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.
--------------------------------------------------------------------------------------------------------------------------------------------------------
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
---------------------------------------------------------------------------------------------------------------------------------------
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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