I've been thinking, why do we need fast-turning ez-mode fighter missiles in this game? They can destroy a good fight if utilized correctly, and if you are fighting several ships at the same time that use missiles, you basically don't stand much of a chance.
So what good do missiles bring? Well, they are a counter to runners which is nice; but besides from that I don't really see why missiles are needed.
It has previously been argued that missiles are the "noob tube" of Disco, giving fresher players the feeling of PVP succes; but I disagree after having fought a lot of fights: Noobs that use missiles get themselves killed on them.
Missiles aren't really for noobs per se, but for players that evolved past that stage and are trying to finds ways to avoid having to practice and get better (or players like me that sometimes go for a quick and dirty win), and I think that is a problem.
P.S. No "derp use CM's" in here pls, we all know the CM count is limited and in a full fight against several missile-wieldeing foes you simply don't have time and you run out of CM's if you use auto-mode.
Imo your offer is just the same as if I offer to remove SNAC cannons because they're abused against kind of foes the ship shouldn't fight at all.
If you face a situation of lots and lots missile users, just dodge. Make your shield eat them, when you are out of shield, use CMs. 145 CM is quite enough to drop missiles coming from two fighters, as the maximum missile load, on the lowest damaging one is 70. And if they keep running and resupplying, and you are not able to stop them, then this fight have two outcomes: You die or you retreat.
Are you kidding me? Missiles has been nerfed already as you can mount ONLY one missile launcher at the time. And only at the Heavy Fighters. (Show me a Light Fighter on which I can mount the missile.)
The other thing is if they don't connect with target, they make everything red all around you. That's the only issue I have with them.
On the other hand, do something with CMs. They are not as reliable as they should be. Even in real life like 20-30 flares is enough to fool majority of the missiles (CM system is very well done in mod Neo Terra, check how fight looks like there). And I'm talking about situation with Distruptors here. I hate NPC gunships having that one.
I do use them, as I wrote above. That's why I am asking for a nerf.
And I think your comparison is terrible. A bomber without a SNAC is unfit for carrying out its role, unlike a fighter without a missile launcher.
You can't "just dodge" when facing lots and lots of missile users. Or at least teach me your technique - to date, I haven't fought an enemy that could "just dodge" my firestalkers, just as I couldn't "just dodge" theirs. CM's wont last you long either, as your own example proves. Also any missile user with half a brain won't be wasting them firing at shields. Missiles are just too easy for someone with a little bit of experience, while at the the same turn not really being fit for newbs, and that's my complaint.
Also Toji, you've got no clue what you are talking about. VHF's use missile launchers just fine. I don't give 2 cents about PVE, this is a thread about PVP. How do you mislaunch a missile? It's just pressing a button and that's that...? Obviously don't fire AOE weapons really close to neutral entities, it will make them hostile.
Well, I was talking about scenario, when I was assaulted by the pirate (PvP). Missile missed and whole Pueblo Station with all ships around wanted to kill me. It lead to awkward situation and I got destroyed.
Yeah ok, obviously don't fire splash damage weapons really close to NPC's. That goes for mines and CD's as well, but really that's not an issue after the initial surprise of having all NPC's turn on you.
Removing missiles would further alienate non-pvp-skilled players from flying small ships, though yes, they are very broken as they are right now.
I would suggest giving them more of a low damage, long range sort of support thing. Doing 1000 damage per shot, usable at 2k range with a within-reason refire and tracking and a torpedo-esque launch delay in order to stop them from being used in jousts, but that would eliminate the variety we currently have.
Tbh, I wouldn't be able to tell you what to do with missiles in order not to make them abusable as they are now, but nothing worth sharing comes to mind. I would simply suggest adding much greater energy usage, so that you could not spam them with every joust, but most people would instantly give up on using them at that point, rendering them as useless as they were before the change.
--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Anyway, maybe the Firestalker needs removing with the rest being nerfed. My problem isn't the being spammed by missiles as I prefer to adapt and counter. What gets me is my disruptor annoying the capital patrols which then decide to attack me instead of the obvious enemy. The main problem in my view is the Firestalker versus a LF; the CD is crucial here but it's useless when there are friendlies nearby. In all honesty though, if there was a fix for this then it probably would have been implemented years ago.
Honestly I would wish we have true nuclear warheads with real nuclear explosions but I'm inclined not to because Its not going to be done. Anyway, I agree with OP
Remove everything that can kill, that's the only way to ensure the game is balanced.
Give everyone admin shield too.
Missiles are used by such a small number of people, and they're so easy to counter with disruptors (which you always have more of than missiles) or countermeasures (combined with CD's), which makes missiles retardedly easy to fail with.
Let me translate this all into one phrase for you though