Let's talk about missiles and countermeasures

It really irks me... I love missiles, not only in ED, but every flight combat sim or arcade ever played. Having whole weapon system category (Dumbfire/Seeker/Torps) with extremely niche application, virtually made for very narrow scope of roleplaying, lacking general purpose, while most of other weapons system are viable pretty much in any situation. And it also irks me having equipment that is barely ever used, not even with niche application, only if player is extremely paranoid, and still fails to protect...

Let's make a quick overview :
  • Lasers: "thanks" to engineering and relatively infinite WEP capacity + Vents, Beams become a bit too useful, but Pulses and Bursts still have their place, as you get higher ToT, especially on vessels with weaker Distributor, and the biggest advantage is no ammo.
  • MC: possibly most versatile weapon system in the game. Amazing damage potential and incredibly ammo-efficient, very low strain on WEP plus good range. Anyone would like to have at least one for infamous Corrosive effect, and Incendiary Rounds are quite popular, to put it mildly.
  • Frags: not very ammo efficient, but raw damage output compensates for it in spades, especially on bigger hardpoints. It has it all, Incendiary, Corrosive, Screening Shells (brutally underrated but incredibly good), and even Drags. Even Vulture, as a small ship with double frags, can break over ~750 DPS, and completely shut down targets' ability to move. Crazy.
  • Cannons: no such versatility and might also be not very ammo efficient, but weapon is complete monster against naked hull. I use this system quite often lately, and it is amazing that at ~50% hull target has most of it's internals completely wrecked. I'm just using Overcharged + Autoloader and do not even target modules at all. Natural penetration is incredible. First one goes Shield Gen, often weapons go out quickly too, on Alliance ships Drives break first, and can't count how many times target just died from PP failure, again, without me actually targetting it, with hefty hull points left.
  • Plasma Accelerators: do I even need say anything? Well, yes, it's one of the highest skill ceiling weapons, particularly in PVP, but one with highest damage potential, and Absolute makes up for every disadvantage one might find in this system.
  • Rail Guns: more on a specialized side, but still extremely viable for damage capabilities. Great option for ships that need to avoid close engagements, can be used to snipe very successfully. With short range packs serious punch up close, natural Kinetic + Thermal makes weapon extremely flexible, feedback cascade is possibly one of the most useful things you can have for any PVE combat you do, plasma slugs ensure you can have much larger ammo capacity, although I wouldn't say it's ammo inefficient in any particular way. And lastly, natural penetration of this weapon is pretty incredible, you can wreck any internals from far away, almost at the same pace as Cannons.
  • Don't have much to say about Mines, since it's defensive type of a weapon, I never really used it either so can't say much.
  • Shock Cannons are okayish' but definitely need some love (engineering).
  • Dumbfires: very high skill ceiling weapon, in the same brackets as PAs, but with a downside of 50 Explosive only damage (51.5 - best you can get) and only useful thing it has is FSD interrupt, as mentioned previously, beneficial only in very-very few situations and not all out combat. You would never really need it in HazRES, CZ, Installation combat, Massacres, etc, etc. Even not in Assassination, since with engineering, you dish out enough damage in aforementioned systems, so target won't be able to escape, and you will have ammo for several such contracts... Important to note that these weapon systems ONLY damage extrenals, which is big disadvantage, while most previously mentioned systems can target and destroy externals and internals both.
  • Seekers: 40 damage, (41.2 best you can get), Drags is the only thing it has. But with its ROF and projectile travel time it's not really very viable, since Frags can do it much better and is much more useful with that system. Plus it's not really necessary or even remotely useful in content I mentioned for Dumbfires. In real PVP holding locks can be quite challenging, aside from the fact that locks can be broken easily with temp manipulation, silent running, and if target has at least one PD, it can easily shut down one Seeker completely you might have for Drag.
  • Torps: Reverb Cascade or blowing up instantly smaller targets. Works great against unaware players (purely for gank), rather useless against NPCs, and ammo, well... On big ship, even if you manage to wreck shield gen, if it's well combat built, it won't do much harm beyond that, and you effectively trade at least 2 hardpoints, even if small, for something that could have bigger presence and crippling experimentals through the fight.

