The Missiles are a Lie (analysis)

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Jorgen_CAB

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Almost everything you've read about missiles is wrong. They are terrible, but possibly not for the reasons you are thinking. I have just spent five hours running variations of combat with a wide range of missile settings to determine exactly how they work. I used a personal mod to adjust game stats between tests and loaded my save and replayed the same battle over and over. I did this without using reload stats (because that crashes Stellaris as soon as combat starts) so I had to exit and restart Stellaris for every single test. Here are my results:

The Setup
I used two beginning game fleets of 20 Corvettes each equipped with 3 Small weapons, 2 fusion reactors, and the initial tier 1 required components. I also modded their armor to 0. On one set I put 3 Nuclear Missiles, and on the other 3 Red Lasers. Both sets of weapons were modded as follows: Range 50, Cooldown: 5, Damage: 10, Accuracy: 100%, Tracking: 70%. Missiles were set to speed 5 (what they are by default). As a result of these settings, every attack will hit and do full damage, and there is no range advantage for the missiles.

Note that in Stellaris, with no random wind-up or damage, combat is actually deterministic. That is, it plays out exactly the same every time when you have identical battles.

>> Original reddit thead and discussion.

The Outcome
The missiles you see launched from your ships are not real missiles. They are just a visual effect that hold only a passing resemblance to what your missiles are actually doing. In particular:
  • In general, only a single volley of missiles will be drawn at a time. You can hear the sound effect of each volley, but no new missiles appear (this is on max graphics settings). This can easily result in 4-5 invisible missiles flights waiting to strike. (EDIT: This appears to be controlled by MAX_GFX_MISSILES which is set to 50. Since my salvos were 60 missiles, I basically saw only one salvo at a time. Thanks FullMetalFox)
  • The invisible missiles strike much earlier than the visible effects, apparently travelling about twice as fast. Basically, when the visible missiles are half-way to their target, the invisible missiles they represent hit. There is still a noticeable delay before hitting even when ships enter into a furball.
  • Visible missiles disappear only when their target dies for any reason. Often this is a result of invisible missile damage. The visible missile disappearing does NOT affect your damage output. However, invisible missiles disappear when the attacking ship dies but the VISIBLE missile remains!
Missiles suck because they overkill INSANELY compared to direct fire weapons, with missiles allocated to overkill their targets by between 3 and 4.5 times:

  • In a single volley of 60 missiles that deal 30 damage each, 45 were targeting a single 300 hull corvette, dealing it 1350 damage! Out of the 60 missiles, the spread was: 45 @ ship A, 6 @ ship B, 3 @ ship C, and 3 @ ship D.
  • In a single volley of 60 missiles that deal 5 damage each, 48 were targeting on a single 300 hull corvette, dealing it 240 damage. Out of the 60 missiles, the spread was: 48 @ ship A, 6 @ ship B, and 6 @ ship C. Roughly the same spread of missiles, despite the reduced damage.
  • Compare to a single volley of 60 red lasers dealing 30 damage each. The spread was: 10 each @ ship A-E (killing all 5), 6 @ ship F, 3 @ ship G, 1 @ ship H. Note that there is ZERO overkill here, even though it takes 10 shots per kill and each ship mounted 3 lasers. This means some ships fired at two targets to avoid over-killing. Side note: Ships RARELY target multiple targets with identical weapons, in fact, over-killing is the only time I've observed that behavior.
  • Changing damage values of the missiles doesn't change the outcome much. It is apparent that the 13-15 missiles directed at other targets were more flukes than an intelligent attempt by the game to estimate necessary damage to kill the initial target.
There are several important features mods should consider:

  • The wedge formation is very important to consider. Because the ships don't all reach engagement range at the same time, ships further back make targeting decisions based on the results of the attacks of the front ships. This is NOT true of missiles.
  • The variable wind-up for weapons is also important because it causes ships to pick different targets. When wind-up is fixed, all ships that fire at the same time tend to pick the same target. Especially for high-damage direct fire weapons, the min and max wind-up time should be larger to increase the time delay between shots of ships with the same weapon.
  • Slow missiles, especially with a long range, means a lot of invisible missile waves and greater amounts of overkill.
Point Defense, Now Coded with Spaghetti
Maybe, just maybe, something could be done about missiles via mods with everything that has been found so far. That is, until you account for point defense. NOTHING in point defense makes sense. The system is full of black-magic and basically impossible to sanely mod.

I used 10 Destroyers with no armor, 3 tier 1 PD, and 2 Red Lasers (still modded as above). I modded the PD to 100% accuracy, a 2.5 CD, and to deal only 1 damage. This gives me 30 PD guns facing 60 incoming missiles. I modded the missiles to high CD so I could observe only a single salvo for testing.

