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Author Topic: Allow DEMs to return to the missile rack that fired them to recharge.  (Read 1466 times)

kaoseth

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I've been thinking.  To me, DEMs (Directed Energy Missiles) aren't quite compelling enough for to use.  They seem underpowered due to the soft flux, and under ammo'd.  However I can definitely see how a mass DEM fleet could be dangerous, but is it really that much more dangerous than using a normal missile fleet?  And thus I've been spinning some thoughts on ways DEMs could be made more enticing. Without swinging the balance for them much if at all.  I mean, it could just be a global 25% done from DEM is done as hardflux to make them compelling enough.      But, I had a more interesting inspiration! 
 
What if the expended DEMs return to the missile rack that fired it to recharge, thus reloading one missile into back that rack? 
 
Obviously, the DEM can get shot down in flight, thus severing the cycle, and rack would be sad if that happens.  And in combat there's a strong chance that it happens.  But if the other side has a fleet that neglects point defense, or you have make a fleet that can assist the returning missiles in way of distractions, this could really give a strong compelling reason to use to DEMs.  This also pseudo solves the issue of DEM launchers having low reload numbers.  And it doesn't have to be free.  It can have the recharge causes flux, and while giving a reduced refire time of a missile rack that does so.  Turning DEMs into a kind of convener belt to apply beam damage at better range and angles than a gun slot could. 

Am I crazy, or is this crazy good? It definitely gives DEM more theme and different gameplay dynamics.  And help fixes ammo issues.  Unless it goes poorly, but that's the life of Midline fleets. 
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Amoebka

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It makes them more similar to fighters, which is bad. It also encourages heavy all-in spam even more, because the more missiles you launch at once, the more will survive PD and return, which is also bad.
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Grievous69

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They way you worded this reads like you're just looking at them in the refit screen and maybe trying out a few in the simulator, rather than using them in the campaign genuinely.

Which ones seem underpowered? I really hope you're not testing them by firing a couple of them at a ship without any supporting fire.

And even this wouldn't fix the ammo issue since ones that need it, don't really fizzle out, they get shot down by random things happening in battle. Medium Gorgons would still be bad.

Alex already said in another thread he'll have a look at them and possibly up their ammo, which would then bring all DEM missiles into a relatively balanced state.
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kaoseth

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It makes them more similar to fighters, which is bad. It also encourages heavy all-in spam even more, because the more missiles you launch at once, the more will survive PD and return, which is also bad.

I think the similarity to fighters is only superficial, and only with the bombers at that. For example, a huge difference is you can assign fighters to guard your own ships instead of flying out to attack.  There's 3 other fighter types besides bombers, and those 3 stay out indefinitely.  Fighters are always restored after being destroyed, just need some time.  So quadruple ordo, fighters still effective at the end of the fight. My suggestion will see those missiles run out if destroyed.  Most fighters have a 4k range, missiles mostly have 2.5k or less.  Bombers are slower, have significantly larger hit points, and hit significantly harder.  Bomber "refire" rate is gated by distance to target and speed that the bomber travels, missiles can fire the next missile as soon as the refire rate is up, even if the previous missile is out.  This frequently happens with Pilums.  Lastly, there's a hullmod that lets any ship have fighters.  I feel this is enough differences to prevent any strong feelings of sameness.

As for spam, well, as you noted, DEM already wants heavy spam anyways so that all the shots are taken advantage of.  Otherwise as soft flux, it goes away. I feel this return reload idea might even reduce the want of fleet wide spam because fighters and other missile types can act as that cover combined with a less concerned about ammo, you can spam the firing them more often. 

Quote
... which is also bad.

Why is missile spam bad?  We're past the point where the best players stopped using PD because missiles aren't dangerous enough to redirect the OP and flux venting away from doing extra damage.  I'd even go so far to say that it feels like it's detrimental to equip PD because the damage PD reduces from incoming missiles is less than the damage taken due from having a longer time to killing another ship due to the OP and flux going into that PD weapon.
 
And this isn't an attack, I genuinely feel that missiles should be dangerous enough to want PD on all your ships, on most small slots, and escorts with PD to handle any multi ship burst missile fire against one target, and if you don't have it, you need to strongly consider that ship a glass cannon. 

If you feel otherwise I'm interested in the reasoning behind the opinion. Some space games don't have any missile PD.   


They way you worded this reads like you're just looking at them in the refit screen and maybe trying out a few in the simulator, rather than using them in the campaign genuinely.

I've splash them into my fleets when they first came out and saw how shields effectively ignore them, particularly the larger ships.  It was immediately apparent that DEM needed to meet some minimum threshold in quantity to be usable.  They are particularly good against pirates that had no shields.  They were good at overwhelming small craft in general like frigates and some destroyers, with the amounts that I had, then I ran out of ammo.  I could already take out frigates and destroyers handily with the ships in question, while larger ships have enough dissipation to effectively ignore them. 

