Title: Re: Fun with missile spam
Post by: MesoTroniK on April 30, 2015, 04:50:53 PM
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.
Title: Re: Fun with missile spam
Post by: Cycerin on April 30, 2015, 05:21:55 PM
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
Title: Re: Fun with missile spam
Post by: Doom101 on April 30, 2015, 05:53:33 PM
All that i got out of this video is that my versions of mods are woefully outdated O.o i suppose that happens when you go away for awhile.
Title: Re: Fun with missile spam
Post by: SafariJohn on April 30, 2015, 06:44:18 PM
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.

Having played extensively with a Pilum based fleet, I think you're wrong. Pilums are strong, perhaps too strong, but they are not "hilariously broken".

In vanilla, an equal sized, normal fleet can fight a Pilum-based fleet; a bit of flak and it easily has the upper hand. The three double flaks of an AI Elite Onslaught can hold off the Pilum launchers of 6 Vigilances or 2 Dominators (the most you can get with the same deployment cost as an Onslaught [actually 28 vs. 30]) pretty much indefinitely. An AI Elite Paragon can shield tank them with ease as well (although it's not as good at it as it could be).

Take a pair of AI Support Dominators against each other and see how their two single flaks are easily able to hold off all the Pilums they can throw at each other. The one or two that might get through are easily stopped on their shields.

(Actually I'm playing with Zibywan's (http://fractalsoftworks.com/forum/index.php?topic=9311.msg160001#msg160001) Pilums, which are harder to intercept than current vanilla ones.)


The reason Pilums seems so ridiculously strong in normal play is because players avoid even fights. To paraphrase what someone said about my fleet: when you're throwing that many ships around, it doesn't really matter what you're using.
Title: Re: Fun with missile spam
Post by: Dark.Revenant on April 30, 2015, 07:14:29 PM
A fleet that's smaller than you shouldn't be able to kill you with missiles alone.

However, it's such a lame, cheap way to win.  Even massed beams is more interesting.
Title: Re: Fun with missile spam
Post by: sotanaht on April 30, 2015, 07:27:28 PM
Vanilla Pillums actually wouldn't get the same result.  Even Ballista's alone from most ships wouldn't.  A HUGE amount of the damage is coming from the exigency MIRVs which overwhelm basically any attempt at point defense even the templar's explosions, and a homogenized weapon layout tends to reach the enemy in discreet volleys, which the templar in particular can take out all at once.

The Monolith's turret locations help to interweave volleys because half the missiles are aimed BEHIND them, plus the positioning of the three ships spreads the missiles out even more.

Besides, it's one of the few ways you can actually use AI ships to even help fight templars at all.  Any AI ship that gets within 2000 units of a paladin is essentially lost, and fighter wings die in droves to the explosion spam.

Anyway, I didn't make this thread to complain.  I know some of the mods here are a bit overpowered, but I'm just having fun with it anyway.  I'm also impressed that I can handle so many missiles (including submunitions) all tracking at once without a single frame drop.  I WAS able to tank my FPS by using a fleet full of junk pirate Hammers all equipped with the exigency MIRV, which was something like 6000 submunitions per volley in rapid fire with fast missile racks, but it was still holding over 30fps.
Title: Re: Fun with missile spam
Post by: MesoTroniK on April 30, 2015, 07:31:51 PM
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.
Title: Re: Fun with missile spam
Post by: FasterThanSleepyfish on April 30, 2015, 09:49:15 PM
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.
Title: Re: Fun with missile spam
Post by: ValkyriaL on May 01, 2015, 01:05:46 AM
well, a more normal fleet setup would be equaly scary.

Spoiler

These are all fitted with  medium/small tornado hornet launchers, except for the BB that has 8! clarents, any and all fleets die within 3 minutes of me deploying this, and since its SS+, some of those fleets had heavy PD cover in their mixed variants, didn't matter.



(http://i.imgur.com/ilbITWd.png)

[close]
Title: Re: Fun with missile spam
Post by: sotanaht on May 01, 2015, 01:22:03 AM
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.

