Can't reproduce, truth be told. Neither player-on-AI nor AI-on-player. Yes, vs. Persean League I may lose a frigate or a destroyer or two, but then they are out of missiles and they lose everything. Gryphons in particular just die, die, die. I find Remnant fighter spam to be worse than any opponents missile armaments, because those have shields
and shoot missiles (well, Proximity Charges, but those are a missile weapon). Yes, it is true that my missiles tend to last all the fight on ships specifically so modded and commanded - but that does not translate into automatic or easy wins, so I fail to see the problem. "Does not win the fight
and runs out midway through" would feel like "not worth it" territory.
For comparison: I
still struggle against Omega and against even single Remnant Ordos, neither of which are particularly missile heavy.
... but if you feel that way, here is how you can nerf missiles without nerfing missiles:
- check all variants for excess flux vents, invest those in more/better PD
- check the variants used by the more professional factions for trash mods (Blast Doors...), invest those in more/better PD
- move PD in all variants towards the center of the ship, away from the sides (except on Conquest / Odyssey / broadside Atlas Mk.2 of course)
- pick PD that is outranged by the variant's regular weapons for all firing arcs overlapping those of the regular weapons
Bam. Problem solved.
Still not enough? Are you not also bothered that all those nice PD guns merrily waste time, flux and charges shooting ships instead of missiles? There is the PD_ONLY tag to fix this. The only place it is used in vanilla is on the Wasp strike craft's Stinger Proximity Mine. Further nerf missiles by adding it to these weapons:
- Burst PD Laser
- Flak Cannon (damn you, Monitors, you are supposed to tank)
- Heavy Burst Laser
- LR PD Laser
- Mining Laser
(I am not including the low range PD weapons because those will generally be outranged by normal weapons, so it is not necessary to restrict them; all but the basic PD Laser are also excellent damage dealers themselves, so if they
do get in range of a ship, they better
do shoot at it.
Conversely e.g. the two Burst Lasers are strictly worse than same-size-similar-OP weapons for shooting at ships, so there is no point in having them waste their charges on that.
The Flak Cannon I am on the fence about, but given its propensity to target missiles
too late it feels like an improvement even though a fair bit of flux-efficient ship-to-ship damage is missed out on when making it PD_ONLY.)
Still not enough? The description of Needlers claims they would be used as backup PD. They are not. But there is a tag for that: PD_ALSO. In vanilla, only the Devastator Cannon has that. Slap it on Light Needler, Heavy Needler, Storm Needler and they will eat away all those Annihilator and Squall missiles even without any other PD on your ship.
Still not enough? There are a lot of weapons which marry two relevant capabilities: Perfect aim, "medium"-or-faster rotation. These weapons could easily hit missiles, if only they tried. Make them all PD_ONLY.
(Maybe only those with <1 flux efficiency, lest they do more harm than good: Esp. with Hardened Shields some ships are better off tanking many types of missile, rather than trying and shooting them down.)
If you work through the whole list, you will - without touching a single stat - nerf missiles so hard as to make them not worth the OP.
But I have ordered the measures by escalating gravity, so it might be sensible to stop after the first or second paragraph, because that will probably suffice.