Missiles still need a buff

Agreed. The only effective explosive is the torpedo, which is extremely constricted due to the ammo count. Synthesis barely helps.
I agree that torpedos are all fine and don't need a buff.
Here is a 15 seconds fight (started at 1m45s) against a poor Python commander who, I believe, did not see that coming...
[video=youtube;i1djzvcJlXg]https://www.youtube.com/watch?v=i1djzvcJlXg&feature=youtu.be[/video]

As for missiles, well, as per my testing they do six times less damage than a single torpedo, but the total damage output of all missiles from a class 2 rack is equivalent to 2.5 torpedos. They fire pretty slowly though. I would not mind a little damage buff, but not too much.

However what I would really like to see implemented are class 3/4 missiles and torpedos racks. Only the amount of shots would be increased, not the damage output, not the fire rate.
 
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I heard someone say that missiles were better now so I fitted some small seekers on my cobra to test it out.

It took 20 missiles to destroy a Viper Mk IV once the shields went down for a cost of 10k credits.....not better in any way.

I thought FD said they would look at weapon balancing....soon.

Missiles need a new overhaul for sure. Its always action / counter action.

[video=youtube;o7oscCRNSio]https://www.youtube.com/watch?v=o7oscCRNSio[/video]
 
With the time it takes to target, the crap damage, the hull tank meta I have thought that Missiles could positively have a chance to pierce shields. What do you think? Missiles are so easy to dodge so I doubt it would be a problem. No?
 
I'd usually pack two small torpedoes on my Anaconda while fighting in conflict zones during a community goal. I have yet to actually hit a player with them, because they always end up out-running my torpedoes! How dare they :D
 
With the time it takes to target, the crap damage, the hull tank meta I have thought that Missiles could positively have a chance to pierce shields. What do you think? Missiles are so easy to dodge so I doubt it would be a problem. No?

Did you ever consider targetting a silently running ship?
Forget it! Unless you are within 200 meters you will get no lock-on...
The results of missile use are just too marginal to be suitable at all,
the low damage, high ammo cost, low ammo cap and the multitude of defenses against missiles...

They are just a high-tech stick you can throw for our dog to bring back.
 
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Did you ever consider targetting a silently running ship?
Forget it! Unless you are within 200 meters you will get no lock-on...
The results of missile use are just to marginal to be suitable at all,
the low damage, high ammo cost, low ammo cap and the multitude of defenses against missiles...

They are just a high-tech stick you can throw for our dog to bring back.

I take it that you are agreeing with me? They are frustratingly stupid to use atm.
 
It took 20 missiles to destroy a Viper Mk IV once the shields went down for a cost of 10k credits.....not better in any way.

That's what you get for using C1 missiles.
Missiles received a slight buff to shield damage. Nothing more.


As for missiles, well, as per my testing they do six times less damage than a single torpedo, but the total damage output of all missiles from a class 2 rack is equivalent to 2.5 torpedos. They fire pretty slowly though. I would not mind a little damage buff, but not too much.

However what I would really like to see implemented are class 3/4 missiles and torpedos racks. Only the amount of shots would be increased, not the damage output, not the fire rate.

I would love to see some C3/4 missile racks, yes please! I would also like to see missiles handled differently in terms of loading/unloading. A C2 missile rack, seeker, holds 18 missiles that can be fired in groups of six. This makes no sense since the physical model of the missile launcher is an 18 point tiered launcher. To make them even slightly more viable, with no further buffs, they should hold upwards of 36 missiles (enough for a single reload of the entire launcher/hardpoint).

I enjoy how the pack hound missiles work but even running two of those is a pain in the ass since the heat they run up is almost as bad as firing 3 C3 beams continuously on a Python. The launcher is external to the ship, heat transference should be non-existent and dissipated through external heat syncs built into the launcher itself.

With the time it takes to target, the crap damage, the hull tank meta I have thought that Missiles could positively have a chance to pierce shields. What do you think? Missiles are so easy to dodge so I doubt it would be a problem. No?

If missiles pierced shields you would be able to have a field day on smaller ships. When I was running Seeker's on my Python I would use the C3 Pulse lasers to chew up the shield on an eagle/viper/cobra and then launch a single salvo of two missiles. The damage rates were roughly 50-55%/30-40%/20-30% hull per salvo. Giving players the ability to negate shields of another player using a specific weapon type is bad for business.

Shields block debris from hitting your ship so it would make sense that they'd stop a missile, which is also moving slower than rounds fired by a multicannon/cannon/frag cannon/pac, all of which are stopped by a shield.
 
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If missiles pierced shields you would be able to have a field day on smaller ships. When I was running Seeker's on my Python I would use the C3 Pulse lasers to chew up the shield on an eagle/viper/cobra and then launch a single salvo of two missiles. The damage rates were roughly 50-55%/30-40%/20-30% hull per salvo. Giving players the ability to negate shields of another player using a specific weapon type is bad for .