All the slots.  Monolith has 3 large slots and 7 mediums, so that's 7 kestros mirvs and 3 heavy ballistas each.

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.

I only used 3 monoliths for the video because I could.  I had them available and the simulation allowed it.  I've actually be using 2 in my campaign against the Templar.  They and my marines suck all my logistics capacity forcing me to carry a huge number of elite crew just to stay positive BUT they are great at supporting a solo player ship from afar, which I feel like is about the only way to actually battle templars without turning every fight into a Pyrrhic victory.

When used in a fleet setting, the missiles are a bit less likely to obliterate everything.  Not that they aren't powerful, but they like to chase after martyrs they can't catch or spread themselves too thin on multiple targets.  It's the perfect support fire but not as likely to autowin as you might think.
Title: Re: Fun with missile spam
Post by: DatonKallandor on May 01, 2015, 10:20:59 AM
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.
Title: Re: Fun with missile spam
Post by: xenoargh on May 01, 2015, 11:03:20 AM
Quote
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. 

This is why Exigency was generally very broken vs. Vanilla the last time I looked at it, balance-wise (which was like a year ago, so it doesn't reflect on current balance, mind ye).

Now that that is not necessarily the case, PD in SS should reflect that fact of life, but it generally doesn't.

To put it another way, none of those ships being targeted were using PD that was remotely efficient against those tactics; AOE PD really comes into its own vs. missile spam. 

Burst-fire beams should indeed have a serious problem with spam, as they're one-target weapon; they have a definite saturation point, but should be balanced so that they're superior vs. individual high-power missiles.
Title: Re: Fun with missile spam
Post by: Cycerin on May 01, 2015, 03:22:29 PM
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.
Title: Re: Fun with missile spam
Post by: orost on May 01, 2015, 03:35:03 PM
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.
Title: Re: Fun with missile spam
Post by: Pushover on May 01, 2015, 03:44:49 PM
I think heavy LRM spam should not be doable. I don't like how Pilums generate a carpet of missiles.

However, I'd be fine with non-regenerating high damage LRMs. Something like a pair of Reapers mounted on a fast LRM (for a large slot) makes the tradeoff of range and speed vs significantly more ammo. It makes a ship able to support another with some nasty strike weapon, but is very ammo limited.

In Ironclads, I'm more okay with the ISA LRM spam since solutions are simple enough in that mod. Area PD works, fortress shields work, and Flares + a little AoE PD work.
Title: Re: Fun with missile spam
Post by: xenoargh on May 01, 2015, 05:04:04 PM
Quote
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.

A fleet equipped with decent PD is effectively immune to missile swarms.  A lone-wolf attack ship is pretty vulnerable to them, if it's not fast enough to avoid them entirely.

They're like anything else that's paper, rock or scissors in a game like this; they're great if they don't have a reasonably-cheap counter.  That's how they should work, frankly- efficient against some things, a total waste of OP vs. others, same with the available counters.

It's really not hard to fix this up so that it's reasonably balanced; gentle adjustments to PD mechanics are all that's necessary.  Nerfing missiles or taking out LRMs just loses flavor.
Title: Re: Fun with missile spam
Post by: Dark.Revenant on May 01, 2015, 05:31:44 PM
DatonKallandor's reasoning is flawed, but his conclusion is correct: mods are severely imbalanced.

