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Author Topic: [Experimental] Missile Fun <Updated 10/16/16>  (Read 5710 times)

Dark.Revenant

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[Experimental] Missile Fun <Updated 10/16/16>
« on: October 08, 2016, 02:29:14 AM »

Download link

This mod changes vanilla missiles in the following ways:
  • Ammo regeneration
  • Major balance changes (mostly nerfs)
  • New usage styles

Specific balance changes:
Spoiler
All Reapers:
    4000 -> 3000 damage
    500 -> 400 hitpoints
    500 -> 300 acceleration
    400 -> 300 max speed
    3 -> 3.5 flight time
    1200 -> 1000 AI range

Reaper-class Torpedo:
    0.5 ammo per minute

Typhoon Reaper Launcher:
    15 -> 5 cooldown
    5 -> 3 ammo
    1 ammo per minute

Cyclone Reaper Launcher:
    15 -> 1 cooldown
    2 -> 1 burst size
    20 -> 4 ammo
    2 reload size
    2 ammo per minute

All Atropos:
    150 -> 200 launch speed
    500 -> 120 turn acceleration
    75 -> 30 turn rate
    1200 -> 600 acceleration
    300 -> 150 deceleration
    2.5 -> 3 flight time
    500 -> 400 max speed
    1200 -> 1100 AI range

Atropos-class Torpedo Rack:
    5 -> 10 cooldown
    1 -> 2 burst size
    1 burst delay
    2 reload size
    1 ammo per minute

Atropos-class Torpedo (Single):
    5 -> 10 cooldown
    0.5 ammo per minute

Hammer-class Torpedo:
    300 -> 250 hitpoints
    1 ammo per minute

Swarmer SRM Launcher:
    60 -> 20 ammo
    4 reload size
    18 ammo per minute

All Annihilators:
    50 -> 100 launch speed
    400 -> 300 acceleration

Annihilator Rocket Pod:
    100 -> 50 ammo
    10 reload size
    30 ammo per minute

Annihilator Rocket Launcher:
    50 -> 20 ammo
    5 reload size
    15 ammo per minute

All Harpoons:
    750 -> 500 damage
    150 -> 100 hitpoints
    210 -> 150 turn acceleration
    70 -> 50 turn rate
    1000 -> 600 acceleration
    500 -> 200 deceleration

Harpoon MRM Pod:
    12 -> 8 ammo
    4 reload size
    5.5 ammo per minute

Harpoon MRM:
    1 -> 10 cooldown
    1 -> 3 burst size
    0.5 burst delay
    3 reload size
    3 ammo per minute

Harpoon MRM (Single):
    1 -> 10 cooldown
    1.25 ammo per minute

All Sabots:
    750 -> 500 projectile damage
    600 -> 1000 turn acceleration
    50 -> 100 turn rate
    50 -> 100 acceleration
    50 -> 100 deceleration
    700 -> 500 projectile speed
    Reduced split range randomness
    2 -> 1.5 arming time
    300 -> 150 missile hitpoints
    8 -> 6 flight time
    1400 -> 1200 AI range
    1 -> 4 submunitions
    500 -> 125 submunition damage
    0 -> 40 degree submunition spread

Sabot SRM Pod:
    12 -> 8 ammo
    4 reload size
    5.5 ammo per minute

Sabot SRM:
    1 -> 10 cooldown
    1 -> 3 burst size
    0.5 burst delay
    3 reload size
    3 ammo per minute

Sabot SRM (fighter):
    As Sabot SRM, but no ammo regeneration

Sabot SRM (Single):
    1 -> 10 cooldown
    1.25 ammo per minute

Pilum LRM Launcher:
    3 reload size

Proximity Charge Launcher:
    6 ammo per minute

Hurricane MIRV Launcher:
    500 -> 350 submunition damage
    100 -> 75 submunition hitpoints
    280 -> 300 submunition turn acceleration
    140 -> 100 submunition turn rate
    10 -> 3 ammo
    2 ammo per minute

Squall MLRS:
    100 -> 50 ammo
    10 reload size
    25 ammo per minute

Locust SRM Launcher:
    300 -> 80 ammo
    20 reload size
    40 ammo per minute

