Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: [1] 2

Author Topic: Missile/Torepedo Armor  (Read 8320 times)

zanar9786

  • Lieutenant
  • **
  • Posts: 87
    • View Profile
Missile/Torepedo Armor
« on: May 20, 2012, 06:47:43 AM »

I think the amor of torps and missles should be buffed TONS, they die waaaaay to easilt to flack and such like. if this comes in it will mean missle boats would be a viable option. atm if watever they are firing at has flack cannons any missle just explodes :(
Logged
Hound=Troll machine

heskey30

  • Commander
  • ***
  • Posts: 168
    • View Profile
Re: Missile/Torepedo Armor
« Reply #1 on: May 20, 2012, 07:15:22 AM »

It is good that point defense kills missiles, that is what it is supposed to do! But maybe there could be a missile or torpedo that does less damage but has good armor?
Logged

zanar9786

  • Lieutenant
  • **
  • Posts: 87
    • View Profile
Re: Missile/Torepedo Armor
« Reply #2 on: May 20, 2012, 07:20:09 AM »

Nah im pretty sure missiles would become much more potent weapons if they all got an amour buff say x2? it would probably be pretty easy but i have no knowledge of modding.
Logged
Hound=Troll machine

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7863
  • Harpoon Affectionado
    • View Profile
Re: Missile/Torepedo Armor
« Reply #3 on: May 20, 2012, 08:55:03 AM »

This comes up often: my personal opinion is that missiles in this game are more devastating skill weapons than spam weapons, with the exception of annihilator rockets and LRM's which have other uses. It just comes down to a design decision; like heskey said, improved armor and hitting would necessitate lower damage because otherwise missiles would just become overpowering. As it stands missile boats are viable - they can kill ships far above their weight but only if they strike at the right time. Even the wolf and lasher frigates have the firepower from missiles to kill destroyers and cripple (possibly kill) a cruiser if they strike at the right time.
Logged

StahnAileron

  • Commander
  • ***
  • Posts: 198
    • View Profile
Re: Missile/Torepedo Armor
« Reply #4 on: May 20, 2012, 01:09:48 PM »

Most missiles in the game as it is now are weapons of opportunity: they're not designed/meant to be spammed (for the most part.) That's the reason they have limited ammo, high damage, and can be defended against 3 ways: evasion, deflection (i.e. shields), elimination (i.e. PD fire). They require some amount of skill and timing to use instead of just "spray and pray" techniques.

If they ever get boost in the name of survivability, I'd rather they get a small speed boost instead. I find it odd that some vessels, when outfitted for pure speed, can outrun missiles. (I think there should be a least ONE missile type that no ship can outrun.)
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4433
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Missile/Torepedo Armor
« Reply #5 on: May 20, 2012, 01:40:37 PM »

I agree about the speed boost, it would also widen the window of opportunity. Right now when an enemy ship at medium distance vents flux and you fire missiles they are often to slow to make it to the target in time.
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

hadesian

  • Admiral
  • *****
  • Posts: 2058
  • It's been one of those days...
    • View Profile
Re: Missile/Torepedo Armor
« Reply #6 on: May 20, 2012, 02:32:03 PM »

What peeves me off mostly is poor tracking. It's why I really love the Atropos launcher in Omega's Minimash.

I can reload a destroyed rocket, but a rocket that swerves out of control is dangerous. VERY.
Logged
Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.

NikolaiLev

  • Captain
  • ****
  • Posts: 325
    • View Profile
Re: Missile/Torepedo Armor
« Reply #7 on: May 21, 2012, 01:19:08 AM »

I think they not only need more speed, but more acceleration and thrust power too.

Am I the only one who feels the effect of a ship's lateral motion has too much of an effect on not only missiles, but direct fire weapons as well?  I suppose this might be realistic, but it's certainly obnoxious, and makes maneuvering while using torpedoes nigh impossible.  This is a hidden weakness some people might not consider when thinking about the balance of torpedoes.
Logged


zanar9786

  • Lieutenant
  • **
  • Posts: 87
    • View Profile
Re: Missile/Torepedo Armor
« Reply #8 on: May 21, 2012, 01:31:42 AM »

Yea if your in something fastish you can easily out manouvere torps cause they dont know how to lead targets and are to slow to catch up.
Logged
Hound=Troll machine

jacobgr43

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: Missile/Torepedo Armor
« Reply #9 on: May 21, 2012, 01:42:54 AM »

Missles and torps are perfectly fine as they are i have an enforcer class set up with 4 reaper torpedos, 3 heavy auto cannons and 2 flak cannons. With this set up you can easily destroy a conquest in single combat by staying at its front untill you overload its shields then moving to its side and firing off all torpedos.
Logged

StahnAileron

  • Commander
  • ***
  • Posts: 198
    • View Profile
Re: Missile/Torepedo Armor
« Reply #10 on: May 21, 2012, 06:34:04 AM »

I think they not only need more speed, but more acceleration and thrust power too.