The existence of small-slot LRMS and ships with too many (medium/large) missile slots causes major issues.  Did you know that only four vanilla ships have medium missile slots in the frigate or destroyer size?  And that none of them have more than 1 medium missile slot?  Mods add ships (typically destroyers) with way more than that, like the SS+ Archer (3), the II Centurion (4), the Diable Hayle (3), the Scy Orthus (4), etc.  And some mods, like Citadel and II, have small slot LRMs.  All of these ships and weapons should be changed or removed.
Title: Re: Fun with missile spam
Post by: DatonKallandor on May 03, 2015, 06:57:39 AM
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.
Title: Re: Fun with missile spam
Post by: Tartiflette on May 03, 2015, 07:17:36 AM
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.
I won't deny the issue is worse when combining mods, but the core of the problem is in the mechanic of LRM missiles.
Title: Re: Fun with missile spam
Post by: ValkyriaL on May 03, 2015, 07:44:09 AM
since fast missile racks instantly reload all missiles, its the system that needs change, not just the missile.
Title: Re: Fun with missile spam
Post by: Megas on May 03, 2015, 08:02:03 AM
Venture and Doom can pump out a small carpet of Pilums single-handedly, thanks to Fast Missile Racks.  Fast Missile Racks used to be limited only by flux, but was recently changed to three charges.  Slowing fire rate of missiles does little good on slowing those ships, although it could weaken ships without FMR but can mount several like Dominator, Onslaught, and Odyssey.

Also, player with high Logistics can use Vigilance hordes (of at least ten) and saturate the whole space with Pilums.  Character with 100 Logistics can support a fleet consisting a little over forty frigates.
Title: Re: Fun with missile spam
Post by: Tartiflette on May 03, 2015, 09:24:25 AM
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.
Title: Re: Fun with missile spam
Post by: Toxcity on May 03, 2015, 10:36:07 AM
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.
Title: Re: Fun with missile spam
Post by: Megas on May 03, 2015, 11:31:41 AM
I do not see mass Pilums that much of a problem.  If you have enough ships that can pump out lots of LRMs, you can get enough ships that can overwhelm and blast the enemy to death with more conventional weapons.

Most smaller PD could be improved.  Small energy PD is only useful if you can get multiple beams on a target.  Machine guns are mostly a flux-efficient shield-breaker, not an reliable PD option.  It would be nice if energy had a medium weapon comparable to dual flak.  A single heavy burst laser cannot compete with flak, though three or more might.

The only problem with Pilums is they regenerate (and have many more shots than Harpoons) but most other missiles do not.  Pilums are often the best choice in medium mounts.
Title: Re: Fun with missile spam
Post by: Tartiflette on May 03, 2015, 12:17:09 PM
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.
Title: Re: Fun with missile spam
Post by: sotanaht on May 03, 2015, 01:40:50 PM
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.

You forget how fragile frigates are.  That's the reason I would prefer using a Monolith or two rather than a fleet of Hammers even though the hammers are WAY more efficient (2 medium missile mounts, fast missile racks and only 5 deployment points, compared to 3 large, 7 medium at 35 dp without the fast racks).  Every ship that dies needs to be replaced, and most decent sized AI fleets can easily pick off some frigates even if they have to swim through the LRM spam to do it.  Then even IF you have an easy way to find more of those same ships (ie the Omnifactory), AND you have the money to replace them, you still have to retreat from the combat sector and head back to base in order to do it.

My number one concern when designing my fleet is keeping all ships alive through multiple combats, that's the only way I can have an effective campaign if I'm trying to take over a nexeralin system.  What I would really like is better AI so that I can use tactics other than LRM or fighter spam and still expect my ships to survive.  As it is no matter what I order them to do or what I equip them with, they will always put themselves in danger.  Even the LRM ships have to be babysat.  My monoliths with nothing but missiles and PD still want to charge the enemy as soon as it comes within 3k (that's WITH a waypoint order, without one they start charging in from the beginning of battle), so I have to use my player ship to make sure that doesn't happen.
Title: Re: Fun with missile spam
Post by: Tartiflette on May 03, 2015, 02:37:08 PM
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 ><)
Title: Re: Fun with missile spam
Post by: Megas on May 03, 2015, 02:58:38 PM
@ Tartiflette:  That is one reason why I use frigate hordes.  Aside from being cheap, frigates are fast, recover CR% quickly, and destroy anything (with few or no casualties) in numbers.  If I plan to missile spam (and I have done so before), I would use ten or more Vigilance, backed by twenty or so Wolves, Lashers, and/or Cerberus, and my Hyperion flagship.  The problem you speak of is not limited to mass LRMs, but anything with sufficient range (and numbers).

