Rebalance dumbfire missiles please

Pythons should have armors. Dumbfires have no armor penetration.
Currently, armor does not seem to matter very much.
 
Please let us know your tactic of how to defend against dumbfire missiles in a big ship then... I will help you out... doesn't exist.

I'm not the type to balance everything... but when you look at dumbfire missiles, it looks like they forgot to limit their rate of fire in the first place. They are game-breaking and need to be fixed.
Do not stand still? Turn and boost a lot? I have yet to be hit by a missile. And i have them shot at me almost every day. The dumbfires are hard hitting because they arent guided - hard to hit with.
 
The other option is to have a heat multiplier for modules of the same type - a bit like MechWarrior, if you alpha more than three lasers/gauss/etc you start to cook yourself (and then shut down) That way you can still fire as many dumbfire missiles as you like but you may end up taking heat damage to your components
 
There is one twist to this all: Point Defense can not hit Dumbfire missiles right now, once this get patched the meta will shift again and a useful defense against dumbfire spam might be possible.
There is a second twist tot his as well: Eagles are better than vipers with dumbfire, while laser vipers and cobras can deal just fine with eagles before they get in range. So we have here a chain of counter-plays to this and imho it is a given that large heavy ships have a weakness against small bomber-like ships. Get some escort eagles for your combat ana.

All of This is why they should have never released the game to start with in its current state just call it an early access alpha as it should be. Hell they might as well give up just quite the game and shut the servers down lol. By the time everything gets nerfed, they will all be playing SC trying to get it nerfed the same way till its unplayable as well lol.
 
Pythons should have armors. Dumbfires have no armor penetration.
Currently, armor does not seem to matter very much.

Military grade armor halfs incoming damage. Against kinetic and thermal. Dumbfire do explosive :D

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The other option is to have a heat multiplier for modules of the same type - a bit like MechWarrior, if you alpha more than three lasers/gauss/etc you start to cook yourself (and then shut down) That way you can still fire as many dumbfire missiles as you like but you may end up taking heat damage to your components

With brings me to my favorite ships: Stealth Bombers. Silent Running, as many heatsinks and dumbfire missiles as you can fit. Done.
 
I'm not even going to pretend having done more than skimming over the OP's lines,

you fire two, three volleys - you're out. Back to restock, ka-ching, that'll be what? 4800, please.
 
The more I'm reading about the Python nerf, the more confident I am, that dumbfires need a look at by the dev team, too...

The video you show shows one, two and three shotting ships with missiles.

That's all
- from close range
- with a salvo of 6 missiles at once
- with a price of 500 Credits per missile

So this is no option at all for anyone who wants to fight longer (like at a Nav Beacon to bounty hunt), that wants to earn money when fighting (like a pirate) or wants to do anything apart from just blowing stuff up. Plus, it is instant destruction, so no cargo.

It is powerful, but expensive, not sustainable.
 
Do not stand still? Turn and boost a lot? I have yet to be hit by a missile. And i have them shot at me almost every day. The dumbfires are hard hitting because they arent guided - hard to hit with.

What ship are you flying? An Anaconda? A Type 9? Probably not... it's really not hard to hit this kind of ships with them... tbh it is hard to miss them.
 
Military grade armor halfs incoming damage. Against kinetic and thermal. Dumbfire do explosive :D

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With brings me to my favorite ships: Stealth Bombers. Silent Running, as many heatsinks and dumbfire missiles as you can fit. Done.

No, hulls should have armor rating, and different weapons have different capaability to pierce armor. This has nothing to do (AFAIK) with bulkhead materials.
 
All of This is why they should have never released the game to start with in its current state just call it an early access alpha as it should be. Hell they might as well give up just quite the game and shut the servers down lol. By the time everything gets nerfed, they will all be playing SC trying to get it nerfed the same way till its unplayable as well lol.

While I agree E: D was labeled ready for release a bit too early, this is what happens in *every* online when the unwashed masses get their hands on it. Due to their sheer number, players will always find more issues than devs and will think of ways to make a mess no dev ever thought of.
 
Stop discussing this topic in relation to NPC killing, no one wise will do that.

Problem is in PvP combat. Anyone would sacrifice that 40k credits to kill a player in a Python/Anaconda.
 