Shields block debris from hitting your ship so it would make sense that they'd stop a missile, which is also moving slower than rounds fired by a multicannon/cannon/frag cannon/pac, all of which are stopped by a shield.

thing is: you can dodge missiles by boosting, by using pod, by going silent running. Right now they have ALL the bad traits and NONE of the good traits that other weapons have (eg lasers: instahit, good against shields, use up wps). Missiles need something they excel at and I am not sure it needs to be damage.
 
I agree, the missiles were over-nerf'd, there should be a better middle ground over pre-nerf, and the damage now.

As an aside, one of my favorite things right now is watching and hearing my point defense activate.
 
Missiles don't need to be a super weapon, however as they are now, they are not acting as one would expect. Make different types of missiles, anti shield missiles etc. The problem right now is that you don't fear the missiles at all. Maybe FD need to add a missile lock warning to add the awareness of different treats to the pilot?
 
thing is: you can dodge missiles by boosting, by using pod, by going silent running. Right now they have ALL the bad traits and NONE of the good traits that other weapons have (eg lasers: instahit, good against shields, use up wps). Missiles need something they excel at and I am not sure it needs to be damage.

Piercing shields wouldn't be that good trait though.

How are you going to explain away missiles piercing a shield while similarly shaped debris cannot? And if shields stop both slow moving debris and high speed projectiles, where does a missile get its ability to pierce the shield? It doesn't.

Missiles should pack a bit more of a punch. Allowing them to cause more hull or module specific damage would also change up the PvP/PvE meta by forcing players to include some type of missile deterrent in their ships. Right now missiles, for players not in a Viper or smaller, are just laughed at. Make them a bit faster and make them hit a bit harder and you'll unbalance the current shield/hull tank meta enough to put people back on their toes if a missile is fired.
 
I've never bothered with missiles because every time I've come up against them, I didn't notice.

Earlier today an Anaconda was firing missiles at me from most hard points. It didn't even dent the bi weave shields in my FDL.
Missiles should at least have a kenetic effect and bash you off course from sheer force of impact.
But then 1 point defence will ruin that. Saying that, I don't even carry PD now. Lol
 
I've never bothered with missiles because every time I've come up against them, I didn't notice.

Earlier today an Anaconda was firing missiles at me from most hard points. It didn't even dent the bi weave shields in my FDL.
Missiles should at least have a kenetic effect and bash you off course from sheer force of impact.
But then 1 point defence will ruin that. Saying that, I don't even carry PD now. Lol

Yes at least give you a spin, however right now you hardly notice they are fired at you.
Oh I will also say that if you fly into an asteroid you will lose your shield for sure, so it should be possible to bring a shield down by missiles.
 
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Missiles do suck, and they do need a fairly substantial buff in order to have any semblance of relevance. It's quite easy to forget that they even exist.
 
I carry missiles because they are fun to look at. Lol. Flying an Anaconda and engaging in mostly PVE, it doesn't really hurt anything. Plus heat seekers work very well on the smaller, peskier ships. I occasionally use them against larger ships like the FAS or FDS and although they don't do SIGNIFICANT damage, I love to watch them track and they do SOME damage which is better than none at all. Plus, the ammo cost is negligible when you have plenty of credits.

The other day, I used a volley of dumbfires against a silent running DBS/hull tanking build for about 17% damage. I def think missiles deserve a buff.
 
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Saying all that, missiles should have similar damage types to PAs and rails.
They do both thermal and kenetic damage.
Also blast radius' should be taken in to effect so even with PD you'll still get splash damage.
Makes no sense why ramming works, but missiles just go 'puff' on shields with no discernible effect.
 
something something hundreds of tons of kinetic force something something not nearly as much force on shields something somethings dark side..
 
I know that they know that missiles suck. They said they are looking for somekind of fix. Why they cant just make quickie fix and make later some kind of overhaul?
 
Try using the pack hound missile rack... then come talk to me about underpowered missiles.

Seriously though I agree, used to use homing missiles, which were distinctly ok. Still think just normal multicannons would be more effective. I only use the pack hound missile rack as it looks so cool (can just about bring down a sindwinder before my ship starts to melt from heat)
 
Try using the pack hound missile rack... then come talk to me about underpowered missiles.

Seriously though I agree, used to use homing missiles, which were distinctly ok. Still think just normal multicannons would be more effective. I only use the pack hound missile rack as it looks so cool (can just about bring down a sindwinder before my ship starts to melt from heat)

Yeah, the heat from packhound racks doesn't really equate to a fair trade in terms of the limited amount of damage you do with them. I was all excited for them but when I finally got them I was incredibly disappointed by the need to fire off a heat sync if I wanted to fire more than one volley and, to top it off, I might do 3-5% damage to a larger ship. Multicannons ARE more effective and would be even if missiles offered the same amount of damage due simply to the fact that, with a max size Class 2 launcher, you can only carry 18 missiles.

I had a Python setup with 3x C3 (G) Pulse and 2x C2 Guided Launchers and while it was fun (I was merit farming) the need to dock up and restock after 5-6 encounters, while Multi's would probably still have half of their reserve, was annoying.

I was only using 2-4 missiles per ship and only if they were under a certain size. If it was anything Asp or bigger I didn't even hit my secondary fire and just concentrated on them with the pulse lasers until their power plants popped.
 
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