I've watched videos, and don't see many people using them at all.  I read the stories on these forums and reddit.  Surprisingly lackluster interest for DEMs. Almost like they don't exist. 

And while Gorgons have some love in the recent thread on general (they act like a 2/3rds strength phase lance, and like the phase lance, they're very dangerous to small ships and not much of a threat to larger ones), I've never seen or heard of someone using a Gazer (the graviton missile) seriously.  It's less effective than a ship with a single graviton, and it's not just the question of ammo.  I've made good use of graviton ships in suppression roles, but I can't seem to make the missiles do that.  If you have a video showing good use them, I'd love to see it.  AI tends to jump targets quickly, so the graviton missile ends usually ends up discharging at a ship that's no longer being fired at by other ships, where as the ship with a graviton jumps targets when other ships do.  Lastly, the combined damage that it does (1000 kinetic softlux over 10 seconds) directly competes with a Sabot (200x5 kinetic in hardflux + 200x5 emp applied instantly).   You can see where it loses badly here.  It's only advantage is more ammo capacity and less likely to be shot down.   

Dragonfire is something.  Guidance, burst damage vs armor, the delay after getting to the target, and range vs reaper's ammo, burst fire rate, and availability in small slots.  I'm not sold on the ammo counts yet, even after ammo bonuses, because some times, particularly later in the game, you are fighting against more than one fleet at a time, and the ammo causes you to run out.  I'd rather see Dragonfire have more ammo, but a much larger refire delay.  Or have reduced ammo with the chance to recover that ammo and fire it again. 
 


If you compare this suggestion against omega missile weapons, it'll make DEM a poor man version of those weapons.  Which is a cool dynamic. 
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TheLaughingDead

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If the missiles come back and only boost RoF I might agree with the change. If they provide more ammo by coming back (ie, the missile is reused) then I disagree because then their use case stays the same (effective against frigates and destroyers and much less efective against larger hulls) just they get better at killing the small ships for longer. The idea is interesting, but to be honest I think a better buff would just be increasing the range of the DEM beam so large-hull PD (with ITU bonuses) doesn't clear them so easily.

Gazer I think can't really compete for direct damage (and with a sabot existing would we really want it to) but if it had an ammo buff and fired for longer (with same total damage, so lower DPS) maybe it could be a better support missile. I could see a Gazer being balanced with a slightly worse refire time and infinite ammo, as a sort of graviton mount for low-tech ships.

EDIT: Alternatively or in addition, also make the Gazer beam's gravity effect on missiles more pronounced so it can act as a sort of PD. +++ If the beam actually targets enemy missiles, like a PD missile (though that might work better as a different weapon entirely).
Maybe the new beam Alex showed off on Twitter will be the buffed Gazer?  :P
« Last Edit: August 16, 2024, 09:38:26 AM by TheLaughingDead »
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Amoebka

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We're past the point where the best players stopped using PD because missiles aren't dangerous enough to redirect the OP and flux venting away from doing extra damage.
The best players optimizing fleets against a spherical double ordo in vacuum?

Ultimately though, missile spam isn't weak, the enemies just don't spam missiles efficiently enough. Enemy fleets are built for flavor, with a mix of different guns and ships. Players are more than willing to field degenerate monofleets where every ship has the same loadout. A missile heavy league blockade fleet and a missile spam player fleet are very different from one another. If you balance missiles around the former, the latter will be disgustingly overpowered. And in the worst way possible - overpowered and boring, because missile spam doesn't really require any piloting skill nor any order management.
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Bungee_man

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Actually, I like this idea. Fighters come in nearly infinite numbers, but have to regenerate their respawn rate over time. Conventional missiles can be shot off in a single burst, but don't ever regenerate.

If DEMs occupied a middle ground, where they could serve as persistent flux-free damage, but very limited ammunition, then a lot of new possibilities open up. Moreover, it solves the problem of them being very good for enemies but mediocre for the player, since they're hard to dodge but also difficult to punch above your weight with. If DEMs had low ammunition that could be replenished if they are able to return to the attacker, then a skilled player could get a lot more value out of them when using them, and close out a fight against a DEM-using opponent without waiting out an excessive number of barrages.
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FooF

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DEMs returning to the ship is a little too much for me but balancing them around regenerating ammo seems interesting to me. As in, they have only have 1 ammo capacity but they reload semi-regularly. Their below-average damage is offset by more long-term use.

I suppose the downside is that the AI would not be particularly good at using them well or you’d just set them on auto-fire and forget about them. Neither makes for compelling gameplay.
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Doctorhealsgood

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They way you worded this reads like you're just looking at them in the refit screen and maybe trying out a few in the simulator, rather than using them in the campaign genuinely.