I'm trying to highlight the problem mainly from PVE perspective, but PVP can be interesting to observe too. So, as I see it, biggest problem of missiles, as the class, is damage, both because it doesn't scale, and because it is explosive (which is positive, actually). From this comes another problem of ECM not having real sense to be used, along with Point Defense, which serves mainly as anti-limpet, instead of anti-missile one, which is quite hilarious. Because let's be real, if someone wants to Grom you, the will be doing it from right under your belly, so PD won't have much time to react. But again, it boils down to very specific type of encounter where one player is trying to gank or pirate. In any serious (arranged) PVP, neither of these system have much place, if at all. One might argue that Drag Seekers can be a big help in PVP, but I'd say Frags are FAR better at it, and holding locks could be quite challenging against someone who knows how to fly, and flies something at least relatively agile.

The biggest problem of ECM isn't only that lock-missile arsenal isn't threatening enough, but that ordinance can re-lock on target. With faster ship you can buy yourself a time with ECM to break distance from it, with smaller and faster (possibly engineered) ship you can technically outrun missiles without even needing to use ECM. But this system should generally be most beneficial to large or slower medium ships. So any missiles should NOT re-lock after they've been hit by ECM. The only weapon system that works correctly (AFAIK) are Pack-Hounds. It gives you 10s window, and you must have enough energy in SYS to use it, so I think it shall justify ordinance completely losing target. Maybe give charges to ECM like Chaff? Any better ideas?

So, the suggestion to balance and give bigger spectrum of utility to Missiles has been brewing in my head for quite a while:
Just straight up buff to missile damage or ammo won't cut it and will throw balance out of whack. Because even now, f.e. Seeker do unproportionally big damage to smaller craft. They murder SLFs almost instantly and even with engineered hulls, small ships getting considerably hurt on each impact.
After my numerous encounters with Interceptors, Thargons to be more accurate, they actually fire missiles (or suicide drones, to be more accurate) at you. Most people here are aware how these things work, if not, you might wanna look it up. And I think it's quite brilliant. If developer could repurpose it for all missile weaponry in the game, we might have a solution, but with a twist: keep anti-shield damage as it is now, but make damage against hull based on mass, just like thargon drones are, and make explosive hull resist cut impact damage considerably. See, with this change, small ships will theoretically be getting same damage as they do now, but Mediums and especially large ships would get considerably more damage. Important to mention that small craft can technically dodge (outrun) some locked missiles, so using PD/ECM for extra protection would be more for Medium/Large ships. So the impact damage should be proportional and scaled to ordinance size: Seekers least, Dumbs - bigger, Torps - extreme damage.
But I'm actually a bit torn on Torps. Honestly I'd just give it a bit more ammo for better presence and wouldn't buff damage very considerably, not to create overkill situations. What would you suggest?

The only thing I wouldn't touch are Pack-Hounds. They aren't very ammo efficient, but since it's PP weapon system, it's okay for it to stay ultra-specialized, and they ARE far better than regular Seekers or Dumbs to take out externals, plus pack serious punch. But actual biggest advantage of this system is ability to hide your ordinance inside the swarm. You can pepper target with PH while launching Reverb Torp, f.e. If target ship doesn't have ECM, goodbye shield gen almost instantly, and the only option would be to run, if drives hold long enough, that is...

