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Community forms: Feedback on the current state of missiles - Printable Version

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+--- Thread: Community forms: Feedback on the current state of missiles (/showthread.php?tid=192259)

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RE: Community forms: Feedback on the current state of missiles - Kauket - 10-03-2023

(10-03-2023, 02:36 PM)Fab Wrote: Revisiting this thread, all main issues surrounding missiles are tuned and tweaked for v5.0. Over many iterations, missiles have reached (and their countermeasures) a state where they work with each other and are fun to play with. I expect missiles to become the norm and not a meme build next patch. Thanks everyone for voicing their concerns. Yes, I did pester @Haste without end so he could make missiles fun and not a gimmick. - I hope everyone enjoys the new missiles and their balance starting this Friday.



what did you do


RE: Community forms: Feedback on the current state of missiles - Toaster - 10-03-2023

He has given us a chance.


RE: Community forms: Feedback on the current state of missiles - Sally - 10-03-2023

(10-03-2023, 03:05 PM)Kauket Wrote: what did you do

Fox-2! Fox-2!


RE: Community forms: Feedback on the current state of missiles - Uknown - 10-03-2023

There is a notable issue with missiles - they tend to lose their target easily. If you buy them, it's often better to use a mini-razor due to its higher damage output. More importantly, given how the 'Ping mechanic works' for players with over 100ms ping from the server (which is the case for most LATAM players), missiles have become almost useless. They have a short range, and you only need thrust for about 3 seconds to out-range them. Consider a combat situation where you're 400 units away; it becomes a significant problem.

Additionally, when it comes to countermeasures, they are somewhat effective. However, they should be less effective against missiles compared to cruise disruptors. A suggestion would be that they are 85% effective against cruise disruptors and less effective as the payload size increases.
It's also worth to mention that for some unknown reason, Bomber Nova torpedoes don't lose track even when deploying countermeasures.

To address these issues, i propose the following:
  • Increase the range of missiles (double or half more range for them).

  • Boost missile damage by at least 50%. While the Paralyzer is okay, its range should also be increased. Missiles are supposed to deliver a heavy punch of damage, and it's worth noting that most ships today have the MK VIII for Fighters (Universal Upgrade), which is 2.5 times more effective as the De-Facto choice.

  • Missiles should be more agile; currently, only about 20% of them actually hit the target. Speed, range, and damage should all be increased to make them more worthwhile. The current range of 900-1000 units is too close for any kind of combat.



RE: Community forms: Feedback on the current state of missiles - Fab - 10-03-2023

(10-03-2023, 03:05 PM)Kauket Wrote: what did you do
missile meta starts FRIDAY! I hope you enjoy the missile warning sound!!!!!!!!!!

(10-03-2023, 04:17 PM)Uknown Wrote: snip

Instead of explaining all the changes (literally everything about CDs, CMs and missiles changed) - I'll ask you to hop in the server and see the changes for yourself - don't trust the raw numbers, though - fight someone and take your conclusions


RE: Community forms: Feedback on the current state of missiles - Traxit - 10-03-2023

(10-03-2023, 02:36 PM)Fab Wrote: Yes, I did pester @Haste without end so he could make missiles fun and not a gimmick


Salute


RE: Community forms: Feedback on the current state of missiles - pillow - 10-03-2023

(10-03-2023, 04:17 PM)Uknown Wrote: There is a notable issue with missiles - they tend to lose their target easily. If you buy them, it's often better to use a mini-razor due to its higher damage output. More importantly, given how the 'Ping mechanic works' for players with over 100ms ping from the server (which is the case for most LATAM players), missiles have become almost useless. They have a short range, and you only need thrust for about 3 seconds to out-range them. Consider a combat situation where you're 400 units away; it becomes a significant problem.

Additionally, when it comes to countermeasures, they are somewhat effective. However, they should be less effective against missiles compared to cruise disruptors. A suggestion would be that they are 85% effective against cruise disruptors and less effective as the payload size increases.
It's also worth to mention that for some unknown reason, Bomber Nova torpedoes don't lose track even when deploying countermeasures.

To address these issues, i propose the following:
  • Increase the range of missiles (double or half more range for them).

  • Boost missile damage by at least 50%. While the Paralyzer is okay, its range should also be increased. Missiles are supposed to deliver a heavy punch of damage, and it's worth noting that most ships today have the MK VIII for Fighters (Universal Upgrade), which is 2.5 times more effective as the De-Facto choice.

  • Missiles should be more agile; currently, only about 20% of them actually hit the target. Speed, range, and damage should all be increased to make them more worthwhile. The current range of 900-1000 units is too close for any kind of combat.

fighter missiles in the live game are literally the best weapon you can mount on a fighter and the mini razor is pretty much just complete bait and a waste of a slot compared to a cd nevermind the missiles themselves this post has to be satire right

also fab is wrong the one who took a hammer to hastes head about missiles was me.


RE: Community forms: Feedback on the current state of missiles - Fab - 10-03-2023

(10-03-2023, 07:56 PM)pillow Wrote: also fab is wrong the one who took a hammer to hastes head about missiles was me.

poor haste


RE: Community forms: Feedback on the current state of missiles - OutpostOzymandias - 10-03-2023

no vote.


RE: Community forms: Feedback on the current state of missiles - g18em2b - 10-07-2023

Missiles should always hit something. And countermeasures should be of different types. For heat seeking missiles there should be specific countermeasures and for radar guided missiles there should be radar jamming countermeasures. There should also be more expensive hybrid countermeasures. Regardless of the type, the agility and speed of a missile should always be at least 10x that of the most agile ship in the game. Also, there should be remotely operated missiles, which always hit unless destroyed.