Missile Buffs Poll - Saronsen - 04-23-2022
Hello. I think missiles (particularly cruisers) are still pretty bad. Here, have some balance changes. They're probably good maybe. Do you want these changes? Do you not want them? Tell me, I don't know what you want. I'll list some of my anecdotal reasoning but it could all be made up nonsense.
DEVASTATOR
Since the cruiser rework, an effective cruiser vs cruiser missile has been rendered more or less useless with the newfound agility in all cruisers. With that, I made it faster and more agile while making it have less mass, meaning it's easier for BCrs and battleships to flak away. Cruisers should (probably) no longer be able to just strafe out of the way now, and will have to put in a little effort.
[Motor]
lifetime = 9 > 5
accel = 20 > 50
[Munition]
seeker_fov_deg = 175 > 190
max_angular_velocity = 0.22 > 0.32
mass = 85 > 80
[Gun]
refire_delay = 20 > 16
Code: [Motor]
nickname = dsy_devastator_torpedo_motor
lifetime = 5
accel = 50
delay = 0
[Explosion]
nickname = dsy_devastator_torpedo_explosion
effect = dsy_devastator_torpedo_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 205
hull_damage = 275000
energy_damage = 120000
impulse = 0
[Munition]
nickname = dsy_devastator_torpedo_ammo
explosion_arch = dsy_devastator_torpedo_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_torpedo
requires_ammo = true
ammo_limit = 50
hit_pts = 3000000
one_shot_sound = fire_missile_regular
const_effect = dsy_devastator_torpedo_drive
detonation_dist = 1
lifetime = 25
Motor = dsy_devastator_torpedo_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2750
seeker_fov_deg = 190
max_angular_velocity = 0.32
DA_archetype = equipment\models\weapons\bs_missile.3db
material_library = equipment\models\weapons\bs_missile.mat
ids_name = 520149
mass = 80
volume = 0.000100
[Gun]
nickname = dsy_devastator_torpedo
ids_name = 520147
ids_info = 520148
DA_archetype = equipment\models\turret\cc_missile.cmp
material_library = equipment\models\cc_missile.mat
HP_child = HPConnect
hit_pts = 50000
explosion_resistance = 0.14
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_7
damage_per_fire = 0
power_usage = 1100000
refire_delay = 16
muzzle_velocity = 55
toughness = 32
light_anim = l_gun01_flash
projectile_archetype = dsy_devastator_torpedo_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 35
lootable = false
MARAUDER
Sort of just overall bad. High energy cost with low damage output coupled with the motor delay that has been the bane of missiles being useful literally at all, its only use was for killing small stuff flying in a straight line. It costs less to fire and fires faster, but has less agility, meaning gunboats can still wiggle away from it. Just make sure it's actually lost its lock, it's at 230 degrees now. Also less mass, making it easier to flak, and with less explosion radius, making it half as scary as before to small targets.
[Motor]
lifetime = 6 > 8
accel = 22.5 > 25
delay = 2 > 0
[Explosion]
radus = 180 > 96
[Munition]
ammo_limit = 50 > 60
seeker_range = 1700 > 2300
seeker_fov_deg = 180 > 230
max_angular_velocity = 0.45 > 0.40
mass = 85 > 75
Code: [Gun]
power_usage = 600000 > 400000
refire_delay = 15 > 10
[Motor]
nickname = dsy_marauder_missile_motor
lifetime = 8
accel = 25
delay = 0
[Explosion]
nickname = dsy_marauder_missile_explosion
effect = dsy_marauder_missile_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 96
hull_damage = 150000
energy_damage = 0
impulse = 0
[Munition]
nickname = dsy_marauder_missile_ammo
explosion_arch = dsy_marauder_missile_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_torpedo
requires_ammo = true
ammo_limit = 50
hit_pts = 3000000
one_shot_sound = fire_missile_regular
const_effect = dsy_marauder_missile_drive
detonation_dist = 1
lifetime = 25
Motor = dsy_marauder_missile_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2300
seeker_fov_deg = 210
max_angular_velocity = 0.40
DA_archetype = equipment\models\torpedoes\li_plasma_torpedo.3db
material_library = equipment\models\li_equip.mat
ids_name = 520145
mass = 75
volume = 0.000100
[Gun]
nickname = dsy_marauder_missile
ids_name = 520143
ids_info = 520144
DA_archetype = equipment\models\turret\cc_missile.cmp
material_library = equipment\models\cc_missile.mat
HP_child = HPConnect
hit_pts = 50000
explosion_resistance = 0.14
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 5.000000
mass = 10
hp_gun_type = hp_turret_special_7
damage_per_fire = 0
power_usage = 500000
refire_delay = 10
muzzle_velocity = 75
toughness = 32
light_anim = l_gun01_flash
projectile_archetype = dsy_marauder_missile_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 35
lootable = false
ANNIHILATOR
The novas of the gunboat world. Well, old novas. Extremely high energy costs (80-99% of your power core), extremely long cooldowns, and it takes up the very important heavy slot of your gunboat to deliver pain to capital ships at short range. If they would ever make it to their destination. They last a little longer, go a little faster, and might make it to a ship impulsing away from you.
[Motor]
accel = 15 > 20
delay = 2 > 1
[Munition]
lifetime = 12 > 16
Code: [Motor]
nickname = dsy_annihilator_torpedo_motor
lifetime = 9
accel = 20
delay = 1
[Explosion]
nickname = dsy_annihilator_torpedo_explosion
effect = dsy_annihilator_torpedo_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 150
hull_damage = 150000
energy_damage = 0
impulse = 0
[Munition]
nickname = dsy_annihilator_torpedo_ammo
explosion_arch = dsy_annihilator_torpedo_explosion
loot_appearance = ammo_crate
units_per_container = 5
hp_type = hp_torpedo
requires_ammo = true
ammo_limit = 50
hit_pts = 3000000
one_shot_sound = fire_missile_regular
const_effect = dsy_annihilator_torpedo_drive
const_effect_delay = 2
detonation_dist = 1
lifetime = 16
Motor = dsy_annihilator_torpedo_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 180
max_angular_velocity = 0.11
cruise_disruptor = false
DA_archetype = equipment\models\torpedoes\3-launcher-missile.3DB
material_library = equipment\models\torpedoes\3-launcher-missile.mat
ids_name = 520193
mass = 100000
volume = 0.000100
[Gun]
nickname = dsy_annihilator_torpedo
ids_name = 520191
ids_info = 520192
DA_archetype = equipment\models\turret\dualtorpedo.cmp
material_library = equipment\models\dualtorpedo.mat
HP_child = HPConnect
hit_pts = 75000
explosion_resistance = 0.330000
debris_type = debris_turret_small
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_turret_special_5
damage_per_fire = 0
power_usage = 195000
refire_delay = 25
muzzle_velocity = 45
toughness = 32
light_anim = l_gun01_flash
projectile_archetype = dsy_annihilator_torpedo_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 15
lootable = false
dispersion_angle = 6
LODranges = 0, 3000
RE: Missile Buffs Poll - Saronsen - 06-26-2022
bump for great justice while i number crunch for other missiles
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