Problems we solve with this change are:
  • All Missiles become VASTLY more useful (and dangerous across the board) in PVE, but as complimentary system, because you still need something to strip away the shields. Which opens up whole new slew of gameplay. Important point here is that naturally shields have biggest natural explosive resist, and no matter how you bend it with engineering, it will still maintain considerable strength against it. While hulls have the least, and not many people care much about their explosive resist on hull, if at all...
  • Missiles MAY change PVP meta, but frankly I doubt so, because PAs are still superior. Defenses in this game are overtuned. First to strip shields and then possibly break through PD/ECMs... Why, when you can have weapon that guarantees absolute damage, and the only counter to it is pilots' ability to dodge? Trading extra space for more weapon systems + different utilties simply might not be worth it. It's not like Missiles will evaporate heavily engineered hull...
  • NPCs already have patterns, when they start bombarding your ship with missiles when your shield drops. Right now you just laugh at pretzels thrown against your even tissue paper hull, but imagine they do this with proposed impact change. So player would have to be a lot more careful, and actually equip and use countermeasures when they go in heavy combat. Again, more things to manage, PVE combat more dangerous, new gameplay features.
  • I assume it is general consensus that Shield Booster stacking is a bit out of hand, because this is the only "utility" (yes, funny) that gives you straight buff without any drawbacks and diminishing returns get trumped by number of those you can stack in something very capable. Since bigger (actually meaning mediums too) ships have a lot more utility slots, missile systems being that dangerous will shift meta across the board, so they will HAVE to use ECMs and at least 2 PDs, depending on how maneuverable ship is and how confident pilot is.
  • This change may actually be sort of a gap closer for smaller craft to take on larger ships. With scaled damage and ability to get very close, avoiding PD arcs, they can deliver payload more efficiently. Problem of breaking down shield will still stay, and due to very limited hardpoints, if small ship will go for torp/dumbfire combo, it will still be extremely niche build, leaving you unable to do anything if ship is properly defended and pilot is actually good, since you won't have space for more weapons.
  • Some may argue that hull tanks are already in bad place, and missile change will bury it completely, but I would disagree, because every shield tank or even hybrid relies on as many SB as you can shove in. Plus bigger ships (I'd say bigger than Asp) do not really benefit from Chaff, and how many HSLs you really need?... So you can stack whole ship with PDs and one ECM, not like you have much else to put there, making it actually a lot more defended against any missiles than your run-of-the-mill shield tank/hybrid, which might have a place for only 1 PD and ECM.
  • Some may say Missile boats will get out of hand, but let's not forget that they won't be able to break through shields (ECM will negate Torps), and such narrowly utilized ships aren't any good in general, maybe only against very fresh greenhorns (which get blown up left and right by anything anyway) or just very bad players, which is their fault for not using appropriate defenses, really...

So, we should be able to counter missiles with ECM/PD/Heatskinks/Vents/Silent Running/Screening Shells and most importantly - decent flying skills (FA/off). Name me another weapon system that has THAT many counters already and so hopelessly niched or under powered?

I'm pretty confident that increasing skill ceiling with usage of more weapon and defensive systems in unison will make combat a lot more interesting and engaged. All other (at least regular) systems are in pretty good place as of now IMHO, so this playstyle will not replace the one pilots have and enjoy, but more possibilities are always better in my book. Beats these things just rotting away in the roster, isn't it?
We already have everything: weapon systems and utility equipment that isn't always used for it's purpose or more widely, and we do have mechanic that might be a good change. Why not take advantage of it with a little bit of tweaking from developer side? I mean FDev already makes some changes for combat, even if that's on payout side, why not throw a bit of rebalance in the mix?

P.S. Please, just let's be as constructive and objective as possible, with the least strawmen we can have. Would really appreciate it. Thank you.
 
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  • Dumbfires: very high skill ceiling weapon, in the same brackets as PAs, but with a downside of 50 Explosive only damage (51.5 - best you can get) and only useful thing it has is FSD interrupt, as mentioned previously, beneficial only in very-very few situations and not all out combat.

If you think Cannons wreck internals, try Rapid Fire Dumbfires w/Penetrator Munitions. Extremely effective, extremely fun. Especially with the Advanced Missile Rack. This is a great way to cram a lot of offence into a single Small hardpoint for small ships.

Advanced Missile Racks brings me to another point. I never bothered with dumbfires before because of ammo limitations. When I found out a C1 AMR carries 8+64 rockets, I was, and still am, all over them. Rapid Fire AMRs function as I expect dumbfires should, and do in real life. Rapid salvos of damage within narrow ToT. Along with AMR level ammo capacity becoming the dumbfire norm, I think the ROF should be increased as well. It doesn't need to resemble IRL ROFs, but something ~.66 seconds instead of 1 would be nice.

I love using seeker missiles in games in general as well, but really have not used them much in ED due to them feeling underwhelming overall. So I don't have a lot of input, though I would support increased capacity and probably increased ROF as well.


