Balancing missiles.

I want to use missiles, more specifically dumb fire missiles..

But they are such a steaming pile of useless garbage!

Yea i know packhouds exist and they are borderline toxic because they are so easy to use and just destroy hard points and thrusters. Seekers are close on this but are much more easily countered with PDT.

And then there is dumb fire missiles..
Harder to hit with than plasma! Do less damage.. are hard countered by shields.. (yea shields the elephant in the room, thats been in the room so long its died of old age).. and PDTs. They need hicap mags to be even slightly worth it. Then when you use them and land the hits on the hull.. dissapointment is all you get for your troubles.

The effect missiles have on hard points and thrusters is a problem of many sides, i think its too strong on seekers and packhounds and this is what makes them too good/toxic. Dumb fires its not so bad cus of how bad they are, you may as well use plasma or cannons. Both are easier to use, have more ammo and cant be shot down.

In pve, using seekers/packs will remove the npcs hardpoints and they will flee the battle when this happens. Unless you take out the drives too.. then they will drift off into the abyss some times at speeds you cant catch up to. Who wants any of that!
Useing them on specific hardpoints to take some bite out of an anaconda seems like it might be usefull some times, and useing them to take out thrusters during piracy again can be usefull.. kind of. But i think if seekers and packs did half the damage they do now to external modules, this effect in pve would be largely the same. The ammo required to remove thrusters with seekers is going to be fine for piracy and declawing larger ships if thats what you want them for in pve.

In pvp.. they are meme wepons, you will score no rep or bounties for that matter using them.. and you need to chew thrugh the insainity shields first. Unless the oponant has some class and isnt running insainity shields and then you will just be taking off the guns and thrusters and or watching them hiwake in disgust. Contributing heavily to the viability of hull tanks and hibrids. #FDLs are boring now.

Back in 1.1 missiles were OP to all hell! And in classic style were nerfed so hard into the ground they would be declared a subterranean species. Upon re emergance they were given this magical insaine effect on hardpoints and left to rott forever more in the pergatory so many wepons find them selvs in, under the yolk of the mighty multicannon and plasma acceleraters.. i mean even pulse lasers are better than dumb fire missiles and arguably even packhounds lol.

So what is to be done?

Dumb fire missiles need a buff, now why are dumb fires so bad? Welp the damage they do on paper is comparable to overcharged C2 cannons and with the increased mags they have similar damage potential. BUT they are harder to hit with and can be shot down and do less damage to shields. Now i dont know if the arming distance of 500m is aplicable to dumb fires, but if it is, then theres another reason why they suck!
Also because of the module damage they do the actual damage is spread about across the modules and they do pitiful damage to the hull of a ship dispite having a damage bonus on hull.
If you put penetrator munitions on them.. same thing but internal modues.. better off with standard cannon for that role.. indeed every role.

Remove the hardpoint destruction effect or at least half it! Then make the AOE smaller this will make them more specific about what module they damage and help the toxicity of explosive munitions as a whole.

Give dumb fire missiles better blueprints and effects. Penetratior munitions is ok.. i get that it can be OP, or was considered so on cannons during a beta 3.1...? and was bopped with the holy nerf bat. Thogh in practive as it stands you need to land many missiles to hollow out even a medium ship in pve.
Some good additions would be:

Magnesium tips: Smaller explosive munitions that burn hotter on inpact. Removing the AOE but doing more explosive damage to hulls.

How is corosive not an option on these?

Hardened shells: significantly increses missile integrity, reducing the effectiveness of PDTs at a cost of projectiles speed or range?

Limpet war heads: removes explosive potential and instead latches onto targets and pushes them like a small thruster. Lasts a few seconds and disrupts ship movement by adding a constant thrust vector on the angle the missles has hit. (These could also instead add retro thrust that must be countered or the shipwill be pulled in the direction of the missiles angle. helping pirates slow targets esp after knocking out thrusters.)

In short..
Seekers should do less damage to thrusters and hardpoints, not so much they are useless mind, but that more specific targeting is required to remove all the external modules.

Dumb fires should act more like classic torpedoes do, and be heavy explosive hitters with customisable warheads. Less effective at module distruction than seekers.

This would leave shields as a massive missile defence and PDTs would be usefull as they are now. Whole sale destruction of hard points would be reduced and the skill required to hit with dumbfires would be rewarded with effective and unique utility and damage options. Also pirates might finaly get the grappling hook effects they so badly long for.

