Confirmed: Dirtleg missiles far more powerful than ship missiles

What about MAN trucks?

Its a shame (or we see it in Phase 2) that base defences are the way players take down ships- in that we have controls like MC gunnery that take on craft. If you did it would add a new objective to defend as well as attack first.
 
Thinking about it though, could ship missiles be bumped up to compensate a bit? A Stinger warhead is about 7lbs, a Sidewinder missile about 20lbs so should ship missiles be scaled upwards in the 'sphere'?
 
Thinking about it though, could ship missiles be bumped up to compensate a bit? A Stinger warhead is about 7lbs, a Sidewinder missile about 20lbs so should ship missiles be scaled upwards in the 'sphere'?

The problem with the damage and integrity as it currently is in the alpha is that the infantry stuff seems to be using the same scale as the ship stuff.

Sidearms are better than two-ton size-S hardpoints. A CMDR with a modestly upgraded salvage suit is tougher than an SLF. Etcetera and so forth.
 
Give it time and people will latch onto the outside of ships moonlighting as the 6th hardpoint and decimate ships...

shall we applaud now or later?
Imagine... hundreds of cmdrs space velcroed to the top of a corvette hull, obliterating entire ship fleets or settlements in one coordinated missile launch! Glorious! The flames erupting from my graphics card would just be that much more enhancement of my immersion!
 
The problem with the damage and integrity as it currently is in the alpha is that the infantry stuff seems to be using the same scale as the ship stuff.

Sidearms are better than two-ton size-S hardpoints. A CMDR with a modestly upgraded salvage suit is tougher than an SLF. Etcetera and so forth.
That is a bit of a pickle then- from a consistency standpoint small arms fire should not be that good.

I mentioned it before, but could you have base defences the main way to deal with ships (if players could control them), so that you are then dealing with more realistic levels? Or, if you don't have base defences you could maybe have an Apex like call button for a merc to spawn in?
 
That is a bit of a pickle then- from a consistency standpoint small arms fire should not be that good.

That's an understatement. Pound for pound they are at least a thousand times as strong as ship based weapons.

It's not the first time they've crapped up consistency this way either. SLF weapons are smaller than size-S, but are easily the equivalent of large hardpoints in damage, but with even higher APV and much better DPE.

I mentioned it before, but could you have base defences the main way to deal with ships (if players could control them), so that you are then dealing with more realistic levels? Or, if you don't have base defences you could maybe have an Apex like call button for a merc to spawn in?

This is the way it should be, but they'll still have to change the damage scale of infantry, or add some zeros (internally) to everything ship related.
 
A Stinger warhead is about 7lbs, a Sidewinder missile about 20lbs so should ship missiles be scaled upwards in the 'sphere'?
Somewhat scaling problems there too, considering how fragile modern aircraft are and how massive the largest ships in ED are. As a comparison, anti-ship missile Penguin has a 130kg (290 lbs) warhead.
 
Somewhat scaling problems there too, considering how fragile modern aircraft are and how massive the largest ships in ED are. As a comparison, anti-ship missile Penguin has a 130kg (290 lbs) warhead.
I think one of the biggest problems is that I can sit next to a star in a ship quite happily, and yet be shot with a pistol and eventually explode. You can't have a ship thats crazy tough one minute be totally bendy the next.

I know its a long shot, but I certainly would like FD to rationalise damage outputs somehow.
 
I think one of the biggest problems is that I can sit next to a star in a ship quite happily, and yet be shot with a pistol and eventually explode. You can't have a ship thats crazy tough one minute be totally bendy the next.

I know its a long shot, but I certainly would like FD to rationalise damage outputs somehow.
It's almost guaranteed to be changed. Wish I could say it's 100% guaranteed though.

Shooting an Anaconda with a pistol and blowing it up, punching an Anaconda and blowing it up...these are things we hopefully never see outside alpha after it's been balanced properly.
 
Depends how damaged the hull is, and if you hit anything explodey inside.
I don't think it works like that.

Or to be exact, it works like that now, but I don't find it very believable. If there's something spontaneously explodey inside under the hull, why can't I hit it with a railgun that obviously punches through the hull? Power plant springs to mind, but it has an abstract "integrity" of its own.
 
