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Re: long ranged missles

Posted: Wed Jan 23, 2013 6:16 pm
by Red-Rocket
its why i added the predator missle to the list, maby the long range strike missles will hit hard but need upgrades to do damage, the predator missle for those who dont know puts a beacon inside the ship that must be found and destroyed to stop it from transmitting where the location of the BC is which would be very useful in a long range situation

Re: long ranged missles

Posted: Wed Jan 23, 2013 6:28 pm
by Sheogorath
I think I mentioned it already, but with the new weapon system (and possibly more trees coming soon) I would revamp the missile system.
- Make missiles more powerful: As of now, you might as well go for broadsides instead of missiles and might even pull up a higher DPS over time as long as your energy management is good. Their damage and effects should be increased.
- Give an use to all missiles or remove useless ones: I only see one or two types of missiles that are constantly used... Of a total of eight. Some of them could be removed or re-made to be useful and provide viable choice according to your weapon or your resources.
- Add special abilities to missiles: Missiles would become more like "abilities" that a gunner could time well or, as I mentioned, use according to his current weapon type. For example, somebody that uses Kinetic weapons might love missiles that shuts down shields for some seconds or increases all hull damage received by the enemy. Somebody facing a small ships assault might need a missile that splits and seeks out the nearby small ships.
- Balance out: Since missiles would be made a lot more useful and powerful, price would need to go up. To make missiles less of a "button mashing job" I would also add a cooldown (doesn't have to be big, but should scale with how powerful the missiles are). Perhaps make missiles such that you might want to launch one at a very specific moment.

Re: long ranged missles

Posted: Wed Jan 23, 2013 10:01 pm
by Racism Minerbane
I like the idea of rockets that hurt shields and can attack through and disrupt core stability fucking with the power guy.

Re: long ranged missles

Posted: Wed Jan 23, 2013 11:36 pm
by DumbMarine
Sheogorath wrote:I think I mentioned it already, but with the new weapon system (and possibly more trees coming soon) I would revamp the missile system.
- Make missiles more powerful: As of now, you might as well go for broadsides instead of missiles and might even pull up a higher DPS over time as long as your energy management is good. Their damage and effects should be increased.
- Give an use to all missiles or remove useless ones: I only see one or two types of missiles that are constantly used... Of a total of eight. Some of them could be removed or re-made to be useful and provide viable choice according to your weapon or your resources.
- Add special abilities to missiles: Missiles would become more like "abilities" that a gunner could time well or, as I mentioned, use according to his current weapon type. For example, somebody that uses Kinetic weapons might love missiles that shuts down shields for some seconds or increases all hull damage received by the enemy. Somebody facing a small ships assault might need a missile that splits and seeks out the nearby small ships.
- Balance out: Since missiles would be made a lot more useful and powerful, price would need to go up. To make missiles less of a "button mashing job" I would also add a cooldown (doesn't have to be big, but should scale with how powerful the missiles are). Perhaps make missiles such that you might want to launch one at a very specific moment.
I think missiles could use redesigning but all of these suggestions don't really touch on the issue. Missiles actually do a ton of DPS, you can get something like over 1000 DPS, but you can't sustain it because missile reloading is so slow. The reason you don't see missiles used that often is missiles are often not prioritized over getting core upgrades and broadside lasers, and they become a huge waste of money if your opponent has pumped 500+ GW into their shields. Missiles all have special abilities: predators add a tracking device to the enemy BC, one of the missiles sets fire on the enemy ship, one screws with power settings, one does energy damage. Their effects are very mild, but definitely present. There's also actually a missile that splits into 8 missiles once you fire it.

As for long range missiles, I see them as kinda pointless. The missile hits the enemy BC, 30 seconds later the enemy BC's shields are back to full. Money well spent.

Re: long ranged missles

Posted: Thu Jan 24, 2013 12:26 pm
by Sheogorath
DumbMarine wrote:
I think missiles could use redesigning but all of these suggestions don't really touch on the issue. Missiles actually do a ton of DPS, you can get something like over 1000 DPS, but you can't sustain it because missile reloading is so slow. The reason you don't see missiles used that often is missiles are often not prioritized over getting core upgrades and broadside lasers, and they become a huge waste of money if your opponent has pumped 500+ GW into their shields. Missiles all have special abilities: predators add a tracking device to the enemy BC, one of the missiles sets fire on the enemy ship, one screws with power settings, one does energy damage. Their effects are very mild, but definitely present. There's also actually a missile that splits into 8 missiles once you fire it.

As for long range missiles, I see them as kinda pointless. The missile hits the enemy BC, 30 seconds later the enemy BC's shields are back to full. Money well spent.
True that. But of all of these missiles, how many of them are used? And giving missiles a cooldown would tag along well the missile's slow reload: If your reload takes about 10 seconds and your missile launch CD is 5 seconds, then you will run out of missiles far less quickly. In a way.

Re: long ranged missles

Posted: Thu Jan 24, 2013 1:09 pm
by LordDragon
I don't want to see a cooldown added for missiles. It already takes time to coordinate fire, and that's time broadsides cannot hit the enemy BC. As far as using multiple missiles....

Personally, I use all 4 heavy types - situation pending. Aiming a predator at the enemy BC while a little bit out of sight range gives you a few seconds to hit them accurately with penta/broads/kinectics from afar. Sabertooth knock down shields and hurt core stability. Hellfire do awesome hull damage and set fires to kill the crew. Heavy merc. are the all-around-mess-you-up weapons.

They are already invaluable in a late game fight, and with a person or drones ready to reload they can be fired very quickly - at a cost. I think the discussion here needs to remain on revamping/introducing a long range missile, not rebuilding the whole system. Even though upgrades with repeatable results should take priority, nobody with a lot of experience can deny the awesome firepower they represent.

Re: long ranged missles

Posted: Thu Jan 24, 2013 7:34 pm
by DumbMarine
Sheogorath wrote:True that. But of all of these missiles, how many of them are used? And giving missiles a cooldown would tag along well the missile's slow reload: If your reload takes about 10 seconds and your missile launch CD is 5 seconds, then you will run out of missiles far less quickly. In a way.
I use all of the missiles on the bottom row if I'm with a good team. I prefer ending the game before the 20 minute mark though, which cuts out money for missiles. Missiles only come into play if we run out of things to spend money on.

A missile CD would make them worthless. I'd just invest that money into more yamato spam.

Re: long ranged missles

Posted: Fri Jan 25, 2013 10:57 am
by Siretu
So, should I create new missiles that work like this or should I make some/all of the existing ones work like this?

Re: long ranged missles

Posted: Sat Jan 26, 2013 12:22 am
by Red-Rocket
Siretu wrote:So, should I create new missiles that work like this or should I make some/all of the existing ones work like this?
I think you should simply upgrade the predator missile and a new long range missile.

Re: long ranged missles

Posted: Sat Jan 26, 2013 4:10 am
by DumbMarine
I can see the point of making the Predator missile an infinite range missile, it's the only missile that does something useful when it hits the BC that isn't undone in about 5 seconds.

And I like the idea of launching boarding drones. Boarding and internal ship combat has plenty of potential.

Otherwise I don't see the point. As it was pointed out earlier hull repair is not expensive.