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.