Having done three playthroughs now, I'm definitely feeling that all missiles became weaker than their 0.91 iterations. The missile boat builds I was previously using feels remarkably weaker now. I was not sure why until I considered the new missile skills in comparison to the old.
0.91
+25% missile speed and maneuverability (piloted ship)
+50% missile, rocket, bomb, and torpedo hitpoints (piloted ship)
+25% missile damage (piloted ship)
0.95a
+100% missle weapon ammo capacity
+50% missile hit points
+50% rate of fire for missile weapons
The loss of missile speed and damage is a significant loss/nerf. All we got in return was capacity and rate of fire.
While on paper that seems like a good trade-off, in practice missiles are never a weapon that benefits from being fired quickly (other than annihilators). Most missiles are targeted strike weapons used in very narrow time windows - for instance, firing torpedoes against an overloaded target. The ideal is to maximize the torpedo's likelihood to hit and ensure the maximum damage when it does hit and having more rate of fire certainly doesn't help. And while the missile ammo capacity is reasonable, it still feels lackluster as the loss of missile speed means less ammo hit and thus more wasted torpedoes.
A lot of the old effective missile builds are now also defunct because of this change. Double swarmer conquest used to be able to instantly knock out frigates if you had the missile damage and the other weapon damage perks; now it just barely gets past the shield. Triples Sabot + MIRV shotgun odyssey was pretty fun to fly, but the slower hurricane MIRV just feels underwhelming as a lot more of the warheads aren't hitting anymore unless it's a super slow target.
Happy to hear everyone's thoughts. Am I missing something?