Reaper-class Torpedo (fighter):
    As Reaper-class Torpedo, but no ammo regeneration

Atropos-class Torpedo (Single) (fighter):
    As Atropos-class Torpedo (Single), but no ammo regeneration
[close]

Compatibility: Not compatible with Starsector+.  Should be compatible with everything else.
« Last Edit: October 16, 2016, 08:48:20 PM by Dark.Revenant »
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DownTheDrain

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Re: [Experimental] Missile Fun
« Reply #1 on: October 08, 2016, 02:34:46 AM »

That was quick, trial balloon for some of the suggestions in the Fighter Rework and Missiles thread?
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Deshara

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Re: [Experimental] Missile Fun
« Reply #2 on: October 08, 2016, 11:13:49 AM »

YES PLEASE!
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VuNut

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Re: [Experimental] Missile Fun
« Reply #3 on: October 09, 2016, 06:27:48 PM »

This. This is Fun.
Spoiler
[close]


Some Hours Later...
Noticing that sabot racks are extremely good / borderline OP with this. Might need their shot behaviour reverted back to the scatter-shot from an update or two ago to prevent them being a nearly uncounterable "die, or overload then die" weapon.

Well, that is if you plan on updating this.  ;)
« Last Edit: October 10, 2016, 07:39:29 AM by VuNut »
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Dark.Revenant

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Re: [Experimental] Missile Fun
« Reply #4 on: October 10, 2016, 12:05:49 PM »

In such a situation, would harpoons not also kill that ship?
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whatdoesthisbuttondo

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Re: [Experimental] Missile Fun
« Reply #5 on: October 10, 2016, 05:26:21 PM »

In such a situation, would harpoons not also kill that ship?

Dual Sabot racks are pretty much an instant-kill button for most frigates, due to the fact that they tend to
instantly put them from zero flux to overload and have enough punch left over to severely damage armor
and hull.

There isn't really an option to take most of the damage to shield and then expose armor with Sabots,
unless you also accept being helpless in overload afterwards. Harpoons deliver their damage in more
or less a steady stream, the Sabots deliver it more in one massive punch.

Unloading two full Sabot racks will typically outright kill a shielded frigate that is undamaged to start with, while
unloading two full Harpoon racks will typically leave it with high flux.
« Last Edit: October 10, 2016, 05:29:15 PM by whatdoesthisbuttondo »
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VuNut

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Re: [Experimental] Missile Fun
« Reply #6 on: October 11, 2016, 05:59:53 AM »

To elaborate, the sabot shot is very effective against shields (due to being kinetic) and has high enough damage that they can easily punch through 200~ armour - the typical amount your average frigate has. That they fire and reload in three-shot salvoes as well means that a frigate without serious shield efficiency or armour is going to take a nasty amount of damage.

Harpoons are, for starters, much slower. They also deal explosive damage, which shields are resistant to. You can get a similar effect from them, yes, but that requires the target to be on the verge of an overload already. Sabots can overload frigates (and destroyers with weak flux/shield) from zero flux.

The counters to a sabot salvo is either being close enough that PD takes out their first stage, or being so far away that the second stage doesn't fire. The AI doesn't know to do either of these things, and I've lost ships to them as well simply because there's very little time to react.

The same is true with vanilla sabot racks of course, but it's made far worse if it can be done repeatedly.

(Doing some testing; reducing the cooldown to 4, reload and burst size to 1, prevents that without making the small sabot rack underpowered.)
« Last Edit: October 11, 2016, 06:17:50 AM by VuNut »
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Dark.Revenant

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Re: [Experimental] Missile Fun
« Reply #7 on: October 11, 2016, 09:17:26 AM »

That seems like a problem the vanilla Sabot missile has - it's too fast to avoid in a frigate, and offers a lose-lose proposition.  I think I'll keep the current stats but change the missile so that it spits out four 125-damage shards rather than a 500-damage spike.
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Dark.Revenant

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Re: [Experimental] Missile Fun
« Reply #8 on: October 16, 2016, 06:41:52 PM »

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Deshara

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Re: [Experimental] Missile Fun <Updated 10/16/16>
« Reply #9 on: October 16, 2016, 09:10:45 PM »

Changelog?
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then