  • Torps: Reverb Cascade or blowing up instantly smaller targets. Works great against unaware players (purely for gank), rather useless against NPCs, and ammo, well... On big ship, even if you manage to wreck shield gen, if it's well combat built, it won't do much harm beyond that, and you effectively trade at least 2 hardpoints, even if small, for something that could have bigger presence and crippling experimentals through the fight.

I don't think Torpedoes will ever have a proper place unless long range combat becomes a possibility and/or ships that behave as large ships become a thing. ED has nothing but dogfights as things currently are, so Torpedoes really have no place. This is why it is such a narrow niche use. I don't see Torpedoes having a real place until and unless ED's general combat play is expanded upon. Sadly.

The biggest problem of ECM isn't only that lock-missile arsenal isn't threatening enough, but that ordinance can re-lock on target.

Agree, ECM should fry circuitry on missiles, instantly converting them into dumbfires on their current course. The next issue with them is the 'reload' time is slow enough that you can't justify ECM over PDT unless you are specifically worried about Packhounds. This leads to a conundrum. If you lower the reload time to make it able to handle missile salvoes, it is just a harder to use PDT. If you keep it at it's current use time, it's almost always inferior to PDTs.

I personally think ECM should, along with frying missiles/torpedoes, cause an effect to non-winged ships in it's AOE. Make it cause target lock drop along with, say, 3 seconds of radar scrambling and a randomly selected module malfunctioning. I would probably reduce it's radius as well, to perhaps ~1.5km from 3. This would make the ECM sufficiently rewarding that it would be worth dropping a SB for, even if you already have a PDT, and would make combat more varied. Relying on nothing but jousting could prove to be a deadly error against an opponent skilled, and equipped, with ECM. 'ECM Boat' builds would be serious pressure points in wing fights, which would be interesting. Small maneuverable ships would also get a boost, as skilled pilots would be able to repeatedly ECM their target, ensuring that their opponent spends a sizable portion of the fight crippled to some degree. Even an Adder could quickly prove to be a real problem for a Corvette in the hands of a skilled pilot.

This would also help mitigate the meta of shield supremacy. A lucky ECM pass could bring down shields unexpectedly. Because of this, flying around a paper hulled shield tank could quickly prove to be a serious mistake. The typical meta FDL would suddenly have a serious issue when confronted with an ECM equipped ship packing Seeker Missiles . . . For added build fun, give the Guardian MRP a chance block module malfunctions from ECM equal to it's damage protection chance. Along with all these changes it would introduce, would be the fact that many CMDRs would now be looking to replace both a Utility and Optional slot with ECM/GMRP, which means Shield/Hull deflation. Win-win.

I really wish ECM was worth using! I also think it would be cool if it had an external visual effect along with scrambling effected HUDs momentarily.
 
speaking of torps
why can I not have a additional or 2 reloads mid flight?
I mean, large ships can still use them, but one would assume that it should be able to carry more then one salvo? I mean come on.
 
Some interesting ideas here !

Sometimes, I would love to see missile (especially dumbfire) get bonus speed based on the ship speed when launched, and additional damage depending of their speed. The idea of having a small but really fast ship loaded with dumbfire who can do rush and burst for skilled heavy damage but limited occasion to do so (due to ammo capacity) is appealing to me. But it would need a serious analysis in order to not break the game, while yours ideas are both potentially good and well tuned.

I just think that ECM shouldn't jam shield directly. It would be too much against some ships (with far less cons than torpedoes) and too rng based. Lock, weapons and utilities would be perfect target, and a heavy shielded opponent will still lose a lot of shield due to shields booster jams.
 
speaking of torps
why can I not have a additional or 2 reloads mid flight?
I mean, large ships can still use them, but one would assume that it should be able to carry more then one salvo? I mean come on.

I've said before that a lengthy synth for Torpedoes would allow them to see some use in PVE, but it still wouldn't change anything for PVP. It'd be an improvement, but a slight and very jury-rigged improvement honestly.
 
If you think Cannons wreck internals, try Rapid Fire Dumbfires w/Penetrator Munitions. Extremely effective, extremely fun. Especially with the Advanced Missile Rack. This is a great way to cram a lot of offence into a single Small hardpoint for small ships.

