this conversation is now super complicated I assume,
It's pretty simple, actually:
1. The claim is made that large missiles aren't that good, and that the unique ones are underwhelming, while the medium missiles are good.
2. I showed that the large missile Squall does equivalent DPS to a medium missile Sabot Pod that is buffed many times over -- with its damage output more than doubled (increased number of missiles per burst from 2 to 5), its weapon range more than doubled (increased weapon range from 1200 to 2500), and its ammo increased many times to match the Squall's endurance (increased ammo from 12 to 80), with no increase in OP (i.e. as if the Sabot Pod still costed 10 OP).
3. In other words, the large missile Squall is many, many times better than the medium missile Sabot Pod. Imagine how strong a medium weapon like the Assault Chaingun or the Heavy Machine Gun or the HVD would be if you gave it the same stat increase (more than double its range, more than double its stat card DPS). That's how much stronger the Squall is compared to the Sabot Pod; the damage output of the Squall is equivalent to a Sabot Pod whose stat card would say 512 DPS at 2500 range.
4. This is based directly on analysis of combat results from actual double Ordos fights, not the sim nor theorycrafting nor Internet unsupported made-up claims.
5. Additionally, the Squall has the relatively uncommon (though technically not unique) ability to suppress enemy flux from a very long range. This means that the enemy fleet has less flux to use against the player fleet, so the player fleet in turn spends more of its flux on destroying the enemy fleet rather than absorbing enemy attacks.
6. Again, this is supported directly by analysis of combat results of double Ordos fights: if the player fleet used Squalls instead of buffed Sabot Pods, the enemy fleet lost over a quarter of its DPS, with the player fleet in turn doing around 14% more DPS and hence also a faster completion time.
7. Thus, the Squall's property of long-range suppression means that it actually performs
better than what its on-paper stats or its DPS results would suggest. This is a relatively unique ability which significantly improves the player fleet with few other substitutes.
8. Any claim made thus far which contradicts any of the above have been shown to be either wrong, or simply made up, or both.
Hypothetically, if I make an OP weapon that launch 1000 reaper at once that kill any enemy, it will have high miss rate, because enemy would be super dead after like 10 reapers, all 990 will miss. That dont make it a poor weapon. You want the enemy to die.
Sabot is a burst weapon lile that. Its very nature means enemy might die before all submunition connects.
Better to have 'overkill' miss in sabot case than actual missing tickle damage like Squall.
But sabots pop shields not hulls
They actually do a ton of hull once armor depletes, or so says detailed combat report.
Both of these posts are false. Detailed Combat Reports shows that the buffed Sabot Pods (not regular Sabot Pods) only contribute around 10% of the hull DPS, even in its buffed state (more than double the rate of missiles, more than double the range). The hull DPS of actual Sabot Pods is going to be pretty negligible, especially in an environment with multiple Mjolnirs, Harpoons, and Locusts, all of which have much farther range and have much higher hull DPS. When the hull DPS is so small compared with other weapons, the chance that a target dies mid-burst is also pretty small, so claiming that low effectiveness is due to overkill from bursts is pretty silly.
As I already mentioned, the large missile slot is one of the strongest weapon slots in the current version of Starsector. Most of the strongest player fleets rely heavily on large missile slots, in particular the Squall, and to a lesser extent, the Locust. So yes, large missiles right now feel lacking in options, but only because it's so dominant over everything else that it becomes a no-brainer if the player is interested in having a good fleet.
What the hp nerf did was stop a solo ship from bombarding an enemy that had more than minor PD with effectively a homing super HVD (Squall). Before, I could rely on Squall to power through any PD the enemy had, and I needed lots of PD (dual flak or guardians) to stop some of theirs (like from SIM Astral). Now, some enemies I used to solo with a Squall cannot anymore because too many Squalls are shot down, and I do not need as much PD to shoot down those from an enemy Astral (or other capital armed with a Squall).
Pretty much this. The Squall nerfs stopped it from being a "one-stop shop" in terms of being able to flux out enemy ships
and kill them
and disable their weapons/engines via EMP
and absorb their PD (through its hit points), etc. However, it's still very strong in the current version when complemented correctly with other weapons.
The strength of the Squall also lies in having them come in from multiple directions, so in some ways it's like fighters (i.e. a few don't matter much, but a swarm can overwhelm enemies) in that you need a mass of them for them to really work. Thus, its strength is best observed in full fleet-on-fleet fights, rather than in the sim or in theorycrafting. Hence why it's important to test out weapons and ships in full battles rather than just in the sim.
As for whether or not it's too strong, well, missiles overall are very strong right now, and large slots
should be strong. So it really depends on what adjustments are made to the overall balance between the different types of weapons. I think overall missiles should be toned down a bit, and seeing as how Squalls and Harpoons are pretty dominant, they could probably be toned down somewhat.