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Author Topic: 0.65a Missile Balance  (Read 9949 times)

Alphascrub

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Re: 0.65a Missile Balance
« Reply #15 on: October 24, 2014, 11:42:00 AM »


Salamanders: Actually do their job! Frustratingly so for front shielded ships.

I actually use phase jumps to dodge these bastards on my wolf now. Makes battles take a while longer also dealing with ships that load these as well as pillums is bloody annoying on ships without omni shields or phase systems.
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TJJ

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Re: 0.65a Missile Balance
« Reply #16 on: October 24, 2014, 12:02:48 PM »

I'd like salamanders to keep their current effectiveness when the engine toughness bug is fixed; it made them viable IMO.
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Megas

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Re: 0.65a Missile Balance
« Reply #17 on: October 24, 2014, 04:51:36 PM »

I tried Missile Specialization 10, and it makes missiles gloriously overpowered for the flagship.  (It was borderline overpowered before 0.65's improvements.)  Annihilators are like a super assault gun, and Reapers are simply evil!  With Missile Specialization 10, it is easy for a Wolf flagship with two Reaper mounts (for four shots) to destroy almost any single ship in a blink.  I am very tempted to get Missile Specialization 5, though Navigation 10 and Flux Dynamics 10 sorely compete with precious skill points.  The flagship with Missile Specialization 10 and torpedoes will kill something very quickly.
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Aereto

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Re: 0.65a Missile Balance
« Reply #18 on: October 24, 2014, 07:12:09 PM »

I tried Missile Specialization 10, and it makes missiles gloriously overpowered for the flagship.  (It was borderline overpowered before 0.65's improvements.)  Annihilators are like a super assault gun, and Reapers are simply evil!  With Missile Specialization 10, it is easy for a Wolf flagship with two Reaper mounts (for four shots) to destroy almost any single ship in a blink.  I am very tempted to get Missile Specialization 5, though Navigation 10 and Flux Dynamics 10 sorely compete with precious skill points.  The flagship with Missile Specialization 10 and torpedoes will kill something very quickly.
...assuming that the player makes out of the early game first, and that the player is a rocket/torpedo crack-shot. My familiarity lies in the AM blaster-armed Afflictor with guardian escorts, but I call that style as "sinking ships like a bomber boss".
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Megas

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Re: 0.65a Missile Balance
« Reply #19 on: October 24, 2014, 07:33:59 PM »

Many missiles are faster than before and, with Missile Specialization 10, are about as fast as many ballistics.  Player no longer needs to be almost touching the enemy to hit with Reapers.

@ Aereto:  Yes, AMB Afflictor is very strong.  In previous versions, if such a flagship takes out the Onslaughts, other frigates have a chance to cleanup a defense fleet without taking casualties.
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Kipcha

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Re: 0.65a Missile Balance
« Reply #20 on: October 25, 2014, 05:31:51 AM »

I used to run Pilum LRM's pre patch on a trio of Vigilance frigates simply as harassment missiles, Often deployed in the second wave or deployed just after the first, with good timing the missiles got there just as the front line was entering combat, This further confused the AI, often they didnt hit, but they worked as amazing distractions.

Now though Theyre much more effective at that job, i certainly had a harder time recently dodging them. Doubly so as now they have enough degrees/pixel of turn to actually do a full loop whereas before if they missed it was GG Close.
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