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On one hand we have claims of FD, that air-to-ground battles would be a thing. Realistically, for that to be even remotely the case, hand weapons should scale on same level as ship mounted ones to be remotely competitive. On the other hand, the problem is original design philosophy FD went with in-space combat. Ships that have shield, ultra-sturdy hulls etc, it wouldn't make any sense if small arms would have same punch as massive, high energy ship mounted weapons.

In real life it isn't the case, since portable, shoulder mounted missile launcher can easily take out the jet, as well any air-to-air missile can take out another jet in one shot. Size of the weapon just increases destruction capacity, but all ground/air forces have "quite low hp" in gamey terms.

They either need to downscale small arms to only ground Ops viability and drop the idea of air-to-ground entirely, or keep things as they are and let Odyssey become LMAO meme generator forever, with soldiers taking out Corvettes by hand grenades... Edit: or fist punching, as have been recently discovered. :ROFLMAO:
 
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There is no way this will be dealt with in a fashion remotely resembling reasonable. While it is possible to have infantry and spacecraft operating in the same combat area with decent levels of power balance, it would necessitate very high ratios of infantry:ships, as one would see IRL. Due to a combination ED's current playerbase, it's netcode being insufficient for large numbers and it's FPS gameplay simply not being competitive enough to draw significant numbers of infantry (gamers), FD will only have 2 options. Make ships de facto immune to infantry firepower, or make infantry firepower ludicrously powerful compared to massive ship weaponry. The first option would alienate and anger the fresh blood EDO does bring in, while the second will make the fresh blood feel powerful while jading the legacy players. Seing that ED isn't subscription based (making old customers more burdensome), it would be incredibly naive to think the second option hasn't been the plan from day one. Anyone who thinks FD didn't see this coming is a fool. ED's business model will always place new players on a pedestal while legacy players are merely to be kept from getting so disgruntled as to make too much of a public stink.
 
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Main differences between a Stinger and a Sidewinder is range - Stinger is 3.4km, and a Sidewinder 35.4km - and payload, approx 3kg on the Stinger, compared to approx 9kg on the Sidewinder. So, the range of the Sidewinder is about 10x the shoulder launched Stinger, and the payload about 3x greater. I'd say the payload is scalable in terms of Odyssey.

(The Sidewinder is regarded as a short range Air-to-Air missile, the AIM-120D Medium range AAM is thought to be up to 160km, and the Phoenix AIM-54 AMRAAM had/s a range of approximately 190km.)
 
The first option would alienate and anger the fresh blood EDO does bring in, while the second will make the fresh blood feel powerful while jading the legacy players. [...]
ED's business model will always place new players on a pedestal while legacy players are merely to be kept from getting so disgruntled as to make too much of a public stink.
Sounds like a somewhat strange notion considering how the newbie ships melt like butter next to an A-class star when engaging G5 engineered ships. If anything, I could imagine an engineered Corvette taking a million rockets to shoot down as usual, whereas unengineered paper cobras being ganked from the skies.
 
Main differences between a Stinger and a Sidewinder is range - Stinger is 3.4km, and a Sidewinder 35.4km - and payload, approx 3kg on the Stinger, compared to approx 9kg on the Sidewinder. So, the range of the Sidewinder is about 10x the shoulder launched Stinger, and the payload about 3x greater. I'd say the payload is scalable in terms of Odyssey.

(The Sidewinder is regarded as a short range Air-to-Air missile, the AIM-120D Medium range AAM is thought to be up to 160km, and the Phoenix AIM-54 AMRAAM had/s a range of approximately 190km.)

cant reallly compare modern missiles vs modern aircraft and ships hulls in elite. Modern aircraft are fragile, (other than a couple of exceptions) and missile warheads are designed to destroy them via shrapnel caused by proximity fuses. Even a sidewinder has the same mass as a modern tank so there is not a hope in heck a shoulder launched missile is going to dent it, since there is always an arms race of threat vs defence(I.e a missile is developed to blow up X armour, said X armour is upgraded to defeat missile and so on)
 
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