I like the new fixes to missiles in 2.1 Beta 4
Assorted buffs/fixes/rebalancing to missiles:
I am extremely excited about this. I have always been one for missiles. I primarily ran them in GPP before they were 110% deemed useless in a later update. The only thing i am worried about is how well the Pack Hounds will fare.
In my opinion PHM should have less chance to penetrate the hull of a ship and do slightly less hull damage (around 10% less).
To balance this out i would see it only acceptable that the PHM will hit with a much larger blast radius and have less falloff damage. Less falloff would look as if it they are creating more damage to module's when in reality the larger blast radius is coming into effect giving an overall more damage across all external module's.
I have yet to see an in depth video of this tested out but i would hope they would act this way.
Thoughts?
Assorted buffs/fixes/rebalancing to missiles:
- Speed of Seeker missiles increased from 450 to 625.
- Speed of drunk (packhound) missiles increased from 400 to 600.
- Speed of Dumbfire missiles increase from 600 to 750.
- Blast radius of small seekers and dumbfires increased to be in line with mediums (50% boost).
- Hardness piercing of small seekers & dumbfires plus drunk missiles brought up to intended levels and consistent with medium (100% boost).
- Base damage and hull/module split of all missiles increased as intended, approximately a 40% increase to hull damage and 120% increase to module damage.
- Missiles now take an extra two point defence shots to bring down, but are still easily shot!
Barring something extreme they're staying as external module removers (aside from the special that makes the blast internal). They don't have a breach stat because they don't roll to penetrate armour, they just hit all externals in range without any roll (they also don't split damage between the modules hit, they deal the full amount to all of them, then modified for falloff range from the blast centre)
For what it's worth, as of the buffs in beta 4 (tested on an internal dev build): I just tried myself in after de lance with 4 seekers against a fed gunship (unmodified).
The first volley hit the shields and did notable damage, I then tore it down with a beam laser.
The next three volleys hit hull and dropped it to about 55% health, also blew off all 7 pulse lasers (all of them, at 0%)
Three more volleys and the ship died
I am extremely excited about this. I have always been one for missiles. I primarily ran them in GPP before they were 110% deemed useless in a later update. The only thing i am worried about is how well the Pack Hounds will fare.
In my opinion PHM should have less chance to penetrate the hull of a ship and do slightly less hull damage (around 10% less).
To balance this out i would see it only acceptable that the PHM will hit with a much larger blast radius and have less falloff damage. Less falloff would look as if it they are creating more damage to module's when in reality the larger blast radius is coming into effect giving an overall more damage across all external module's.
I have yet to see an in depth video of this tested out but i would hope they would act this way.
Thoughts?