Am I the only one who feels the effect of a ship's lateral motion has too much of an effect on not only missiles, but direct fire weapons as well?  I suppose this might be realistic, but it's certainly obnoxious, and makes maneuvering while using torpedoes nigh impossible.  This is a hidden weakness some people might not consider when thinking about the balance of torpedoes.

I'd only advocate an acceleration/thrust boost if they got a minor speed boost as well. This is only so they can reach top speed in the same amount of time as they do now.

As for inertia: I'm actually fine with it, especially with torpedos. With how devastating they can be, it adds a layer of skill and/or risk with using them. They are technically a high risk/high reward weapon (especially the Reapers), so taking into account your ship's movements relative to your target I think is a balancing measure versus their destructive power. I've missed hitting capital ships at near point-blank range due to being impatient and firing the torpedoes off before I stabilized my ship relative to the target. It's irritatingly frustrating, yes, but at the same time, it my own damn fault. Besides, torpedoes even as they are now are still overall better then the ballistic-mount bomb weapons that WHOLLY RELY on your ship's inertial for their speed.

If you want something to make hitting a target easier, request a targetting lead line that predicts the TRUE travel line of weapons. You can even make it a hull mod if need be:

  • ADVANCED TARGETTING SYSTEM - Advanced computers and software algorithms calculate the travel arc of weapons' fire, displaying their predicted path for players. (AI ships receive a small boost to accuracy.)

If you want to make it even more useful, it could take into account your target's current movement as well and provide a "FIRE!" advisory onscreen over the target as well whenever it thinks/knows you'll hit the target if you fire. OP cost would be minimal, I guess, maybe in line with the currently cheapest hull mods.
Logged

Nooblies

  • Lieutenant
  • **
  • Posts: 72
    • View Profile
Re: Missile/Torepedo Armor
« Reply #11 on: May 21, 2012, 07:47:29 AM »

It's worth noting that PD weapons have become more effective in most iterations, while the Reaper and Atropos torpedoes have remained relatively static. There may be some merit to buffing the armour of said torpedoes to make them a more dangerous and less easily defeated strike weapon, as they were in earlier versions. At the moment I find that they are only really dangerous to cruisers and capitals when overloaded.

Also, the Atropos needs a similar speed buff to the Reaper, as when used at the moment it barely registers as a threat, mostly due to the fact it's slow as molasses in winter.
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Missile/Torepedo Armor
« Reply #12 on: May 21, 2012, 07:50:50 AM »

  • ADVANCED TARGETTING SYSTEM - Advanced computers and software algorithms calculate the travel arc of weapons' fire, displaying their predicted path for players. (AI ships receive a small boost to accuracy.)
I really like that idea.
Logged

StahnAileron

  • Commander
  • ***
  • Posts: 198
    • View Profile
Re: Missile/Torpedo Armor
« Reply #13 on: May 21, 2012, 08:42:56 AM »

It's worth noting that PD weapons have become more effective in most iterations, while the Reaper and Atropos torpedoes have remained relatively static. There may be some merit to buffing the armour of said torpedoes to make them a more dangerous and less easily defeated strike weapon, as they were in earlier versions. At the moment I find that they are only really dangerous to cruisers and capitals when overloaded.

Also, the Atropos needs a similar speed buff to the Reaper, as when used at the moment it barely registers as a threat, mostly due to the fact it's slow as molasses in winter.

Well, I think the real intent of the torpedos was to give smaller ships (frigates and destroyers) a better chance of taking on larger vessels on their own or providing heavier strike support. Unfortunately, the "Flux Venting" bug is compounding a few issues with torpedo usage on part of the AI. Because of that bug, the AI loses out on one of the most opportune times to launch the torpedoes (especially Reapers): when an enemy vessel is venting flux.

Funny enough, I've yet to use Atropos torpedoes, so I can't readily comment on them. The lack of a Medium-mount variant of them makes me not want to use them currently. I'm using the GunRunners mod, so I'm usually in a Helios (2x Med Mssl mounts.) However, in the case of the Atropos, since they are guided, I can see them as slower and more heavily armored instead of speed boosted. On the other hand, upping their speed without improving their tracking can work as well. I'd actually ahve to start using them to be able to comment well on the matter though. Most of my remarks are regarding the Reapers.
Logged

KDR_11k

  • Admiral
  • *****
  • Posts: 666
    • View Profile
Re: Missile/Torepedo Armor
« Reply #14 on: May 21, 2012, 09:44:17 AM »

If you want something to make hitting a target easier, request a targetting lead line that predicts the TRUE travel line of weapons. You can even make it a hull mod if need be:

  • ADVANCED TARGETTING SYSTEM - Advanced computers and software algorithms calculate the travel arc of weapons' fire, displaying their predicted path for players. (AI ships receive a small boost to accuracy.)

If you want to make it even more useful, it could take into account your target's current movement as well and provide a "FIRE!" advisory onscreen over the target as well whenever it thinks/knows you'll hit the target if you fire. OP cost would be minimal, I guess, maybe in line with the currently cheapest hull mods.

The AI's ability to lead is defined by the ship's effective crew level, the ATS could boost that as well. Would need more than a token OP cost then though.
Logged
Pages: [1] 2