missiles need some love. we don't use them since long time and I miss them :-(

Missiles are these days dead stock, and nobody uses them, because:
* for RES, CZ and PP, you need lot of ammo -> missiles out
* difference between cannon damage and missile damage is far too small to justify missiles

Dear FDEV, please do some analytics on us, and you will see that number of pilots that are using missiles is ultra small in last months.

Missiles need your love :)

I miss old meagle times, when checking opponent subsystems and seeing missiles equipped influenced your combat tactics. This days if I see it, I read it: 'rookie or R&D pilot'.

Slightly faster (dumb ones) and stronger, while still weak against shields, would create a much more interesting and hard to predict fight -> emotions. Small ammo count, while power punch would be great.

Comments anyone?


p.s. current state of missiles is also reason nobody uses PointDefence. No reason.
 

Ozric

Volunteer Moderator
Sandro said during the Stream with Ed the other day that they have plans for making changes to missiles. You can watch it on their Twitch channel, it's split into 3 parts (cause of technical difficulties) and I can't remember exactly where it's mentioned, but it's well worth watching the whole thing cause it's funny :D
 
Missiles should be hard-hitting to make only being able to carry a limited number of them worthwhile, and be scary enough to tempt pilots to fit counter-measures. Presently missiles do neither of those things.

Recently Sandro indicated that missiles will be more likely to damage external modules but only once the target's shields are down. I'm not convinced that this will make missiles a viable choice because taking out external modules almost never contributes to a kill. If, however, missiles start knocking out weapons then we might be on to something dangerous, and counter-measures instantly become a serious consideration.
 
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im in a annie....2 pulse lasers class 3...the other 6 hardpoints are missile racks(not the dumbfires),as was using packhounds wich is a blast to watch and kill with...

i have no issues with missile racks,in fact i love them.....could do with a wee bit more damage though.....but with 6 of them whatever i hit i destroy....as they say in rocky iv

a annie or python may take 2 to 3 hits,but the rest drop like melted flys
 
I would like to see missile and torp variants:-
- Kinetic for anti-hull (as they are now, allegedly)
- Thermal warheads for anti-shield work
- Mixed warheads that do a bit of both of the above
- Delayed detonation kinetic warheads for greater chance of internal module damage, at the cost of almost no hull damage
- Cluster warheads that are good at knocking out engines and other large external systems, at the cost of almost no significant hull damage
- Long range stand-off missiles that have the legs to reach even the most distant of radar contacts

Missiles and torps should be able to do various jobs, and the pilot should be able to make a decision as to which package(s) s/he wants to fit.

Above all, missiles and torps need to be scary enough to encourage pilots to fit PD and counter-measures. Right now no-one really bothers.
 
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In yesterdays stream they talked about crafting and the ability to alter the damage types of your weapons - so a pulse laser could be do more damage to shields for a trade off of doing little to nothing against armor - and they can be a different colour!

Maybe we will be able to craft different warheads and ammo types for missiles and kinetic weapons.....maybe then we can also have a reload function....maybe.
 
I would like to see missile and torp variants:-
- Kinetic for anti-hull (as they are now, allegedly)
- Thermal warheads for anti-shield work
- Mixed warheads that do a bit of both of the above
- Delayed detonation kinetic warheads for greater chance of internal module damage, at the cost of almost no hull damage
- Cluster warheads that are good at knocking out engines and other large external systems, at the cost of almost no significant hull damage
- Long range stand-off missiles that have the legs to reach even the most distant of radar contacts

Missiles and torps should be able to do various jobs, and the pilot should be able to make a decision as to which package(s) s/he wants to fit.

Above all, missiles and torps need to be scary enough to encourage pilots to fit PD and counter-measures. Right now no-one really bothers.

Some form of EMP messing with modules too. :)
 
To be honest i use torpedoes and what can i say, they are great if you know how to use them. If you fire after the shields are down and you are head to head (torpedoes are very slow and won't work against shields), they do a lot of damage on enemy ship. My last kill was an anaconda and thanks to torpedoes he doesn't have the time to bail out.
I didn't try missiles, but i bet if you use them carefully (read know the limits of missiles) you get good results.
 
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I miss the need to use pds. Just pants now. No longer to I get tge stomach churning feeling when I get a missle launch notification and not running pds.

Even if they increase damage once shields are down still wont be any good as it will be spam scb until gone and then tactical retreat when you loose a ring or two.

There is no dangerous in combat unless you get interdicted by wing. Even then usually time to high wake out.

Imteresting question, when were you last worried in combat to the point you genuinely thought you would loose your ship.
 
The good thing about missiles ATM is, once you pay for point defence, you don't have to spend another penny on it. I had PD on my ship for weeks and I never replenished the ammo once.😁
 
Let's not forget that missiles occasionally just disappear or blow up on your own shield after firing, plus they're slower than some of the ships

The whole concept of missiles doing a lot of damage against hulls and no damage to shields however doesn't work for this game anymore. If missiles and torpedoes were actually as strong as they should be with their limitations, the mere presence of missiles on an enemy ship would have you leg it the moment your shields are about to fail.

Ships have way too little armor and way too strong shields now for this. They might as well just remove missiles at this point.
 
Some form of EMP messing with modules too. :)
Why not! Missiles and torps are, by their nature, somewhat configurable to do various things, as they are even today. It would be a shame to lock them down to just being one thing and hoping that'll do.

The weapon design in ED is currently lacking in viable variety. Such a neat balance of function is not easy to come by, sure, but ED currently sits well behind the curve on this one. Variable missile and torp types could help ED pull its socks up in this regard.
 
If you miss them, and don't want to spend money, there's fun to be had with firing missiles in the 'Wolf Pack' training exercise, going head-to-head with a Lakon 6. Kind of satisfying watching the graphic effects !
 
I remember during the beta, my initial impression of missiles were high cost, high damage. I never got around to using them back then myself, but several times I'd die to an NPC missile barrage while trying to get to Freeport.
I wish they were more viable for players. Space dogfights don't feel complete without a missile screaming past in some direction every once in a while. Truth be told, I'm a bit upset after recently learning about the pack-hound rack (mostly that I have to defect my current power to get it). I guess I've got a thing for swarm missiles and that rack just looks ever so sexy when it fires.

[video=youtube;6TrhrqmvxCA]https://www.youtube.com/watch?v=6TrhrqmvxCA[/video]
 
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Missiles need big buff to be useful.

1) More ammo. Much more ammo. Who want back to station after 20 shoots? I will use lasers instead of missiles and get more cash. We should have ability to use cargo racks for missiles, something like 1t=20 missiles.
2) More speed. Air-to-air missiles have average speed 3-4 mach. 1 mach = 300-350m/s, in earth atmosphere. 4 mach mean more than 1km/sec. In space it must be more and more faster, isn't it?
3) More types of damage. Heat damage? EMP?
4) And more more different buffs. For example more kinetic power that affect on ship rotation. 0:34 - https://youtu.be/jT9mYCbBBgg
 
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