Advanced Missile Racks brings me to another point. I never bothered with dumbfires before because of ammo limitations. When I found out a C1 AMR carries 8+64 rockets, I was, and still am, all over them. Rapid Fire AMRs function as I expect dumbfires should, and do in real life. Rapid salvos of damage within narrow ToT. Along with AMR level ammo capacity becoming the dumbfire norm, I think the ROF should be increased as well. It doesn't need to resemble IRL ROFs, but something ~.66 seconds instead of 1 would be nice.

I love using seeker missiles in games in general as well, but really have not used them much in ED due to them feeling underwhelming overall. So I don't have a lot of input, though I would support increased capacity and probably increased ROF as well.

Real good point you brought up with AMR, they truly feel much better than regular Dumbfires, but the thing is, I'm usually not looking for module damage, it just comes off as a nice bonus, that's why I mentioned it in post with Cannons. As things currently stand, Cannons are relatively easy to land, due to decent projectile travel speed, unlike dumbfires, where you have to be either extremely good at the weapon, or be real close to the target. And with sheer and brutal damage capability, I actually use Cannons to even strip shields, although all NPCs have pretty good bigger kinetic shield resist, naturally. For PVE damage is pretty high overall, that's why weapons that do module damage, internal or external, do not take any priority over weapons that dish out huge raw DPS. You can just melt target faster, than if you strip shields first and target systems. And I don't see FDev making big overhaul, turning things around in that aspect, although I wish they did, so my proposal is more on the "easy" side of things, I believe.

I don't think Torpedoes will ever have a proper place unless long range combat becomes a possibility and/or ships that behave as large ships become a thing. ED has nothing but dogfights as things currently are, so Torpedoes really have no place. This is why it is such a narrow niche use. I don't see Torpedoes having a real place until and unless ED's general combat play is expanded upon. Sadly.
Probably yes, although technically long range combat, say iCourier with Rails, is still somewhat viable, even if it's quite niche build. Torps, being that limited, still don't do enough punch to justify that limitation. Maybe if they did, I would consider equipping them on some of my armed PVE trader/mission runner ships to wreck pirates hard they send against me. Ammo wouldn't be such an issue, since one would be moving from station to station, but right now I can melt them much faster and easier with Cannons or PAs. I really don't want for Torps to become all-rounder weapon, as well as any Missiles, to be fair, but at least for them to be considered as good complimentary option. Imagine such "trader" in open getting ganked by a player without proper countermeasures. He might actually have a fighting chance or at least force "pirate" to disengage and run.
 
Probably yes, although technically long range combat, say iCourier with Rails, is still somewhat viable, even if it's quite niche build.

Fighting within 6km isn't long range in the slightest. Opposing craft can close that gap within seconds. To constitute long range combat in ED, you would need to be operating in the low tens of kilometers.
 
Real good point you brought up with AMR, they truly feel much better than regular Dumbfires, but the thing is, I'm usually not looking for module damage, it just comes off as a nice bonus, that's why I mentioned it in post with Cannons. As things currently stand, Cannons are relatively easy to land, due to decent projectile travel speed, unlike dumbfires, where you have to be either extremely good at the weapon, or be real close to the target.

Give Rapid Fire AMRs a whirl, you may be surprised. I think the biggest downside to normal dumbfires is that their difficulty to land combined with their low ammo capacity makes you feel as you cannot afford to miss . . . which is true. They are a different animal when you can spam them anytime you feel you have a chance of landing a shot.

As for module damage coming off as a bonus, what does 100% hull matter if your Thrusters and Shield Generator are destroyed, half your weapons don't work and the rest of your modules are malfunctioning? I have a DBS that uses 2xCytos and 2x RF AMR/PM, once the shields go down the enemy is pretty much already dead. Just a couple salvos in and they are lucky to not be adrift in a crippled ship. ;)
 
Give Rapid Fire AMRs a whirl, you may be surprised. I think the biggest downside to normal dumbfires is that their difficulty to land combined with their low ammo capacity makes you feel as you cannot afford to miss . . . which is true. They are a different animal when you can spam them anytime you feel you have a chance of landing a shot.