As for keeping frigates alive, huge frigate hordes have the firepower and numbers to sweep almost anything before they take casualties.  For the few overpowered ships that can munch frigates with ease, such as the enemy Dominator or capital with Combat 10, that is what the Hyperion flagship is for - to teleport and eliminate high-priority targets with a few Reapers.
Title: Re: Fun with missile spam
Post by: DatonKallandor on May 03, 2015, 05:26:58 PM
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 ><)

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.

Also, Eagles - not exactly best case scenario for flak mounts.
Title: Re: Fun with missile spam
Post by: Thaago on May 03, 2015, 07:38:08 PM
Yup, LRM Vigilance spam is a thing. I think a better Eagle variant would have more success (in particular 3 phase lances gives an instant kill against any vigilance that comes in range), but at 10-1 the Eagles will lose.
Title: Re: Fun with missile spam
Post by: SafariJohn on May 03, 2015, 09:22:18 PM
but at 10-1 the Eagles will lose.

You can only support 4 Vigilances to 1 Eagle, and you can't even deploy 3 of those Vigilances for the same amount of DP as 1 Eagle. Eagle ought to be able to win that pretty easily.

2 vs. 8 and 5 vs. 14

Of course, the real question is can 12-17 Eagles take on 40-50 Vigilances. I'm not sure which way that would go. Probably to the Vigilances due to how bad PD lasers are at stopping Pilums, but it might vary.
Title: Re: Fun with missile spam
Post by: Tartiflette on May 04, 2015, 12:19:52 AM
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.

I agree that Eagles are susceptible to missiles spam, but they are a good "average ship". Only a handful of non-capital ships aren't in it's case unless you turn them into PD boats without any offensive power. (Namely the Enforcers, Dominators, and somewhat the Ventures)
Title: Re: Fun with missile spam
Post by: Thaago on May 04, 2015, 06:11:38 AM
Huh, I wonder where I got 10-1 from :P.

The Eagle is my favorite cruiser hands down, but its just not built to deal with missile spam as it has energy mounts for PD. Anything with full surround double flaks will be fine, anything else is toast against 40 LRM's.
Title: Re: Fun with missile spam
Post by: xenoargh on May 04, 2015, 06:48:36 AM
Fast Missile Racks is basically balance-broken as-is; it didn't get changed when some missiles were given infinite ammo. 

In the Rebal Mod, I fixed that, by giving it a decent cooldown; then it becomes a cyclic boost, not a huge difference in total weight of fire.  That's how it should work.
Title: Re: Fun with missile spam
Post by: SafariJohn on May 04, 2015, 07:23:48 AM
Burst PD probably needs a buff. Hmm, I wonder if making it a BEAM_AS_PROJECTILE weapon would help...
Title: Re: Fun with missile spam
Post by: Megas on May 04, 2015, 07:46:07 AM
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.

Re: burst PD
The only buff it got was cheaper OP cost, which is not enough.  Today, I only use burst PD on ships with too few mounts to support multiple PD or Tactical Lasers.  In any case, energy PD (or most energy for that matter) pales to ballistics.
Title: Re: Fun with missile spam
Post by: xenoargh on May 04, 2015, 09:55:03 AM
The three charges reload at a rate that allows for almost 200% more Pilum spam during the initial engagement, over 3 volleys.  What I did was give it a 30-second timeout; that greatly changes the initial alpha. 

Anyhow, all arguable as to total balance, especially with the slower Pilums (which, personally, I don't care for, as I think it was a nerf too far).
Title: Re: Fun with missile spam
Post by: sotanaht on May 04, 2015, 03:36:41 PM
Keep in mind that infinite ammo missiles recharge ammo fairly slowly.  Fast missile racks can increase your burst rate for the first few seconds of battle, but after that they are completely useless as 90% of the time you (or especially the AI) will fire a missile as soon as it is reloaded.