Community forms: Feedback on the current state of missiles - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Community Feedback (https://discoverygc.com/forums/forumdisplay.php?fid=627) +--- Thread: Community forms: Feedback on the current state of missiles (/showthread.php?tid=192259) |
Community forms: Feedback on the current state of missiles - Fab - 04-25-2022 This is a very short form (under 2 minutes completion) to collect feedback regarding the state of missiles. It is anonymous, with options for more detailed input. I made this in hope to help the developers solve the grey area that is the usage of missiles. Thank you for your interest! If I missed a good option/checkbox, let me know. Additional discussion can also take place in this thread. RE: Community forms: Feedback on the current state of missiles - CommodoreShawn - 04-26-2022 More detailed thoughts: Missiles (especially torpedoes) can be too easily intercepted by CDs. Missile ranges should be longer across the board. This would make them more distinct from guns, as well as give a longer time for the target to counter them with flaks or CMs. Bomber torpedoes especially feel weird to me, since they have to launch at practically point blank range there's very little time for the target to flak or evade. I've only been able to stand a decent chance at evading in a cruiser. Longer ranged missiles / torpedoes would also give smaller ships a chance to engage larger ships, but while still giving the larger ship counter-play options. RE: Community forms: Feedback on the current state of missiles - Binski - 04-26-2022 For fighter missiles, I suggest looking at it from a different perspective. I'd rather see a bit of a more realistic set up to go with. To me that would mean, less missiles, higher hit ratio, higher damage, but also warrant a buff to CM's. I think it would be better for the average fighter to get 4 - 6 missiles at most, but have a high projectile speed, turn rate and damage (enough, or almost enough to 1 hit kill an average armored fighter). The balancer is definitely the low ammo limit. Basically, like real fighter battles, most would launch their missiles off early on in a battle, and resort to guns after that. Debilitators can also always be the go-to for de-shielding, and a missile could be for that window when you get someone's shield down. So if they had a 50 - 75 % hit ratio, that would likely result in 1 missile kill per 4 missiles (taking CM's and pilot skill into account). And that's also why it may warrant a buff to CM's. 4 missiles that fire as fast and turn as well as a CD, with a real punch to them, maybe with a 2000 m range. The ammo limit gives you a few chances to make them count, and CM's become much more valuable to bring to a fighter battle. But you will be more likely to make them count and land some hits. The same could be done with bombers and nova torpedoes. I'd almost rather 20 (or less) instead of 70, of torps with a longer range, better speed/maneuverability, and higher damage. The drawback is the same, low shield damage, except for those like Incapacitators. Like all missiles, you'd be trying to use them when a target's shield is down. (and Incapacitators could be totally removed, leaving all de-shielding done by energy weapons, and most hull damage done by novas, scorchers, hellfires, etc) For capitals, I find most missiles are simply slow. I'd rather see a low ammo count and high speed to those missiles too. That, or make slower missiles have a much higher area damage and be practically impossible to shoot down (strength wise). RE: Community forms: Feedback on the current state of missiles - Saronsen - 04-26-2022 CDs can one tap missiles, usually have more CDs than they have missiles, depending if they have launchers that stack ammo. CMs to go with CDs. Flak to go with CMs and CDs Cruisers and below can just flat out avoid most capital buster missiles with little effort. Limited ammo to get busted by Flak, CM, CDs High energy cost, relatively low ammo count. Other devs balance around the fact that oblivious people who fly in a straight line can be instakilled by some missiles and this is bad! Motor delay that I removed from most of them (BCr missiles are probably the most viable, if only just) Low volume of fire, due to claims of server lag if there's a lot of missiles (they didn't lag the old 4.85 server despite multiples fighters having 7 missiles equipped at times in furballs of 40 players) That's about the worst of it. RE: Community forms: Feedback on the current state of missiles - Venemon - 04-26-2022 All of missiles are balanced they are fine as it is Gunboat ones could be reworked tho they are a bit weak RE: Community forms: Feedback on the current state of missiles - Czechmate - 04-26-2022 Those cruiser long range ones can use a buff - forget the name Rest seem fine to me I use vandals a lot RE: Community forms: Feedback on the current state of missiles - Novascova - 04-26-2022 Cap missiles at the very least should be a bit tankier at least enough so they don't insta die when a single CD so much as brushes near them, in turn making flaks more useful. Most smaller caps can dodge dedicated cap missiles like Javelins or at least CM them like with marauders or predators. Bomber torps are fine yes you have to get close but, you still have the buff to shields so its not that bad, just be a bit more cautious. Gunboat missiles are weird in that most are either A: extremely oppressive (silencers) or B: to weak or rarely used outside of memes (annihilator torps) Of course you can go into the discussion about GB loadouts but thats not the point here. Fighter missiles are usually used in specific situations and events or on specific ships such as a Jackdaw. Personally I would like to see more support aspects for missiles so there would actually be a reason for removing the CD. Binski Wrote:I think it would be better for the average fighter to get 4 - 6 missiles at most, but have a high projectile speed, turn rate and damage (enough, or almost enough to 1 hit kill an average armored fighter).Yeah no, sorry that would not be good. RE: Community forms: Feedback on the current state of missiles - Saronsen - 04-26-2022 (04-26-2022, 09:59 AM)Novascova Wrote: Cap missiles at the very least should be a bit tankier at least enoughThey vary from 50,000 to 1,000,000 HP on missiles. CDs, I believe, simply set off the proximity detonation, or the disruption effect itself sets off the missile, and I don't think there's a way to circumvent the problem. RE: Community forms: Feedback on the current state of missiles - Novascova - 04-26-2022 Well, if that is the case then I guess there is no fixing that issue. RE: Community forms: Feedback on the current state of missiles - Backo - 04-26-2022 For fighters the cruise disruptor is infinite times more useful than having a missile. Cruise disruptors give you a lot more utility, ensure your target can't just Ctrl+W and leave, counter mine trapping, counter missiles, disrupt engine kills, provide mine trapping capability for yourself. The only time I could enjoy missiles was when flying a ship with dual CD/Torpedo slot so that I do not lose on the cruise disruptor. |