As for module damage coming off as a bonus, what does 100% hull matter if your Thrusters and Shield Generator are destroyed, half your weapons don't work and the rest of your modules are malfunctioning? I have a DBS that uses 2xCytos and 2x RF AMR/PM, once the shields go down the enemy is pretty much already dead. Just a couple salvos in and they are lucky to not be adrift in a crippled ship. ;)
It's a wild speculation on my part, of course, but it feels like you might be a big fan of A-10 Thunderbolt, are you? :unsure:
 
I know something that bugs me. Why does a class 4 missile do the same damage as class 1? What doesnt it at least shoot 4 missiles at a time?
 
The problem with improving the utility of missiles is that they are already extremely potent once shields are out of the way, and shield inflation is long overdue for a correction.
Can't really agree with that. They are "extremely potent" at only one purpose: wrecking externals. If your goal is to make target flee or disable to rob it, they are pretty good. If your goal is to kill as fast as possible - not so much. From position of pure numbers, disregarding damage types, C2 PA can deal ~95 damage per shot and has total of 105 ammo per unit. C4 PA can already deal ~220 damage per shot. Important to note, that it is the main gun, doesn't require support from any systems, but even with such damage on paper, it takes quite a lot of shots to take out any decently built, moderately engineered medium ship, considering it takes fire from at least 3-4 hardpoints.
No matter how shield would be tuned, in theory and practice, missiles should never be able to break through on their own, they can never be considered viable as main weapon system. And even if those would be scaled in damage like PAs, it wouldn't be nearly enough to make them competitive, at least against medium-to-large targets, as far as I can judge. Relatively low ordinance system with several hard-counters present, should be lethal to be viable, isn't it?
 
They are "extremely potent" at only one purpose: wrecking externals.

Wrecking externals ends a fight, either by rendering the target toothless, or killing it's drives and setting it adrift.

No matter how shield would be tuned, in theory and practice, missiles should never be able to break through on their own, they can never be considered viable as main weapon system.

Historically, this was not the case. Two or three seekers used to be able to destroy an Eagle and four could take out a Viper (both fully shielded). Rebalancing their damage and, later on, radical shield inflation, relegated their usefulness to after shields had failed. In such cases they will often immediately end a fight--unless counter measures that would almost always be better spent on more shielding are employed--even if the hull itself and internals are largely unscathed.

I think missiles are more likely to prove overpowered than underpowered, if shielding is ever reined in. This is admittedly unlikely, but I'd much rather see shielding readjusted than missiles inflated to make them a threat to shields in their current state.

Relatively low ordinance system with several hard-counters present, should be lethal to be viable, isn't it?

Many people will argue the opposite, on the basis of their low skill floor and the general rarity of most missile counters. Even when it comes to NPCs, it would make more sense for them to just be given more boosters. I don't like balance changes being predicated on silly NPC loadouts and more than I do them being inspired by past balance screw ups.
 
Wrecking externals ends a fight, either by rendering the target toothless, or killing it's drives and setting it adrift.
You don't get any bonds or bounties when fight "ends" like that. Plus most human combat ships will have much beefier modules in the first place, and maneuvering, so you won't be able to wreck them as easily as on pirate NPCs. Even Seekers or PHs aren't really chasing particular externals you have targetted. When you launch one, and ship you're fighting made a sharp turn, yes, even NPCs can easily do that, it will miss module you were aiming for. You can't do that against hitscan weapons like lasers or rails. That not to mentioned that only Seekers are actually more or less reliable for it. With Dumbfires it is much-much harder to do. Easier is to just use something like Cannons or MCs for that.

Historically, this was not the case. Two or three seekers used to be able to destroy an Eagle and four could take out a Viper (both fully shielded). Rebalancing their damage and, later on, radical shield inflation, relegated their usefulness to after shields had failed. In such cases they will often immediately end a fight--unless counter measures that would almost always be better spent on more shielding are employed--even if the hull itself and internals are largely unscathed.

I think missiles are more likely to prove overpowered than underpowered, if shielding is ever reined in. This is admittedly unlikely, but I'd much rather see shielding readjusted than missiles inflated to make them a threat to shields in their current state.
See, that's where it gets curious. Why would you be shoving more SBs, when you know that if your shield fails, you can get catastrophic explosive damage? And why do you say that missiles should be threat to shields in their current state? Nothing of what I suggested has any intent or possibility for this to be the case, as I said in previous response to you.