I've said elsewhere I don't really think insta-kill weaponry fits into the game, it's very hard to balance and balancing by cost doesn't work.
These sort of weapons lead to a ambush-meta pvp game and push all players towards the 'shoot 1st just in case' philosophy
 
No, hulls should have armor rating, and different weapons have different capaability to pierce armor. This has nothing to do (AFAIK) with bulkhead materials.

As far as I know is this the effect of bullhead materials. The military grade reduce damage to hull by 50% on kinetic and thermal, the mirror surface has 75% reduction against lasers, the reactive brings 75% damage reduction against kinetic and the reinforced alloy comes with 25%. But that is just second hand knowledge from a few guys who made tests and posted the results on reddit, so feel free to correct me.

Armor Rating and Armor piercing should be another mechanic for sub-system damage.
 
Keep in mind, that's the python that was destroyed in about 15 seconds. Yes 4 pips really don't make that much of a difference, I've been on the receiving end enough to know.
Asp? Four seconds
Anything below that and its less then two seconds.
Cost to user? 50k after suicide.
Cost to target? 100k+ on death, half a million in repairs if the target was in a good enough ship to survive until they ran out of ammo.

When a player can outfit say an eagle for 100k in total, and never have to rearm due to the buy back being cheaper then the resupply, its perfect. Even excluding this, the price to pull this off on anyone in the game is toilet money.

Plot twist, there is no counter to this build, you look at them, your already dead. No amount of point defense or backpedaling will do enough to suppress the spam even if the missiles had hitboxes. Hell if you are within 2k of them for about three seconds, chances are, your dead.

For example, 4 chan has dozens of Webems showing the shear power of dumbfires currently over the course of just as many threads. It was the primary load out of the crusaders back when they sieged Lave and Eravate.

Dumb-fires break the combat model entirely.

Whats worse is that it took the Python getting smacked before anyone finally decided to mention something that really needed addressing, and its going to get swept under the rug because of it. Splash as well could fix the issue if one missile got shot down the whole volley would go up with it

Ironically enough the most simply way to fix it would be to take away the class one version.
 
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A class 1 weapon with the highest DPS in the game.

Better than a 14 million credit Class 4 Plasma Accelerator.

They need balancing, there is no valid argument to support their current DPS.
 
Just because you show a couple of vids with guys getting blasted to hell at point blank range with missiles doesn't mean the game is imbalanced or broken. It doesn't mean it isn't either. You have to consider this in the general context of the game. How often does it occur over time and is it a _general_ problem. At distance, this guy is very vulnerable in his viper. His loadout depends on getting close. Players need to adapt and overcome. It may be that over time we see that it is a problem and impacts on the game in a negative way but that will take time and consideration to observe.

There seems to be a crowd that thinks there is something sacred about the game the way it is and it cannot be touched. It's not a problem to identify something that impacts the game in a negative way and fix it. There are so many variables and parameters it would be impossible for FD to get them right first time. Nerfing is ok.... and not nerfing is ok too... but the issue just needs to be considered properly
 
Keep in mind, that's the python that was destroyed in about 15 seconds. Yes 4 pips really don't make that much of a difference

Evading just a few missiles more would have made ALL the difference. The guy used literally his last missile to finish that Phyton. Just hitting boost in the right moment would have saved this phyton. Using reverse thrust and fixed guns would have saved this phyton too. Doing the first turn after a boost away and with flight assist off would have saved this phyton.

Don´t get me wrong, dumbfire are super strong and the way to go against a python, but this was actually a super close fight and a completely fail fit phyton.
 
OP chose to fly the expensive ship thinking he has an I-Win Button. OP gets destroyed by a ship worth a fraction of his and complains.

OP, this isn't WoW. Wake UP OP. This is Elite:DANGEROUS. There are no I-Win Buttons in this game unless you count shield cells. Simply having enough credits to buy a more expensive ship doesn't make you a better pilot, you have no flight time or trigger experience in your new ship you should expect losses until you do. Many of the guys who are flying Eagles, Vipers and Cobras have been flying these ships in combat situations non stop since day one. They are very experienced at handling their craft as well as how to load it out properly for combat engagements.

You're just another clown who probably traded his way to the top and bought a very expensive ship thinking you had an I-win button. You don't, learn to play.
 
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