Would you like to see Missile Boats to be viable?

Thinking about it a bit, interestingly the same traits that would make a good missile boat (an abundance of C1 and C2 weapon mounts) would also make for a very good turret-laden escort. It would actually be nice to see some more large ships that rely on massed small weapons rather than the current crop with their heavy main batteries of C3 and C4 mounts.
 
That too.

- - - Updated - - -



Yes, we all know the role they currently have and we all know they are working as intended. The idea is that we'd like them to work differently. Frankly, it's a dream thread and it probably won't ever happen, but there's no harm in seeing what the community can come up with. If there was enough interest and ideas, maybe the dream could become reality.

Well torpedoes could definitely get reworked. Don't see sense in changing missiles though.
 
I want to be able to dumbfire my seekers and put my firegroup in sequential firing mode
And more missile types in general long-range, all aspect, laser guided, multi lock that sort stuff
 
I dont think the game is ready for missile boats. Damage is high and battles are over too fast already, heavy missile boats would not help matters. Maybe when destroying a ship isn't a 20 second yawn but not until then.

The only way to make battles filled with more variety of weapons and defenses is to make them last longer.
 
What if the keelback could launch a cruise missile and a support type ship could mount an awacs type dish an provide up to 50km sensor radius for wingmates
Double slf speed and make their primary role heavy missile interception and external module sniping this would take away their need to be so utterly overpowered in relation to normal ship just to fit in
 
I dont think the game is ready for missile boats. Damage is high and battles are over too fast already, heavy missile boats would not help matters. Maybe when destroying a ship isn't a 20 second yawn but not until then.

The only way to make battles filled with more variety of weapons and defenses is to make them last longer.

Oh sure, I don't think anyone is ignoring the fact that another rebalance would need to be done.
 
Because some people enjoy splodies and would like to use those splodies for as long as we can use everything else. That's all it is man. Like I said, a dream.

Sorry then the term missile boat threw me off. I thought you were saying that prefer a more slow paced long ranged naval style of combat for the sake of variety, which would be done a lot better with torpedoes that are kind of defunct right now. Are they still in game even?

Improving missile count wouldn't do much by itself though given how they dont work against shields. Players would still need to fit lasers and mcs. Although engineering has potential for the type of gameplay you want, although I haven't personally checked upgrades for missiles yet. No idea if they allow ammo count or some extra effectiveness against shields. If not now then maybe in the future.
 
I'd just like to see large and huge missile racks implemented as originally planned:

You are right about this. And it is only logical for it to be like that.

Obviously, the bigger calibers should have increased payload. Also, missiles and torpedoes should have a proper realistic range, and the range should scale with size of torpedo/missile.

After all, they are mostly, in RL, BVR (Beyond Visual Range) weapons.

This could be worked out with an increase to Sensor range. I would suggest something along these lines:

  • Class 1E - Range: 4 Km
  • Class 1D - Range: 5 Km
  • Class 1C - Range: 6 Km
  • Class 1B - Range: 7 Km
  • Class 1A - Range: 8 Km

  • Class 2E - Range: 5 Km
  • Class 2D - Range: 6 Km
  • Class 2C - Range: 7 Km
  • Class 2B - Range: 8 Km
  • Class 2A - Range: 9 Km

  • Class 3E - Range: 6 Km
  • Class 3D - Range: 7 Km
  • Class 3C - Range: 8 Km
  • Class 3B - Range: 9 Km
  • Class 3A - Range: 10 Km

  • Class 4E - Range: 7 Km
  • Class 4D - Range: 8 Km
  • Class 4C - Range: 9 Km
  • Class 4B - Range: 10 Km
  • Class 4A - Range: 11 Km

  • Class 5E - Range: 8 Km
  • Class 5D - Range: 9 Km
  • Class 5C - Range: 10 Km
  • Class 5B - Range: 11 Km
  • Class 5A - Range: 12 Km

  • Class 6E - Range: 9Km
  • Class 6D - Range: 10 Km
  • Class 6C - Range: 11 Km
  • Class 6B - Range: 12 Km
  • Class 6A - Range: 13 Km

  • Class 7E - Range: 10Km
  • Class 7D - Range: 11 Km
  • Class 7C - Range: 12 Km
  • Class 7B - Range: 13 Km
  • Class 7A - Range: 14 Km

Ideally, the biggest class of torpedoes and missiles should be able to engage targets at up to 14 Km, if the ship has a 7A Sensor installed. This would give a justification for the very large Sensors of big ships to weight as much as they do.

But in this situation, smaller ships are at disadvantage, due to not being able to see their attacker in Sensor range. To solve this problem, an Early Warning Sensor that gives clues of the direction of attack should be implemented in all ships as a fixed internal. This would allow the smaller ship to know the direction of attack, such that it can move in that direction, to defend itself, or away from it, to escape. Since smaller ships can outrun bigger ones, they could decide to engage, or not, using their superior speed.

Of course that, this ~BVR attack would greatly benefit the biggest ships, so this would also have to be balanced with a decrease to maneuverability in close battle, for the bigger ships. As such, bigger ships would try to engage at long range to press their advantages and smaller ships would try to engage at close range to press their superior velocity and agility.

But this would need a great rework of the combat system... :(
 
Last edited:
I dont think the game is ready for missile boats. Damage is high and battles are over too fast already, heavy missile boats would not help matters. Maybe when destroying a ship isn't a 20 second yawn but not until then.

The only way to make battles filled with more variety of weapons and defenses is to make them last longer.
Easy. Multiply by a fixed amount (~3x) all HP of Hulls/HRP/MRP/Shields when releasing a patch that has these missile boats. Tune all other weapons just a bit, to balance it, like increased ammo for the weapons that need it.
Longer battles, more tactics? :S

Although that might create quite some strife in the forums... :(


Also i feel you shouldn't be able to outrun missiles so laughably easy
LOL. :D

Yeah! It is ridiculous. Missiles in RL are much, much faster than planes. Why is it that in ED they aren't? Because of supposed "gameplay" or FDev silliness in balancing combat? :S
 
Last edited:
Actually, you know what would make me really happy when it comes to missiles? How about a seeker missile I can have the option to dumb-fire.

I've used both - seekers are great at range, as long as you can keep your target in sight long enough to get a lock. But sometimes you don't need it and being able to loose one without having to wait on the lock would be great. Split the difference and put it half-way between the seeker's damage and the dumb-fire's damage, and let the rest of the specs follow that lead, and you've got a winner.
 
Guys, you are overthinking this :D. I really only want to put a lot of missiles on my ship and go shooting for more than 5 minutes and be able to kill stuff as well as with any other weapon.
That is all. The fact that all encounters have to happen within 500m right now, is a different story and I don't like that either, but I am gonna save that for another cold day when I need more flames :p.
 
Guys, you are overthinking this :D. I really only want to put a lot of missiles on my ship and go shooting for more than 5 minutes and be able to kill stuff as well as with any other weapon.
That is all. The fact that all encounters have to happen within 500m right now, is a different story and I don't like that either, but I am gonna save that for another cold day when I need more flames :p.

then go put high cap mags on your missile racks. Missiles already do more than a fair amount of damage against hulls.
 
I am not paying for power, but let's get back to the original topic here.

Solution for some of what you want already exists. You are now tying your own hands here.

Changing the unmodified missiles is rather redundant as a result. Such changes would also risk missiles having too much power for a significant number of players. Remember that Fdev has to balance the weapons for horizons players too.
 
Top Bottom