I wish missiles were great again.. not 1.1 great but not the scum they are today.

I know all this is in vain for the most part as aparently no balance is needed and hasnt been for a few years now given the lack of attempts by fdev or even acknowledgement lol but mabe one day when hell finaly freezes over these things might get considered.


Thoughts?
 
Last edited:
I have to say that the idea that “dumbfire” missiles even exist just makes no sense.

They should be fast, extremely agile, and once fired there should be no way for a ship to avoid getting hit short of shooting it down or the missile running into something on its way to hitting said ship. This is especially true since “spaceships” are only travelling a few hundred m/s (HAH!)

Yes, they need a redesign.
 
Last edited:
I have a Federal Gunship with 4 seeker missile launchers, fired in one salvo, one is thermal cascade that I earned with the recent CGs, one incendiary, one has drag ammo, the last one is oversized, all with double ammo. The rest of the hardpoints are 1 large MC with corrosive and two small Long Range TV Beams. Due to the slow maneuvering of the Gunship, I found this weapon load out the most effective, although expensive, ammo cost wise.

The tactic I use with this ship is to strip the shields, then target the drive and once disabled I take it out with the beams and MC. Never tried it PvP though.

I have used this ship very effectively for pirate lord assassination missions and collecting materials in RES sites. It is also a good mission runner since it has a 32t cargo space, decent jump range and good fuel scoop. It gets rid of any pirates very quickly that interdict me. They usually try to run when their shields drop, but by then it is too late when the first missile salvo hits. The drag ammo slows them down and the second or third salvo usually kills their drives, after that it is game over for them.

Basically without the missiles this ship would not have been in my fleet.
I might try the dumb fire missiles for ground attack missions in the future.
 
Well thats quite the wall of text but i just wanted to say that i like dumbfires and consider them an excellent option for class 1 hardpoints. I have also had success using them in pvp when mounted on a cheiftains small slots. 3 dumfires per salvo do a devastating amount of external module damage and make a good brawling weapon for close ranges against other bi weave/hybrid tank ships. Not very effective against 3000mj FDL but thats another topic.
 
Support it on a finger at each end, and move your hands together. They will naturally find the balance point.

Seriously I don't use missiles, they do good damage against unshielded opponents but getting the shields down is usually the hard part of any encounter (PvE) and for PvP the ammo is low enough and they have enough counters that I've never really considered them unbalanced since they were re-introduced in 2016 (IIRC). Most of the times I have tried missiles (or torps) they just sit there occupying a slot I'd otherwise be able to use in more situations.

They do look cool though, and the occasions they work well for (splash damage against ground targets & unshielded weapons on ships) are great :)
 
Wut?

Volleys of at least three dumbfires (high capacity/penetrator munitions) are among the most lethal thing in the game when it comes to killing modules.
For funsies I take a Challenger with a single large, long range, thermal vent beam and SIX advanced dumbfires into a CZ or hazres.
Once the shields go down, bogey will die in short order.

Still not nearly as efficient as five plasma wth plasma slug and an extra fuel tank.
 
Back in the day I used to be rather good with dumbfires, they were my secret weapon, but havent actually used them in ED yet, been meaning to give them a try.
 
Using advanced missiles?
These are dumbfires, should solve the ammo problem. Best used for C1 hardpoints:
C1 Standard: 8/64
C1 High Cap: 16/128

C2 Standard: 12/64
C2 High Cap: 24/128
 
I have to say that the idea that “dumbfire” missiles even exist just makes no sense.

They should be fast, extremely agile, and once fired there should be no way for a ship to avoid getting hit short of shooting it down or the missile running into something on its way to hitting said ship. This is especially true since “spaceships” are only travelling a few hundred m/s (HAH!)

Yes, they need a redesign.
Especially when we're talking an age of spaceships whizzing about at speeds greater than light. But, no, it's realistic that missile tech stayed next to useless and could be bested by the armament of an Apache helicopter. Haha!
 
I use missiles a lot, when shields are down they can quickly take down a ship. Yeah I know, they are not standard but engineered, still happy with the DPS. I use them to target powerplant weapons etc.
 