First, Point Defense stats are for attacking other ships only. They aren't for shooting down incoming missiles. Instead, there is some black box conversion that apparently determines how many missiles should be shot down. This formula has holes in it that can result in very crazy results from PD, that cause wildly different numbers of missiles to get stopped. Here are some examples:
  • Remeber, the visual missiles mean nothing. PD shooting those down is just eye candy.
  • Changing the cooldown on the red lasers affects the number of missiles shot down, even though the red lasers do not participate in shooting down missiles. How these even happens I cannot fathom.
  • Here are the number of missiles shot down based on the speed of the incoming missiles, see if you spot anything odd:
(Why you no have tables on your forum PI? Is it because all your games are so simple no one's every needed them before :) . Go here for the table version)
* Missiles had a range of 50 unless otherwise indicated.

Spd=5, 46 of 60 missiles stopped (with only 30 PD, 16 got two shots @ 2.5 CD)
Spd=10, 36 of 60 stopped
Spd=20, 32 of 60 stopped (at this point, 2 of the PD guns got a second shot)
Spd=30, 26 of 60 stopped (not every PD gun even got a single shot off, possibly due to the formation and guns on one edge not having range against missiles targeting a ship on the other)
Spd=60, 18 of 60 stopped (hard to attribute this to formation and range issues)
Spd=90, 42 of 60 stopped (WTF? Almost as bad as speed 5 missiles!)
Spd=120, 54 of 60 stopped (WORSE than speed 5?!)
Spd=55, 36 of 60 stopped (just 5 more speed and 18 less missiles get stopped)
Spd=65, 40 of 60 stopped (just 5 less speed and 22 less missiles get stopped)
Spd=50, 36 of 60 stopped (wait for it...)
Spd=40, 3 of 60 stopped (Thank you reddit users for the graph)
Spd=50, Rng=|40, 42 of 60 stopped (So, if I reduce the range of the missiles to 40, 6 more missiles get stopped. Why? This should have no impact on the Spd=50 and Rng=50 test)

So, there you go. PD use black magic to shoot down invisible missiles. Systems and values not even related to PD or missiles may drastically impact there performance.

Paradox Action Items
Not trying to be passive aggressive PI, just want to TL;DR this whole post in case this is an area you have any interest in make changes.
  • Please fix reload stats so it stops crashing Stellaris. This made this testing EXTREMELY painful.
  • Find a way to draw more missile salvos. If you cut to showing only a single missile per ship (instead of one per launcher per ship) you could get more salvos on screen. Consider making grouped missiles particles so you can get multiple missiles on screen for each ship but only use one particle. Reduce missile trail particles, they are kinda long. Maybe have the trail length decrease quickly so that by the time the next salvo launches the salvos in the air have minimal tails.
  • Increase the base missile speed, just for visual purposes, speed 5 is comically slow. Heck, the invisible missiles are hitting earlier anyway, so maybe at least increase the visual speed? Bonus points for matching visuals and actual impact.
  • Missiles need to intelligently account for damage from other missiles in the air, like direct fire weapons. You'll need to account for expected PD kills and over-allocate when the target fleet has PD, but this is a solvable math issue so there isn't any excuse for getting very satisfactory results.
  • Speaking of PD, fix that terrible implementation. If you are going to black box it, at least do the math right. How the missile speed can cause results like that, not to mention the insanity of changing the Red Lasers' CD causing different PD results.
  • Lastly, I can recreate any of these situations on demand. If you need a save and mod files to reproduce, let me know.

I have done some more clinical tests and I don't actually see any strange behaviour from missiles. The magic is simply missiles that are invisible due to the engine not drawing them in space. Missiles are fired and hit ships just fine and PD shoot at them exactly as they should.

If you give missiles very high speed they will act crazy by more or less stopping in their tracks if they need to turn and then it takes time to accelerate again and that is what give PD time to shoot at them.

My test was more simple, 2 ships... one with a PD that shoot once every second does 1 damage and 100% accuracy and 10 range, the other with a missile that does 1 damage, zero evasion and shoot every three second with varying speed and hitpoints.

If the hitpoint are 3 the PD needed 3 hits to shoot it down, every time, the graphic showed this very clearly.

If I gave the missile speed 2 it was shot down all the time, no questions asked.

If I gave the missile a speed of 3 the PD usually managed to shoot down the missile unless the ship travelled directly at the missile then it did not have time. It was an edge case.

At speed 4 it rarely managed to shoot down the missile since three hits was needed and the missile traveled 12 range in three hits. But if the ship traveled directly away from the missile it usually could hit.