Many people will argue the opposite, on the basis of their low skill floor and the general rarity of most missile counters. Even when it comes to NPCs, it would make more sense for them to just be given more boosters. I don't like balance changes being predicated on silly NPC loadouts and more than I do them being inspired by past balance screw ups.
Dumbfires don't have "low-skill floor". With Seekers you might have easier time locking only against NPC. Locking human ship, unless they fly something extremely clunky, or are very new, will prove quite challenging, as it takes considerable time and you have to be in very good position to launch and hit whatever you want to hit. Torps have very low speed, and you get pretty clear indication when you are targetted.
Speaking about "silly NPC loadouts", actually it's quite common to see medium ships (FDLs and Pythons in particular) along with some Condas and Vettes to have triple PD setup. Now imagine you're in High CZ, and there's Elite enemy Conda, which is even then, no where near as efficient as player built one, and with 3 PDs. Please, estimate time it takes for you to kill or even disable it, with say, 3 lasers 2 missiles, vs. 3 MCs (x1 corrosive) with any combination of thermal/kinetics. As I mentioned before, current balance, in terms of weapons and damage is revolving around raw DPS you can dish out, and it spikes quite high, along with skew over universal damage type (PAs/Thermal MC/Frags/Rails).
 
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Plus most human combat ships will have much beefier modules in the first place, and maneuvering, so you won't be able to wreck them as easily as on pirate NPCs. Even Seekers or PHs aren't really chasing particular externals you have targetted. When you launch one, and ship you're fighting made a sharp turn, yes, even NPCs can easily do that, it will miss module you was aiming for. Even Seekers or PHs aren't really chasing particular externals you have targetted. When you launch one, and ship you're fighting made a sharp turn, yes, even NPCs can easily do that, it will miss module you was aiming for.

Externals are rarely beefier on CMDR vessels because the enormous disadvantages to taking sturdy mods on weapons or anything other than dirty drives on thrusters. Externals don't need to be specifically targeted either. A seeker's splash damage will cover almost the whole hemisphere of a medium ship. If they are facing you, they take damage to weapons, if not they put their thrusters at risk.

You can't do that against hitscan weapons like lasers or rails. That not to mentioned that only Seekers are actually more or less reliable for it.

It's often easier to evade close range hitscan fire than medium range seekers and it's much easier to protect internal than external modules. Most of my CMDRs combat ships have PP and FSDs with 200-400+ integrity and they get at least 60% resistance to damage from MRPs. The same ships often have no weapons averaging about 60 integrity and thrusters that are barely over 100, with MRPs only providing 30-42% protection to them.

With Dumbfires it is much-much harder to do. Easier is to just use something like Cannons or MCs for that.

Dumbfires are another matter entirely and aren't at all overpowered.

See, that's where it gets curious. Why would you be shoving more SBs, when you know that if your shield fails, you can get catastrophic explosive damage?

Because if they can't get through the shields, what they can do to the hull or modules is irrelevant. It's much easier to make sure shields never fail than it is to protect a shieldless ship from missiles.

Ans why do you say that missiles should be threat to shields in their current state? Nothing of what I suggested has any intend or possibility for this to be the case, as I said in previous response to you.

I know you didn't suggest this, but I am. I think munitions should be more threatening to shields than they are now.

With Seekers you might have easier time locking only against NPC. Locking human ship, unless they fly something extremely clunky, or are very new, will prove quite challenging, as it takes considerable time and you have to be in very good position to launch and hit whatever you want to hit.

I don't have any trouble at all engaging CMDRs, even more skilled ones, with seekers, unless they are in very fast ships.

Speaking about "silly NPC loadouts", actually it's quite common to see medium ships (FDLs and Pythons in particular) along with some Condas and Vettes to have triple PD setup.

Which is silly, because they'd last longer with three more SBs.
 
Externals are rarely beefier on CMDR vessels because the enormous disadvantages to taking sturdy mods on weapons or anything other than dirty drives on thrusters. Externals don't need to be specifically targeted either. A seeker's splash damage will cover almost the whole hemisphere of a medium ship. If they are facing you, they take damage to weapons, if not they put their thrusters at risk.
Depends on size and design of the ship. Some models have cramped hardpoint placements, others don't, plus length.

