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Change Missiles
http://forum.starsonata.com/viewtopic.php?f=3&t=63092
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Author:  reyjalrmm [ Fri Apr 21, 2017 12:49 pm ]
Post subject:  Change Missiles

Either make it so Gunners are the only ones who can use them, or reduce the damage considerably on other classes.

Because of the way missiles currently are, I can go around doing content in a travel ship.

I am also quite curious to know why only certain, really powerful, missiles are not class locked while other ones are not? MIRVS and RP missiles are not locked.

Author:  ShawnMcCall [ Sat Apr 22, 2017 4:25 pm ]
Post subject:  Re: Change Missiles

Hey, you hush... I like being able to kill everything up to emp using a scout ship and RP missiles >.>

Author:  Tron20 [ Sun Apr 23, 2017 3:22 am ]
Post subject:  Re: Change Missiles

I always wondered why gunners never had a class locked damage increase to missiles while missiles are kept at a reasonably lower damage potential for everyone else.

Author:  Pixel [ Mon Apr 24, 2017 6:52 pm ]
Post subject:  Re: Change Missiles

Concept is to keep all mechanics available to everyone and attempt not to lock down any mechanic to one specific class. I doubt missiles will be adjusted or classes.

Author:  thecrazygamemaster [ Mon Apr 24, 2017 8:05 pm ]
Post subject:  Re: Change Missiles

If it is fast and can equip missiles, it's not a scout ship. It's a gunship.

Author:  Max235 [ Tue Apr 25, 2017 1:01 am ]
Post subject:  Re: Change Missiles

No, because gunships have *guns*. Missile ship.

Author:  thecrazygamemaster [ Tue Apr 25, 2017 2:39 am ]
Post subject:  Re: Change Missiles

Max235 wrote:
No, because gunships have *guns*. Missile ship.

As dumb as it sounds, missile boats are still called gunships.

Yes I think it's stupid, but sci-fi nomenclature doesn't always follow logic.

Author:  reyjalrmm [ Tue Apr 25, 2017 7:26 am ]
Post subject:  Re: Change Missiles

It's not balanced for shit, you can probably solo t21-t22 content in a classless vulture for god's sake.

People telling me to hush because everyone knows this content isn't right.


Why would you struggle to make a decent setup to do something like Zebra, when all you need is a ship with no damage mods whatsoever, some shields, speed, and lots of elec/bank. It makes no sense whatsoever. This is massively broken for mid/late level content.

Either rebalance missiles entirely to take into account damage mods/augs, or completely remove them from any class other than gunner.

Author:  MasterTrader [ Tue Apr 25, 2017 11:28 am ]
Post subject:  Re: Change Missiles

Hey I'm right there with you when it comes to how powerful missiles are, getting high amounts of energy bank and energy regeneration in order to do content is really dumb and doesn't prepare a player for all the nuanced decisions they have to make when missiles are no longer good enough.

But I don't know if locking them only to Gunners or heavily nerfing them is the answer.
In fact, I don't know what the answer is. They serve a useful role, and while they do enable people to power on through content the same can be said of Bots and Drones.

Author:  reyjalrmm [ Wed Apr 26, 2017 6:13 am ]
Post subject:  Re: Change Missiles

Perhaps drones and bots can help players push through content/levels, but they require a much heavier investment and commitment than missiles. The only requirement to use a missile is that tech ship and a launcher.. which you can buy from ai bases or for cheap from players.

Author:  Max235 [ Wed Apr 26, 2017 8:44 am ]
Post subject:  Re: Change Missiles

I found that while missiles are really powerful, they have steep energy/elect requirements and they don't work so well at higher levels when the ai simply outrange you. There's a fine line between the 1500 range of Battleships and the 1600 range of Large APs.

Obviously I could rig a dedicated missile Coronae instead of my EF Frigate (T19 tech upgrade), but the missile is perfect for f2p and guess what all three characters are.

Author:  reyjalrmm [ Wed Apr 26, 2017 8:46 am ]
Post subject:  Re: Change Missiles

RP missiles have 2500 range, that leaves me no issues taking on Ohms and Battheships on a fast ship with a bit of regen, I sit out of range while the cooldown takes effect.

Author:  thecrazygamemaster [ Wed Apr 26, 2017 4:49 pm ]
Post subject:  Re: Change Missiles

So make AI target missiles or fighters if they're not in range of the main ship. Easy fix for your cries.

Author:  Max235 [ Wed Apr 26, 2017 5:12 pm ]
Post subject:  Re: Change Missiles

They actually did this once. That's what made HF Gunner viable. You'd use your missiles as body shields.

The Unforeseen Colonies, on the other hand, abused this to kill an entire team worth of 15-20 defense base galaxies, because Bases would auto-target missiles and completely ignore the player ships shooting the bases. This was deemed an exploit, which combined with the bug abuse TUC was also doing at the time...

Author:  lrellok [ Wed Apr 26, 2017 6:50 pm ]
Post subject:  Re: Change Missiles

viewtopic.php?f=107&t=61730&hilit=Missile+nerf

They just nerfed missiles a year ago. go away.

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