At speed five it was extremely rare for the PD to shoot down the missile.

PD always manage to shoot once no matter what speed a missile have. So if the PD do one damage and the missile have two hit points there is a much greater chance for missiles to get through.

If I gave the missile a speed of 30 it often started to try and take sharp turns and halted in the middle of space and often multiple times before impact, this made it EASY for the PD to shoot down the missiles. But when it went straight in the missile was lightning fast. The graphic showed this behaviour perfectly.

As far as I can tell missiles and PD work exactly as it should. The test you did was not really about the mechanic but how they act in large salvoes.

I agree that missiles should have a "chance" to retarget (could be a technology) if the original target dies. Missiles need to have that ability to become a bit more competitive in large quantities. In smaller numbers they work OK, when not fired in huge clustered droves but enough to overwhelm PD.

One rather annoying fact is that PD always shoot at a new missile coming into range. So even if it already shot two times at a 3 hit point missile and could fire a third time it always target a new missile coming into range first. I do think it would be good if PD shot at the same missile until it dies, but this is not a major issue
 
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Risa

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If you give missiles very high speed they will act crazy by more or less stopping in their tracks if they need to turn and then it takes time to accelerate again and that is what give PD time to shoot at them.
So, at what speed do missiles start suffering such stop and turn? Is speed 10 still safe? 15? 20?
 

Cannes

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Missiles are a weapon I've never really played in Stellaris, and by the looks of it I'm not about to try them any time soon, but a couple of posts got me thinking:





Give missiles AoE damage, granting them a unique trait, but rather than target individual ships, aim between them, which would negate any need for retargeting. Now I don't know how you'd code for smart enough targeting of empty space between ships which are on the move (though I could see a new class of somewhat dumbfire missiles that detonate on proximity), but I enjoy throwing out random ideas on this forum
Problem with this idea is that it just makes absolutely no sense. Explosions in space are weak because of the lack of a medium in which to propagate the force. Only via direct hits to the target do you gain a medium (The ships hull and internal atmosphere) where the blastwave can propagate and do the intended damage.
 
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Jorgen_CAB

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So, at what speed do missiles start suffering such stop and turn? Is speed 10 still safe? 15? 20?

I never tested that explicitly... I would say speed 10 are pretty safe and that speed 20 should be mostly safe but you might see this happening once in a while at this speed. But I can't say for sure though since I never tested any intermediary speeds. I have speed at around 12 in my mod and I have not seen this problem there.

There are also some settings in the defines file that could affect this behaviour but I did not test that either.
 
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Jorgen_CAB

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Problem with this idea is that it just makes absolutely no sense. Explosions in space are weak because of the lack of a medium in which to propagate the force. Only via direct hits to the target do you gain a medium (The ships hull and internal atmosphere) where the blastwave can propagate and do the intended damage.

Yes... for a powerful nuke you will be talking about lethal energy in the range of a few hundred meters (at best) and high level radiation a bit more than that. This is like a small firecracker on Earth. Space is vast and ships would easily be hundreds if not thousands of kilometers apart and you would still call that close.

There are no explosions in space short of a supernova from most sci fi that have decent area effect weapon that I can think of right now.

But you certainly don't need to hit a ship with a nuke in space, but I would consider a nuke going of at 50-150m from a ship to constitute a direct hit in Stellaris terms. A nuke going of in contact with a ship would release tremendous amount of energy and would surely obliterate it on the spot, even in sci fi terms unless there are some voodoo technology safe guarding it. ;)
 
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There are no explosions in space short of a supernova from most sci fi that have decent area effect weapon that I can think of right now.

Some scifi authors try to go around this by introducing some kind of carried medium, most of the time shrapnel, subammunitions or the "solution for every scifi problem"-plasma.
Since Stellaris isnt really keen on realism or anything, i wouldnt mind if they introduce some cheesy solution.
 
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Some scifi authors try to go around this by introducing some kind of carried medium, most of the time shrapnel, subammunitions or the "solution for every scifi problem"-plasma.
Since Stellaris isnt really keen on realism or anything, i wouldnt mind if they introduce some cheesy solution.

Well it is kind of hard to imagine since the shrapnel or plasma certainly will reduce in effectiveness equally fast as the energy dissipation of the nuke blast itself. You don't need a very large distance for shrapnel to get ineffective and plasma need as much if not more energy than the nuke had. The difference with plasma is that it could live longer than the pure heat from the blast but would be way less dangerous to a ship and carry less damaging power over the same distance.

These ideas are mainly just technobabble without any realism attached... I have no problem with technobabble it in Stellaris for gaining a game balancing effect though.
 
