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.
Here's what I think can be improved. Maybe some CMDRs have long proposed some of these points.
Well maybe not all at once, but at least applying some of them will make enzyme missiles viable in combats, isn't that it?
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.
Here's what I think can be improved. Maybe some CMDRs have long proposed some of these points.
- 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.
- 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).
- 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 rulemeta could be changedso this DOT actually means something. - 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?