Missiles too weak?
Posted: Thu Jan 21, 2016 9:36 pm
Went home for lunch and was playing a bit of a new hard human 99 stars game. Captured a Yoral heavy cruiser with a couple of light cruisers and was gleefully refitting that bad boy into two fusion reactors and a pile of turbolasers when it hit me.... This ship was trivial to deal with, that's why I'm refitting it. Covered in missiles, heavy shields, and it was a joke to swat them all down and board the thing. Our people just figured out what shields are! If the Yoral had equipped even one decent direct fire weapon they would be picking over the corpses of OUR ships, not the other way around.
Thinking back over the course of the entire previous game (normal human 99 stars), missiles were a joke the whole time. I was disappointed when I saw that the battleship had two such slots required. I can't think of a point in the game where my enemies missile weapons even presented a speed bump, and the hardest fights I had were VS marauder battlecruisers armed with railguns.
Missiles are too easy to shoot down, and they are the only weapons to stop firing during an engagement without taking a lick of damage. The ease of shooting them down is only compounded by their speed; the first round of an engagement will usually have a lack of reachable targets, but those missiles are kind enough to fly on up and present target practice to the rest of the fleet. Two rounds of missile swatting and most of the enemy fleet is just a shooting gallery.
This current game, even without the accuracy mod, I'm getting 80% to strike with regular lasers and every hit is a kill. Previous game I remember routinely seeing >100% hit rates with non-defense weapons.
I think missiles either need more ammunition by default, or to be more difficult to shoot down (particularly with non-defensive weapons), or even both. Maybe some techs to boost missile evasion/defenses as a direct counter to weapons getting boosted accuracy? Shields for missiles? Missiles bypass shields?
Hell, those light cruisers of mine covered almost as much ground in one turn as the missiles do; maybe they should be faster too.
TL;DR Missiles feel weak and might need some buffs.
Thinking back over the course of the entire previous game (normal human 99 stars), missiles were a joke the whole time. I was disappointed when I saw that the battleship had two such slots required. I can't think of a point in the game where my enemies missile weapons even presented a speed bump, and the hardest fights I had were VS marauder battlecruisers armed with railguns.
Missiles are too easy to shoot down, and they are the only weapons to stop firing during an engagement without taking a lick of damage. The ease of shooting them down is only compounded by their speed; the first round of an engagement will usually have a lack of reachable targets, but those missiles are kind enough to fly on up and present target practice to the rest of the fleet. Two rounds of missile swatting and most of the enemy fleet is just a shooting gallery.
This current game, even without the accuracy mod, I'm getting 80% to strike with regular lasers and every hit is a kill. Previous game I remember routinely seeing >100% hit rates with non-defense weapons.
I think missiles either need more ammunition by default, or to be more difficult to shoot down (particularly with non-defensive weapons), or even both. Maybe some techs to boost missile evasion/defenses as a direct counter to weapons getting boosted accuracy? Shields for missiles? Missiles bypass shields?
Hell, those light cruisers of mine covered almost as much ground in one turn as the missiles do; maybe they should be faster too.
TL;DR Missiles feel weak and might need some buffs.