Dinkelsen wrote:Balancing missiles seems to be not so easy at it seems. In my view, the balance suffer from multiple issues as the pros and contras vary wildly, especially as the contras can be countered.
- Higher damage than beam weapons (I will compare them to lasers at 5.5 damage that would be 3 times the damage)
- Way higher range than beam weapons, in addition, you can fire them from out of range too and they will just travel longer, opening them up to point defenses, but we will see later about that later
- never miss (at least I haven't seen it miss)
- this results in a huge alpha strike capability
- Can be shot down
- Limited use (2 shots without additional ammo store)
icekatze wrote:I've had some good luck in the past by surrounding my main ships with point defense escorts, but it is a lot harder to pull off on the defense, since defenders don't have time to arrange their ships into a formation where the point defense is covering the right spots. Have you ever had one of those moments where your PD ships are placed in the back, and by the time you can move them up, the ships they're supposed to defend are already space dust?
Dinkelsen wrote:I like the idea of missiles travelling only a bit in their first turn, this might be a good solution.
Dinkelsen wrote:What should missiles be/do?
sven wrote:Dinkelsen wrote:I like the idea of missiles travelling only a bit in their first turn, this might be a good solution.
A version of this change is now up on 'dev'. I've cut down missile launch distances significantly, fighter launch distances less significantly, and torpedo launch distances not at all.Dinkelsen wrote:What should missiles be/do?
This is a fairly deep question, and one that I'm not going to try and answer too thoroughly here But, basically, I don't think missiles should be limited to just one specific tactical niche. They should be heavy hitting, but, possible to counter using a range of different defensive strategies.
From what I've heard -- the consensus among the MOO2 multiplayer crowd has long been that missiles are OP. And right now, that's one feature of MOO2 that SiS has faithfully inherited To keep the tactical mix interesting, I think missiles need to be very strong -- strong enough that you're all but required to invest in some sort of strategy for countering them. But, there should be a lot of workable counters -- including things like fighter patrols and dedicated escort ships, in addition to the more obvious "just mount PD weapons in all my turrets" approach.
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