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Some scifi authors try to go around this by introducing some kind of carried medium, most of the time shrapnel, subammunitions or the "solution for every scifi problem"-plasma.
Since Stellaris isnt really keen on realism or anything, i wouldnt mind if they introduce some cheesy solution.
Some of the wierdest missiles I have ever seen in a game were from Sword of the Stars. They included:
A Kinetik Kill missile (insane impact force, wich matters somewhat in the game)
The Jaeger Missile, a Missile with the brain of a Bird of Prey in it (Cybernetics to counter the AI rebellion). You can just launch it, it will find a target to lock onto as enemies become detected.
A missile that carried a single shoot spinal weapon.
A variant of the Swarm Missile, where the main missile would split up just before getting into PD range.

But SotS also uses a few orders of magnitude smaler fleets. So they could afford that level of detail.
 

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On the subject of missiles and PD and such, I have a question for the game-mechanically savvy among you:

How does Whirlwind missiles work? More specifically, how do they work in tandem with regular missiles?

In my very first Stellaris campaign I remember using missiles as my main weapon and when I got the swarmer/whirlwind missiles tech and read the description I assumed that they "distract" PD-systems by making them waste fire on them, letting your regular missiles hit their targets. They function as a diversion against PD.

However, I think I read in some thread or another that swarmer missiles are immune to PD. Does this mean that PD ignores swarmer missiles? I.e. don't bother targeting them? If that's the case it's rather bad since that means you'll either want to go full swarmer (to ignore PD all together) or no swarmer at all (to increase your odds of overwhelming PD).
Or does the "immune to PD" part simply mean that they won't be shot down but will still be targeted thus drawing fire away from regular missiles?
 

Summin Cool

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On the subject of missiles and PD and such, I have a question for the game-mechanically savvy among you:

How does Whirlwind missiles work? More specifically, how do they work in tandem with regular missiles?

In my very first Stellaris campaign I remember using missiles as my main weapon and when I got the swarmer/whirlwind missiles tech and read the description I assumed that they "distract" PD-systems by making them waste fire on them, letting your regular missiles hit their targets. They function as a diversion against PD.

However, I think I read in some thread or another that swarmer missiles are immune to PD. Does this mean that PD ignores swarmer missiles? I.e. don't bother targeting them? If that's the case it's rather bad since that means you'll either want to go full swarmer (to ignore PD all together) or no swarmer at all (to increase your odds of overwhelming PD).
Or does the "immune to PD" part simply mean that they won't be shot down but will still be targeted thus drawing fire away from regular missiles?

Swarmer missiles are targeted by PD as normal. They just don't get shot down.
 
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PaulP

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Missiles having such extreme overkill makes them basically useless as a weapon, because you never have cases where you're battling ships 1v1. It's always fleet v fleet. It needs to either retarget if the first ship is killed, more smartly decide how to distribute shots, or both.

Some of the wierdest missiles I have ever seen in a game were from Sword of the Stars. They included:
A Kinetik Kill missile (insane impact force, wich matters somewhat in the game)
The Jaeger Missile, a Missile with the brain of a Bird of Prey in it (Cybernetics to counter the AI rebellion). You can just launch it, it will find a target to lock onto as enemies become detected.
A missile that carried a single shoot spinal weapon.
A variant of the Swarm Missile, where the main missile would split up just before getting into PD range.

But SotS also uses a few orders of magnitude smaler fleets. So they could afford that level of detail.

Aurora 4x has an option for missiles that fire a laser when in range of the target. The idea being that nuclear fission creates a massive surge of power and all that energy is pumped into the laser, generating a very powerful directed burst sustained for like 5 seconds before the missile disintegrates. The benefit being you get the directed armor penetration of a laser with the range of a missile.
 
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The Founder

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On the subject of missiles and PD and such, I have a question for the game-mechanically savvy among you:

How does Whirlwind missiles work? More specifically, how do they work in tandem with regular missiles?
Usual rules for Dodgy Targets apply. Note that his was changed with one of hte sub-patches (Evasion is considered for targetting purposes).
I have seen the Ships ignore the Swarmer as long as other PD targets are around. Once they do attack the swarmers, they will just miss.

So do not expected the swarmers to actually distract the PD for the other weapons.
It will just be skipped as long as easier targets are around to shoot instead.
PD will still fire if there is no other valid target anywhere near, but even then they will just miss.
 

