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Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
(01-12-2016, 03:38 PM)Haste Wrote: Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
I am calling ammo buff here. BS do not have enough missiles in their hold. 20 missiles with 2 guns makes 10 shots only and with 4 guns its only 5. Like that update with bombers and HF's you can put 20/15 missiles per missile gun.
(01-12-2016, 03:38 PM)Haste Wrote: Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
I agree with what haste said
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(01-12-2016, 03:38 PM)Haste Wrote: Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
I had that in the back of my mind but it was worth a shot. The ammo and damage buff would be fine alone.
Though, I would have thought that increasing the speed and keeping the same tracking would make tracking smaller vessels harder to hit?
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@"Darius-" has raised a valid point. Doing the same with Battleship missiles as you did with he'll fires is a good idea. Though, you need to make sure that it's done based on how many of the SAME missiles are mounted.
As in two basics could give you 40 missiles (20 per gun because there is two) but having one lib and one bret missile could give you 60 (20 from lib, 20 from bret then another 20 from there being two launchers).
And God dammit stupid phone not editing. Can someone merge this with my post above please?
Well i mean right now they're pretty slow but capable of hitting caps. So i'd go with the damage+ammo buff. Perhaps a slight refire edit also since BS missiles are ruddy slow to refire and this fact alone has put me off using them on my BSs. By the time they finally hit the target, drop a shield and i fire another one (Obviously i'm unable to get the target into gun-range, scenario) by the time that hits the shield has regenerated and i'm back to square one. - Just to make them slightly more useful in long range cap combat.
With that said i wouldn't change the refire on Cruiser missiles or alter the tracking abilities at all otherwise the cruiser missile spam crisis will become a problem.
- All for the buff to missiles though. GG Snoopy
(01-12-2016, 03:38 PM)Haste Wrote: Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
Do we have to keep balancing everything around snubs? Whilst Cruiser missiles less so (though buffs would still be nice) battleship missiles really need a buff.
(01-12-2016, 03:38 PM)Haste Wrote: Missiles are always hard to mess with. Tracking / speed in particular gets "abused" for anti-snub purposes more than it helps against other caps, generally.
A pure damage + ammo buff might be better? Not sure.
Do we have to keep balancing everything around snubs? Whilst Cruiser missiles less so (though buffs would still be nice) battleship missiles really need a buff.