It's often easier to evade close range hitscan fire than medium range seekers and it's much easier to protect internal than external modules. Most of my CMDRs combat ships have PP and FSDs with 200-400+ integrity and they get at least 60% resistance to damage from MRPs. The same ships often have no weapons averaging about 60 integrity and thrusters that are barely over 100, with MRPs only providing 30-42% protection to them.
This is correct. You do this, because you're afraid that you may be getting pretty heavy internal damage. And when you do this, it means you do not take into account any missiles too much. Otherwise sturdy engineering would be a bit more popular.
But we'll go down rabbit hole in that argument, skewing it towards PVP engagements, which are very different animal, while what I suggest will largely impact PVE mostly, and safe to say it's far more popular. But desperately needs some changes to combat mechanics, to shake things out, bring more depth and variety. I just don't see how missiles will become instant meta for PVP, which needs FAR bigger and much more complex changes to shift.

Because if they can't get through the shields, what they can do to the hull or modules is irrelevant. It's much easier to make sure shields never fail than it is to protect a shieldless ship from missiles.
It is so, because both PVE and PVP meta in general is revolving around universal damage types. That's why you go for balanced resists on shields and try to even out resists on hull as well. It's just not very scary losing shields now, but breaking is possible. The problem is, that's not real priority as of now. If missiles would be considerably more threatening in terms of pure damage potential against unprotected hull, players would be forced to have ECM or PDs. Considering ECM and PD combo can completely shutdown loadout including heavy anti-shield + complimentary missiles, why not trade few SBs for it?
On that note, I wouldn't say no to Feedback Cascade effect on Bursts or even, perhaps, Pulses?

I know you didn't suggest this, but I am. I think munitions should be more threatening to shields than they are now.
I see. We'll have to just disagree on that. I think it will incentivize missile boating, which is not a bad thing overall, but all-or-nothing loadouts just rub me the wrong way.
Although, to think about it, imagine combo of Reverb Torps, Pack Hound and couple of Seekers? If target wouldn't have ECM, you will break shield in no time and target will be killed very quickly.

I don't have any trouble at all engaging CMDRs, even more skilled ones, with seekers, unless they are in very fast ships.
Perhaps because they don't really try to avoid hits? If you lost shield, occasionally engaging SR, or dropping HS will keep you pretty safe from getting locked, and it's easy to see weapon loadouts of opposing ships to adapt your flight patterns and tactics. I imagine if missiles would be more dangerous, more people would be going for it. I mean, you can protect your thrusters relatively easily. And if your weapons fail, you still can wake out. Not a big loss.

Which is silly, because they'd last longer with three more SBs.
Didn't say it wasn't, and yes, more SBs would benefit NPCs far more, but only as things currently stand. Having regular NPC pirate loadout with suggested changes to missiles, consisted of x1 ECM + PD could be quite good and fun to work around IMHO.
 
Perhaps because they don't really try to avoid hits? If you lost shield, occasionally engaging SR, or dropping HS will keep you pretty safe from getting locked, and it's easy to see weapon loadouts of opposing ships to adapt your flight patterns and tactics. I imagine if missiles would be more dangerous, more people would be going for it. I mean, you can protect your thrusters relatively easily. And if your weapons fail, you still can wake out. Not a big loss.

Even heatsinks are relatively uncommon on most PvP loadouts, or have already been expended in conjunction with SCBs. Most CMDRs trying to leverage missiles also tend to have an emissive weapons. Evasion options are limited: they can run out seekers, in which case they aren't going to be dealing any damage, but will still be exposed to fire from their opponent's other weapons; or they can simply try to position their ship so the missile strikes away from something important, but the most common PvP vessels are mediums and there is almost nowhere a seeker can hit where it won't be damaging something critical to continuing the fight.

The main reason they aren't more prevalent is because of the dominance of shields and one of the reasons for the dominance of shields is because of how vulnerable PvP ships are to missiles. It's an unfortunate convergence of mechanisms that radically reduces the number of broadly viable options. There is a reason why the 5-6 booster, PA laden, FDL is the PvP metaship.
 
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