Which ones seem underpowered? I really hope you're not testing them by firing a couple of them at a ship without any supporting fire.

And even this wouldn't fix the ammo issue since ones that need it, don't really fizzle out, they get shot down by random things happening in battle. Medium Gorgons would still be bad.

Alex already said in another thread he'll have a look at them and possibly up their ammo, which would then bring all DEM missiles into a relatively balanced state.
Hydra might need some work as if we exclude the ai shenanigans it doesn't feel like it did much when i tried it out? Would be nice too if the submunitions splitted if the main projectile ran out of fuel before reaching the destination as it was infuriating to see it fizzle out before it could reach a ship.
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Grievous69

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DEMs returning to the ship is a little too much for me but balancing them around regenerating ammo seems interesting to me. As in, they have only have 1 ammo capacity but they reload semi-regularly. Their below-average damage is offset by more long-term use.

I suppose the downside is that the AI would not be particularly good at using them well or you’d just set them on auto-fire and forget about them. Neither makes for compelling gameplay.
And that would kill Gorgons and Hydra.

You guys have to understand you can't give a blanket buff or rework to all DEMs since you're not eliminating the issues, you'd just be moving them a bit up on the power scale. Not many would use the Gazers still, medium Gorgons would still remain a joke, and regenerating ammo for Dragonfire souns hilarious because the medium version has only TWO ammo. That would be a funny buff.

Dragonfire just needs faster flight speed and it should be decent, the biggest problem it has it getting so late to the target it's already dead, and that's a huge waste on such a limited missile.
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Doctorhealsgood

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Re: Allow DEMs to return to the missile rack that fired them to recharge.
« Reply #10 on: August 17, 2024, 09:49:18 AM »

We're past the point where the best players stopped using PD because missiles aren't dangerous enough to redirect the OP and flux venting away from doing extra damage.
The best players optimizing fleets against a spherical double ordo in vacuum?

Ultimately though, missile spam isn't weak, the enemies just don't spam missiles efficiently enough. Enemy fleets are built for flavor, with a mix of different guns and ships. Players are more than willing to field degenerate monofleets where every ship has the same loadout. A missile heavy league blockade fleet and a missile spam player fleet are very different from one another. If you balance missiles around the former, the latter will be disgustingly overpowered. And in the worst way possible - overpowered and boring, because missile spam doesn't really require any piloting skill nor any order management.
Isn't the persean league spamming DEMs like candy now?  I remember some people talking about it from time to time but i haven't had the reason to fight them to check it out yet.
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Siffrin

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Re: Allow DEMs to return to the missile rack that fired them to recharge.
« Reply #11 on: August 17, 2024, 09:28:06 PM »

Isn't the persean league spamming DEMs like candy now?  I remember some people talking about it from time to time but i haven't had the reason to fight them to check it out yet.
Nearly every midline cruiser and capital can use a large DEM missile so the missile saturation during a multi-fleet blockade fight can get pretty overwhelming.
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kaoseth

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Re: Allow DEMs to return to the missile rack that fired them to recharge.
« Reply #12 on: August 18, 2024, 12:34:57 PM »

you can't give a blanket buff or rework to all DEMs since you're not eliminating the issues


You do know that any rework necessitates a numbers pass right?  That hits the sore spots you are talking about. 
 

Also, I think it's easy to miss a part of my suggestion.  The idea includes that "the recharge causes flux".  So it's not just free ammo, you pay for it.  And that's important for both theme and downside.  A 4k flux bill for recharging a dragonfire is hefty.  So is a few 800s back to back for gorgons.  Plus the recharge to flux doesn't have to be 1 to 1. 

« Last Edit: August 18, 2024, 12:40:58 PM by kaoseth »
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Grievous69

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Re: Allow DEMs to return to the missile rack that fired them to recharge.
« Reply #13 on: August 18, 2024, 12:55:48 PM »

All I'm saying is we don't need to introduce gimmicky mechanics to buff 2-3 weapons when a simple stat buffs does the same thing much more simply.

I'm well aware reworks bring their own stat adjustments, which is another argument why it shouldn't be done willy nilly.
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kaoseth

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Re: Allow DEMs to return to the missile rack that fired them to recharge.
« Reply #14 on: August 20, 2024, 06:11:00 PM »

All I'm saying is we don't need to introduce gimmicky mechanics to buff 2-3 weapons

There are 7 weapons.  With 4 different missile types. 

I'm hoping that if Alex is willing enough to revisit the lackluster Heavy Burst Laser (and other things), I think he might be willing spice up DEM too. 


It feels really bad to see your ammo consumed for damage that its and slide off shields in seconds like a soggy tomato. 
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