Chasm wrote:One of the big issues with missiles and torpedoes (and one of the reasons I find the viper launcher effective) is am extremely limited amount of ammunition. 6 units of munitions per launcher is 3 shots, with Extra Munitions you might double that (assuming a missile based hull, extra munitions is not really viable to use a systems space otherwise) . Contrast to the viper launcher, which does not have ammunition to worry about. Perhaps if each launcher was boosted to an extra 25 % capacity ( up to a base 8 ammunition), and if Extra munitions added more (perhaps a factor of 25 % on that as well, perhaps higher due to the extreme value of systems slots) the value of these systems might be restored. Planetary missiles have a much greater bite since the ammunitions issue is addressed for them. Damage per missile is also an issue. Coilguns are 6-9 damage, unlimited ammunition, have shield piercing by default, and have 2 possible mods (accurate and long range). Missiles do 8 damage, have a very limited amount of ammunition, always hit(unless destroyed) and extreme range. Perhaps bring the damage up a few points (to 10) for baseline missiles.
Chasm wrote:Currently missiles are Nuclear 10, fusion 18, antimatter 30
Torpedoes are nuclear 25, fusion 50, antimatter 100
Antimissiles are nuclear 2, fusion 4, antimatter 8
By these progressions, should missile damage be nuclear 10, fusion 20, antimatter 40 ?
Chasm wrote:Is there any way that anti missiles could automaticly act as point defense, since that is their primary role?
Chasm wrote:Also force beams (same tier as antimatter missiles, same slot type) do 25- 35 damage, with er and ac mod capability, perhaps antimatter to 35 up from 30?
Chasm wrote:Bug or feature , Missile cruisers armed 2 x leach(shield damage only) 2 x emp(capture damage) detonate enemy hulls rather then have anything to capture. Emp missiles seem to be bypassing shields and damaging armor. Knocked out systems (yellow bar) repair in the next turn before you are able to do anything about the effect of the impact (Ie missiles impact during opponent's turn, turn ends, beginning of next turn before you are allowed to act opponents systems are repaired). See game 1553
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