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Author Topic: Missile slot balance between size is... dubious  (Read 1257 times)

Kanjejou

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Missile slot balance between size is... dubious
« on: April 13, 2023, 08:41:51 AM »

After playing a lot i feel like small and medium missile slot are a bit of a waste and large missiles are just too good to not use.

Small and medium mlissile dont send tha tmuch ordinance aroudna nd run out of ammo quite fast thus if youa re not a griffon (that will have extended missile rack anyway) you will have missile rack extension for the extra ammo which put a strain on the OP of the ship that already is using OP for its gun vent capacitor and other mods AND is paying for missiles


Large missiles send massiv amount of damages at very long range, still for no flux, all of them specialised or not have deep ammo pool good tracking and projectile sturdiness
their damage per salvo to OP, total damage per ammo pool to OP are exceptionnal...

It mean that very often i keep every missile slot empty except the large one or if the ship got a missile forge (thus griffon).

I feel more like most small medium missiles work more like finisher than real weapons that can be used all figth long , exception of sabot that cna be used both as utility (for emp) or openner for shield overloader.


Torpedo are nice on paper but mostly work against capitals or heavy cruiser with low PD they are damaging but so slow and easy to shoot down that it end up being an all or nothing weapon, and that what i have achieved with torp woudl have been achieved withotu them, just a bit faster...

Right now i only enjoyed two missiles user ships... Eagle (P) which speed tankiness and massiv ordinance allow it to go nuke somebody out of the battle quite hard...Griffon since you can reload your missile, so you can go ham with them.
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Grievous69

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Re: Missile slot balance between size is... dubious
« Reply #1 on: April 13, 2023, 08:47:42 AM »

I disagree heavily. Missiles add a lot of burst to a build, even if they're not plentiful. Take Eradicators for example, which only have small missiles. No clue how you decided medium missiles are a waste, have you ever encountered an Onslaught or a Dominator? Such ships become far deadlier with missiles.
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Igncom1

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Re: Missile slot balance between size is... dubious
« Reply #2 on: April 13, 2023, 10:14:10 AM »

Sabot missiles dominate all game.
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Burvjradzite

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Re: Missile slot balance between size is... dubious
« Reply #3 on: April 14, 2023, 10:43:13 AM »

Scarab got two small missile slots, that's 6 sabots, goes to 12 with expanded missile racks and to 18 with missile specialization. That's 18 sabots with no cooldown, that's enough to taking any ship's shields and then strike a fatal blow with antimatters

strcat

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Re: Missile slot balance between size is... dubious
« Reply #4 on: April 14, 2023, 03:21:47 PM »

Sabot SRM and Sabot SRM Pods are incredible on close range high tech ships where you can't do kinetic weapon spam. It's a huge part of why many of those ships work at all without SO. Medium tier sabots feel plentiful enough with Expanded Missile Racks where you don't need to heavily conserve them and can play very aggressively.

I find HE missiles far more useful than sabots on typical low tech ships. I do kinetic spam when possible which makes sabots much less useful. Sabots also don't work nearly as well at higher range since they move too slowly and get killed. Railgun, HVD and the buffed Arbalest Autocannon (when flux starved, like an Onslaught without HMG spam) are all great all around high damage kinetics. Mark IX Autocannon is decent. HE weapons are mediocre other than close range Devastator Cannon builds. Typhoon Reaper Launchers are solid for close range player ships. Breach SRM Pods are great for longer range ships. Annihilator Rocket Pods are solid in narrow cases such as winning a specific duel without taking nearby as much damage including taking out a Radiant with an kinetic spam Onslaught. They apply a ton of pressure and absorb a bunch of projectiles, both greatly reducing the damage you end up taking.

1x Cyclone Reaper Launcher is far better than 2x Typhoon Reaper Launcher and 1x Locust SRM Launcher is far better than 2x Breach SRM Pod. Squalls can be amazing for long range AI builds but ECCM is almost mandatory to make them work decently and they're also about to get nerfed, so this is a case where at least for player ships I think it's the other way around.

I don't find harpoons particularly useful for player ships but the AI handles them much better than reapers. I tend to use lots of small and medium harpoons on AI ships early game and then phase them out once I find better ships and weapons. Eradicators with 2x HVD and 1x Heavy Mauler (or even 3x HVD) are so good and have much better uses for OP than missiles. Will probably be using at least one Eagle in the next patch with a similar long range build adding Graviton Beams for the new anti-shield utility property, and I doubt I'll have a place for missiles there either.

Perhaps Missile Autoloader will make small missile slots significantly more valuable in the next patch.
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Jackundor

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Re: Missile slot balance between size is... dubious
« Reply #5 on: April 14, 2023, 10:47:54 PM »

sabots, medium annies
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Lawrence Master-blaster

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Re: Missile slot balance between size is... dubious
« Reply #6 on: April 14, 2023, 11:20:03 PM »

You know, I kind of agree with OP. I consider Annihilator Pod to be straight-up worse than two regular Annihilators(and the two Annihilators are cheaper!) because it trickles missiles with only 50 HP each, meaning even one PD Laser can completely shut them down, not to mention any real PD. Plus they're rather slow and not guided so half the time they go nowhere.

Proximity Charge Launcher is better but has its own problems, like range, velocity, and the fact it explodes on contact with projectiles since it's supposed to be an anti-fighter weapon.

But in general I think the problem with medium missiles is that most medium missile slots are found in small quantity/supporting role. Let's take Aurora for example, are you really going to get missile specialization and/or waste S-mod on expanded missile racks for TWO medium missile slots? In comparison, small missile mounts are almost never worth the investment and large missile slots are almost always worth the investment.
« Last Edit: April 15, 2023, 01:21:29 AM by Lawrence Master-blaster »
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BaBosa

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Re: Missile slot balance between size is... dubious
« Reply #7 on: April 15, 2023, 12:31:09 AM »

(Ignore this)
« Last Edit: April 15, 2023, 12:35:27 AM by BaBosa »
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BaBosa

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Re: Missile slot balance between size is... dubious
« Reply #8 on: April 15, 2023, 12:34:08 AM »

Annihilator pod does need multiple firing at the same time or missile specialisation if against PD. But with enough it becomes dangerous as it forces ships to keep shields up or take constant damage and it can keep it up with its large ammo.

Proxy is a flux free, 500 dps, 1000 pen weapon and large AoE means it hits pretty reliably. Base ammo means it can last for a minute non stop. With missile specialisation they have 875 dps. Four of them on a falcon P or onslaught can deal a lot of damage.

Sabots, small and medium are always good. Hard to go wrong with overloading enemy ships.

Reapers are really good at threatening big ships and a hit can swing fights around.

Small hammers are for when reapers are overkill. Looking forward to the medium version.

I have issues with medium harpoons for only having three volleys with base ammo. I’ve always rather have reapers or proxy.

Breach is really good if you need to get through thick armour but don’t have or want armour busting weapons. Though that’s a pretty niche use case. 

Pluim is the budget option.

Medium salamander is disappointing

EMR can be worthwhile for small and mediums on smaller ships because the OP cost is lower.
« Last Edit: April 15, 2023, 12:40:08 AM by BaBosa »
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