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ethuo

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Its stil horrible,
My 20k fleet pure missiles/torpedoes had 2k left after fighting a 5.5k kinetic fleet with inferior tech

I had only 20 corvettes and mostly cruisers and the other fleet over 50 corvettes, but still.....

They should just remove them from the game
 

Mauer

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They're still bad, at least in the early game. I wanted to try them out since it's been a long time since I last used them, but I keep getting stomped by fleets of similar and slightly smaller size.

I'll stick to bullets for now.
 

Admiral

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Its stil horrible,
My 20k fleet pure missiles/torpedoes had 2k left after fighting a 5.5k kinetic fleet with inferior tech

I had only 20 corvettes and mostly cruisers and the other fleet over 50 corvettes, but still.....

They should just remove them from the game
What about about increasing missile speed and adding an in-flight re-targeting mechanic? As far as I understand the tow primary problems with missiles are 1. They take time to reach their target, unlike lasers which are instantaneous and kinetic weapons which are so fast as to effectively have no travel time anyway. This means that a kinetic or energy fleet can take out some missile ships before the first wave of missiles have even reached their targets. 2. The missiles will continue towards their target even after it's destroyed by earlier waves of missiles, essentially being wasted damage.

Make it so that missiles only take a few days to reach their target (enough time for point defense to fire, but not for a given PD weapon to shoot down more than 1 missile. For good balance have PD and missile cooldown times be roughly equal with a lean towards PD cooling down faster so that anti-PD swarmer missiles can still fill that niche role).

I don't think Missiles should be removed, just changed on a fundamental level. The way I see it missiles should be neutral ground between kinetic weapons which are weak against armor and energy weapons which are weak against shields. In addition, in their high tracking values I see the role as missiles being to make corvettes obsolete (tracking negated their high evasion and corvettes can't field PD) and encourage players to build "real" warships instead.
 

eagletrekkie

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They said in one of the Dev Diaries, I don't remember which one, that they buffed them as a stopgap measure before they could actually tackle the main issues in the next update or two.
 

Meneliki

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Well, i had a large kinetic fleet with no PD get shrekt by a smaller missile fleet. I ended up having to re-equip my cruisers(quite a few) with PD in order to beat them.
 

Slynx

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nothing changed with the missiles. they are still useless.
as i said before buffing numbers will not help them at all. you don't even need PD to counter them. and to make them viable you need to change their targeting.
 

Sinister2202

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I've tested with mixed weapons along with some missiles, and i have to say the slots could be used for something better. Missiles have improved. It doesnt re-lock on to other targets but ships have gotten smarter to distribute missiles ahead of destroying the target, so it may seem like they are re-locking. But still, kinetic barrages can kill a target even before the missile reach their destination.

At this point, missiles are only good for leading players to torpedo research.
 

-Marauder-

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For the people saying "smaller fleet", you guys are figuring in the defensive boni to fire rate, right? Because it's HUGE.
 

-Marauder-

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Is there a fire rate bonus for defending now? I assume you mean that new Harmony perk, but maybe you don't.
That and I think I saw some other similar ones. Stack it with regular fire boni and a fleet dishes a out a lot more damage than it otherwise would. Which means numbers are all out of whack.
 

Aewiry

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Torpedoes are still the only useful thing about them at the moment, I'd love to see them improved though even just so I don't feel pigeon-holed into using kinetics all the time.