Especially when we're talking an age of spaceships whizzing about at speeds greater than light. But, no, it's realistic that missile tech stayed next to useless and could be bested by the armament of an Apache helicopter. Haha!
Well to be fair, the same could be said of all the weapons. Cannons? I mean what is this the 18th century? Multi cannons? The hand crank ones used in the American civil war ~1865 had a higher rate of fire. Lasers? We have lasers today that can put a spot on the moon but in 3307 they top out at 6km range? I mean we have cruise missiles launched from floating destroyers with a range over 150km and velocity over mach 4... soooo yea. Elite spaceships might as well be armed with trebuchets and crossbows. Lol no wonder the shields seem OP.
 
Well to be fair, the same could be said of all the weapons. Cannons? I mean what is this the 18th century? Multi cannons? The hand crank ones used in the American civil war ~1865 had a higher rate of fire. Lasers? We have lasers today that can put a spot on the moon but in 3307 they top out at 6km range? I mean we have cruise missiles launched from floating destroyers with a range over 150km and velocity over mach 4... soooo yea. Elite spaceships might as well be armed with trebuchets and crossbows. Lol no wonder the shields seem OP.
Multi cannons lol daka daka daka daka daka , where is my BRRRRUUUUUUMMMMMMMMMMMM
 
Let me track and target multiple targets/subsystems simultaneously as modern aircraft can already do, then we'll talk about module-stripping.
 
Well to be fair, the same could be said of all the weapons. Cannons? I mean what is this the 18th century? Multi cannons? The hand crank ones used in the American civil war ~1865 had a higher rate of fire. Lasers? We have lasers today that can put a spot on the moon but in 3307 they top out at 6km range? I mean we have cruise missiles launched from floating destroyers with a range over 150km and velocity over mach 4... soooo yea. Elite spaceships might as well be armed with trebuchets and crossbows. Lol no wonder the shields seem OP.
The ships are pretty broad scale, so the cannons are more like what you would find on a battleship at least. As for multicannons, you're right and the projectile range is questionable in the empty depths of space.
 
Well to be fair, the same could be said of all the weapons. Cannons? I mean what is this the 18th century? Multi cannons? The hand crank ones used in the American civil war ~1865 had a higher rate of fire. Lasers? We have lasers today that can put a spot on the moon but in 3307 they top out at 6km range? I mean we have cruise missiles launched from floating destroyers with a range over 150km and velocity over mach 4... soooo yea. Elite spaceships might as well be armed with trebuchets and crossbows. Lol no wonder the shields seem OP.

Odyssey combat-specialised suit reveal:

F422C5A1-3391-4BD4-839E-C269FC1B0CC1.jpeg
 
And then there is dumb fire missiles..
Harder to hit with than plasma! Do less damage.. are hard countered by shields.. (yea shields the elephant in the room, thats been in the room so long its died of old age).. and PDTs. They need hicap mags to be even slightly worth it. Then when you use them and land the hits on the hull.. dissapointment is all you get for your troubles.

I like dumbfires better than seekers and the drunken ones.
And not, they are not really harder to hit than plasmas.

Best combo is a small, fast and agile ship - like a DBS, equipped with a pair of Cytoscramblers and a pair of Dumbfires with rapid fire and penetrator experimental
I've easily taken Elite Anaconda pirates with this combo, even when they had 4x PDT.

Now i dont know if the arming distance of 500m is aplicable to dumb fires,

They dont have arming distance. I fired them close enough to reset my own FSD (when using groms or normal dumbs with the fsd experimental)
Basically firing them close enough is the only way to get certain impacts, even against ships with multiple PTD

If you put penetrator munitions on them.. same thing but internal modues.. better off with standard cannon for that role.. indeed every role.

Penetrator experimental is great. The missiles have high piercing, large area of effect and because of that, they're way better than cannons with high yield.
They really chew through multiple internals, including multiple MRP at once.
 
The ships are pretty broad scale, so the cannons are more like what you would find on a battleship at least. As for multicannons, you're right and the projectile range is questionable in the empty depths of space.
Mmmm kinda. Battleship cannons have a range of 25 miles or about 40km and even that is basically obsolete in the year 2021. In space such a weapon would be pretty absurd because of physics (totally absent from the game) regarding forces equal and opposite. The recoil would impart just as much energy into the firing ship as the target. But anyhow, this is about missiled. The torpedoes especially are comical because the medium of space is the same for missiles and torps but the torps are soooo slow. They are named and behave like they are in water lol. Apparently propulsion technology regressed all the way back to German U-boat levels but only for the biggest missiles. The rest get something resembling this:
1616084605481.png
 
Back
Top Bottom