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Hi guys.
So I've been thinking recently. Cruisers missiles and Battleship missiles are rarely used. I know cruiser missiles are used more, but genuinely they're used against snubs. The current missiles as they are aren't really effective at fighting their own classes, especially Battleship missiles. I would like to propose some new stats for these missiles.
Missiles are currently under powered at the moment. They're probably the worst anti capital weapon we have currently. Since Cerbs had their range severely nerfed in the aim to encourage new loadouts, we've kinda moved to "Unless you buttcloak, Mortars are all you need" kinda attitude. That's what the Devs wanted to get away from and since our only other anti cap weapon is a missile which is very slow, can be flaked and has very low damage, why use it?
For current missile stats, I will be taking them from the BASIC versions. House weapons vary on damage and turn rates.
520,000 Hull Damage
260,000 Shield Damage
4500m Range
0.10 Refire Rate
2,500,000 Core Used
Battleship Light Mortar
280,000 Hull Damage
140,000 Shield Damage
4.5k Range
0.20 Refire Rate
1,200,000 Core Used
Cruiser Mortar
150,000 Hull Damage
75,000 Shield Damage
3,000m Range
900 m/s Speed
0.25 Refire rate
1,000,000 Core used
As you can see from these stats, why use a missile when you can use a mortar? As I said, I want to propose some new stats for the Missile and a POSSIBLE new weapon called a TORPEDO and its stats. And again, these will be for BASIC missiles. House versions will be adjusted accordingly.
180,000 Hull Damage
100,000 Shield Damage
3,000m Range
250 m/s Speed
0.20 Refire Rate
0.45 Turn Rate
Essentially my proposed stats are 1.2x the damage of the mortar equivalent. Battleship missile with a speed increase and cruise missiles with a slight turn rate and speed increase. I believe that Cruiser and especially Battleship missiles are underpowered at the moment. They're able to be easily flaked away, killed by a Train CD in one or two shots and are easily evadable with movement or Countermeasures. Because there are so many downsides to using a missile, these stats should make the missile far better when they hit instead of scratching the hull and paint work.
I've also thought about Torpedoes for Battleships. A missile that has a low turn rate, possibly low fire rate but has a very high damage output and speeds. I have, again, some proposed stats based of the Heavy Mortar for Battleships.
650,000 Hull Damage
150,000 Shield Damage
3,000m Range
600 m/s Speed
0.05 Refire Rate 0.05 Turn Rate
My idea for firing these torpedoes would be like how you fire a mortar. Aim and the Torpedo goes in that direction but it has a very small turn rate. Higher speed then a missile but much shorter range. The Torpedo would be intended to damage directly to hull whilst doing very little to the shields. The refire rate would be the same as a missile.
Any suggestions/feedback would be great. If you think something is too OP then say. I'd love to hear a Balance Dev's opinion on this.
I'm not amazing at explaining stuff but I hope you understand what I mean.
Thanks!
Edit: Health on missiles need to be increased so they can't be cded. Ether that or TCDs need their ability to destroy missiles like they do lowered.
Posts: 3,606
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(01-12-2016, 01:02 PM)Titan Wrote: Dont forget to reduce explosion radius otherwise one bs missile can destroy all of the victims turrets,thrusters and shields
I didn't believe that happened anyway? But if it does, then yeah this is a good idea too.
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Even with the cruiser cerb nerf and battleship mortar buff, battleships are still useless against cruisers which is why the missile buff would work perfectly. +1 from me.