Enzyme Missiles Can Have A Buff

For a moment, let's just take a break from the heated debates of the April bugs update and take a look at something not that new.

Enzyme missiles was added to the game when 3.0 Beyond came out. It is the only weapon that does caustic damage, which does sound powerful, when most ships doesn't have caustic resistance. But there is a simple fact about enzyme missiles. No one sane enough will think they are worth using in combats. I've actively searched through Google, YouTube, Reddit and this forum, just can't find a single video that shows the combat capacities of enzyme missiles but does not have the word test in its title. Some most dedicated PVPers are even using mines to assault ships, but no one uses enzyme missiles for serious combat activities, if they want to make sure they targets be blown to bits.

  • An enzyme missile landed on the target vessel deals 5 damage on impact, then 60 damage in 60 seconds with a DOT of 1 damage per second. Can't punch through shields. In this 60 seconds any more enzyme missile deals the impact damage and refreshes the timer, but does not stack the debuff.
  • Enzyme missiles are dumbfire missiles. That puts them among the weapons that are the most difficult to land shots. Dumbfire missiles have a relatively low speed that does not inherit ship speed. Seeker missiles are just like that, but they lock, which makes a huge difference.
  • Enzyme missile racks have more ammo than vanilla dumbfires, but not much as g1 high capacity mod.
These features combined makes enzyme missiles one of the most useless weapon in the game, if not itself the most useless. Think of a PA that can only fire every minute. It couldn't be a threat even to the worst armed ships. Well not exactly because PAs have alpha damage instead of giving you a whole minute to adjust you strategies.

Here's what I think can be improved. Maybe some CMDRs have long proposed some of these points.
  1. Make the debuff effect stackable. If I have a weapon on my ship, I need it to do its job. To deal some damage. There's not another weapon in the game that can't damage the target twice in one minute.
  2. Increase projectile speed and ammo maximum. Ammo maximum should at least align with g3 high capacity mod (on vanilla dumbfire missiles), to last longer in a fight. The speed needs to be 1200 m/s (actually all dumbfires should have a higher speed for them to catch someone in an intense fight).
  3. DOT leaks through shields. ATM an enzyme missile deals only 5 on a ship with shields on. When we have a shield on in most of the time even in a fight, this seems ridiculous. Implement this so the shields rule meta could be changed so this DOT actually means something.
  4. Large and small sized to increase viability. Why not? Shock cannons have that already.

Well maybe not all at once, but at least applying some of them will make enzyme missiles viable in combats, isn't that it?
 
I think FD were trying to make them too much like Thargoid caustic missiles, because in a players hands, they'd be massively OP.

But they could do with a small buff, and ideally, work on Thargoids (ironically), preventing regeneration for a short time.
 
Now if they'd also apply corrosive effect for 60 seconds, they'd actually be useful. And/or apply module damage instead of hull damage. They really could be more mean.
 
Do I understand this correct the damage from the caustic stops at a time (60 seconds)?

Wouldn't it make sense to make it do damage until removed by decon limpets or 200% heat, like "real" caustic damage from Thargoids?

Yes, a single missile deals a fixed amount of damage over a fixed period of time (60 second as mentioned).
 
These would be a nightmare out in the black. Dan you imagine getting hit out there with one. 60 seconds does seem a little short
 
I've seen them described as the "anti-combat-log" missile, because allegedly if you log out while taking damage from one, you'll log back in to the rebuy screen. But I haven't tested this, nor do I know whether it's automatically fatal or you just take the rest of that 60 points of damage.

Obviously it should apply the corrosive effect, making your other weapons more effective against hull. If it does not, I'd call that a bug.
 
Do I understand this correct the damage from the caustic stops at a time (60 seconds)?

Wouldn't it make sense to make it do damage until removed by decon limpets or 200% heat, like "real" caustic damage from Thargoids?

Yep. As soon as I found out the caustic damage wasn't "like the thargoids" I unfit them.
 
I've seen them described as the "anti-combat-log" missile, because allegedly if you log out while taking damage from one, you'll log back in to the rebuy screen. But I haven't tested this, nor do I know whether it's automatically fatal or you just take the rest of that 60 points of damage.

Obviously it should apply the corrosive effect, making your other weapons more effective against hull. If it does not, I'd call that a bug.

If they really could instantly kill a ship like that, words would spread across the whole PVP community in no time (and it'd be reported as a bug of course), which is obviously not the case now.
 
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