Missile launchers, Mine launchers, and Torpedo launchers rework

These modules need rework. To make them useful basically, and to offer them unique tactical flexibility and certain limitations. Below are my ideas.

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Missile, torpedo, and mine launchers rework:

1. Remove and refund all experimental warhead effects (like reverberating) on these modules. Remove "dumb fire missile launcher" and just make dumb fire missiles a kind of ammunition. Buff all missiles, torpedo, mines damage by 50%. Buff dumbfire missile damage by 100%.

2. Make missiles, torpedo, and mines purchased ammunitions like limpets, which are stored in cargo spaces. 1 unit of cargo space (or let's say 1 ton) can contain 4 missiles, 6 mines, or 1 torpedo. (you can carry 24 missiles, with buffed damage hopefully, in a C3 cargo rack)

3. Add reload button binding; make it so that you can select certain types of ammunition to reload through the cargo hold interface.

4. Make different kind of ammunitions unlockable through tech-brokers. (basically, make removed experimental warhead effects into this) The cost to unlock tech-broker ammunitions should be balanced that it cost 3 or 4 times the materials you need to apply 1 experimental effect on 1 module, so that players who had modules with experimental effects wont need to grind again, and those who didnt have any wont need to grind a lot.
--Heat damage missile
--Kinetic damage missile
--Emissive missiles
--Reverberating cascade torpedo
--Ion disruptor mines
--Dumbfire FSD disruptor missiles
--Dumbfire Penetrator warhead missiles
--and more...

5. All kinds of launchers have a rate of fire of 1 round per second; while the capacity varies.
--C1 missile launcher can hold 6 rounds, while C2 can hold 12 and C3 hold 24. Reload time for all missile launchers is 10 secs
--C1 torp launcher hold 1 round, while C2 hold2 and C3 hold 4. Reload time for all torps is 20 seconds

6. Buff dumb fire missiles projectile speed to 1000m/s since it doesn's inherit ship speed.

Keep in mind that engineer effects are still in play. Rapid fire would still buff RoF and reduce reload time, etc

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All those launchers would be more balanced if the changes mentioned above are placed in a game with minor tweaks if necessary. Let's picture some situations:

Situation A:
Player A is flying his mighty Corvette in the High-density conflict zone. He placed 1 C2 torp launcher on a ship and loaded 32 penetrator warhead torpedos in his C5 cargo rack. Every time his 2 C4 beam laser burns through an enemy large ship's shield, A would launch 2 of those torps directly to target's power plant. Thanks to the 100% breach chance of penetrator load effect, those 2 torps would destroy enemy's PP every single time they land, making the target either explode right away or float helplessly in space. A would never have to waste time on large targets' think hull again.

Situation B:
B is new to Elite and learning basic combat in his Viper III. B likes seeker missiles because they can nail smaller targets' hull within a few shots. Sadly before he can only carry 12 missiles in total with a c1 launcher. Now he can carry 6+16 missiles with a C3 cargo rack. The buffed damage even make that he can kill most smaller ships' hull in 1-2 shots. YAY.

Situation C:
C is a dirty ganker carrying torps in his stealthy FGS....since most of you guys dont like PVP I wont talk about it too much here lol...

AFTER ALL. I hope you people like my idea and FD would see this.
 
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Just my opinion, but I think that the biggest problem with mines is that they show up on the scanners. They would balance fine if they weren't so obvious.
 
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