Safehold

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Making a single missile have enough firepower to kill a corvette would cut down on the amount of gfx and cpu load it takes to calculate retargeting and target priorities. They already have fighters which seem to use code to independently target. So long as the overall dps isn't affected much, a missile with 300 damage and a long cooldown can easily stop overkill merely by not allowing a target to stack too many missiles on top of it. This also alleviates the "partial kill" problem as well, since it would focus the dps of missiles more effectively against corvettes. A fleet does split its dps against different targets, but not nearly as bad as the dps loss from overkill on missiles. Which clears the way for larger weapons to hit battleships and cruisers.

Each level of missile can also gain progressively more armor penetration or damage profile, to the point where it can one shot a corvette no matter what armor or shields it has on. Then depending on how many missiles it takes to kill a destroyer, the missile option becomes more efficient at macro engagements.
 

FullMetalFox

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These ideas are mainly just technobabble without any realism attached... I have no problem with technobabble it in Stellaris for gaining a game balancing effect though.
Yeah a lot in scifi is just technobabble in various degrees, but some at least try to make it sound plausibe on the first look, like shrapnel, in very close proximity it could be viable, but once you consider the vast distances that would be plausibe in space, you can just facepalm.

But yeah, Mind Control Laser, Magical Plasma Weapons (without some kind of containment it would be like a flamethrower, or rather a thruster), Space Dragons, Space Light Monsters, Living Crystals, Star Eating Thingies... i think this kind of unplausibe stuff wouldnt stick out in stellaris XD

But on a serious note, i believe the only viable large area of effect weapons in space would be radiation or distortion based.

Some of the wierdest missiles I have ever seen in a game were from Sword of the Stars. They included:
A Kinetik Kill missile (insane impact force, wich matters somewhat in the game)
A missile that carried a single shoot spinal weapon.
A variant of the Swarm Missile, where the main missile would split up just before getting into PD range.

Kinetic Kill is a very effective system, its pretty much like a bullet, a self propelling self steering bullet. Even today such missiles do exist, and some companies are working on new versions dedicates to counter hard kill active defence measures such as THROPHY.

The Laser/Raser Missile is an old Scifi Classic, a big nuclear detonation behind a series of focusing apperatus, theoretically this would focuse part of the intial radiation and photons into a beam that hits the target. Some authors used only the resulting beam as means of damage, but i remember one author who describes how his version trigger microseconds before impact, weakening the targets structure before the shrapnel and expanding nuclear reaction slam into it.

Cluster Missiles are also an old Scifi Classic, some even argue the first real cluster bomb would have been inspired by a scifi novel. (But i dont know if that is true)
 

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re the overkill factor: This is REALLY REALLY BAD when the fleets retarget (and overkill) every science ship, transport ship, and mining station that comes into range instead of the enemy fleet and station.

<grumble> It's that damn Drake nerf all over again </grumble>

Yeah it's immensely frustrating. Especially early on with space ports!!! Your fleet that you massed spends a period of time (as its early game) killing the science ship while the space port goes nuts on your collective fleet butts lol
 

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Strictly speaking, bomb-pumped (xray) lasers aren't "scifi" so much as a technology never realized- they were, IIRC, one of the things connected to the Star Wars defence program.
Correct, one of the SDI's projects called Excalibur IIRC.
And i wrote "scifi classic", which didnt imply them being pure science fiction, but them being a technology that was widely featured in many older scifi stories due to the late 70s scifi hype, authors back them pretty much sucked up any kind of futuristic or interesting developments to get ideas for their universes.
 

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Yes... for a powerful nuke you will be talking about lethal energy in the range of a few hundred meters (at best) and high level radiation a bit more than that. This is like a small firecracker on Earth. Space is vast and ships would easily be hundreds if not thousands of kilometers apart and you would still call that close.

There are no explosions in space short of a supernova from most sci fi that have decent area effect weapon that I can think of right now.

But you certainly don't need to hit a ship with a nuke in space, but I would consider a nuke going of at 50-150m from a ship to constitute a direct hit in Stellaris terms. A nuke going of in contact with a ship would release tremendous amount of energy and would surely obliterate it on the spot, even in sci fi terms unless there are some voodoo technology safe guarding it. ;)

Maybe you can try Child of a Dead Earth, a game somehow like KSP but focus on battle. Since players use silica aerogel, an extremely heat-resistance material, as ablative armor, big dumb nuclear explosion become an area-suppressive weapon as they can hit a fleet, but only fry unarmored parts like heat-sink.

Then players made Nuclear-powered EFP, a tactical nuke tipped with a heavy metal cap, and the metal cap becomes a very powerful projectile when nuke goes off. Great old KKV also works, as missile tipped with a 100kg tungsten rod at 15km/s tend to go through entire ship, from nose to ass. Or one hundred 1kg tungsten balls, also works good.