Suggestion: Missiles rework

Description: Rework the missiles system

 

Old: X charges in cartridge. Y seconds recharge time. 120 seconds cartridge reloading time.

New: 1 charge in cartridge. Z seconds cartridge reloading.

 

Example: Small Missiles

Old: 8 charges in cartridge. 4 seconds recharge time. 120 seconds cartridge reloading time.

New: 1 charge in cartridge. 25 seconds cartridge reloading.

 

 

Reason: This way, the system is more balanced, and using missiles is much more tactical. You cannot spam them so much but you dont have to spend 2 minutes in battle without them, so the pacing is more constant. Also, elements reducing cartridge reloading time would come into the metagame, as they are not used now. They could also be buffed, to make them more meaningful.

 

  • R11 Implant: Neuroaccelerator RR-50

Reduce cartridge reloading time by 13% -> 30%

 

  • Hull modifier: Improved Missile Pylons

Reduce cartridge reloading time by 15.3% -> 40%

You want a missile rework? Bring back the OLD missile system, where you had multiple slots and LIMITED amount of missiles per match, not one self-reloading (via magic) slot for missiles.

 

I liked a time when Missiles used to be a tactical advantage, not a button you spam with.

I liked a time when Missiles used to be a tactical advantage, not a button you spam with.

 

Then you only have to adjust the cartridge reloading time as you like. I said 25 seconds in my example, but why not 40?

Because the old system had brains involved in shooting a missile!

 

Your example implies an infinite amount of missiles over a longer cooldown between each one without the current cartridge system.

Because the old system had brains involved in shooting a missile!

 

Your example implies an infinite amount of missiles over a longer cooldown between each one without the current cartridge system.

 

Yes, I know, but that system is not coming back. And this way, at least you reduce how spammable missiles are now, making them more tactical to use. It is a mix of the old and the current systems.

HELL NO, the system we have, while poor, is still better than THAT!

HELL NO, the system we have, while poor, is still better than THAT!

^ This.

 

To me, it’s either the old system or gtfo. There’s nothing better than the old system. It wasn’t even game breaking, that’s what pisses me off about that change.

I find current system much better than what is proposed here, specifically interceptors ammo simply rendering it useless except for long cd proxy mines.

You want a missile rework? Bring back the OLD missile system, where you had multiple slots and LIMITED amount of missiles per match, not one self-reloading (via magic) slot for missiles.

 

I liked a time when Missiles used to be a tactical advantage, not a button you spam with.

 

Wasnt the old system the one where all battles were realistic modes? If that was the case, made sense the NO reload missile. I would prefer 1000 times all battles realistic type and limited amount of missiles.

Wasnt the old system the one where all battles were realistic modes? If that was the case, made sense the NO reload missile. I would prefer 1000 times all battles realistic type and limited amount of missiles.

What? When did that happen?

Personally, I think that each ship should have missiles depending on how large it is.  I.E. Intys have 2, fighters have 4, and frigs have…5? 6?  I dont know.  But after that, even when they respawn, they cannot use more than the max missiles available.  However, if there were a way to pay credits in game to get more missiles, I’d be fine with that…as long as they have to reload before use.

 

Thoughts?  Could be good :slight_smile:

Personally, I think that each ship should have missiles depending on how large it is.  I.E. Intys have 2, fighters have 4, and frigs have…5? 6?  I dont know.  But after that, even when they respawn, they cannot use more than the max missiles available.  However, if there were a way to pay credits in game to get more missiles, I’d be fine with that…as long as they have to reload before use.

 

Thoughts?  Could be good :slight_smile:

So, basically, the old system, minus the pay to recharge.

6 torps would just be ludicrous

What? When did that happen?

 

Ive heard from someone i dont remember who, that in the primordial times of star conflict, that every battle was realistic mode.

6 torps would just be ludicrous

Truth.  Maybe LRFs should just have 2.  I get annoyed when I get hit by 3 torps within a minute by the same LRF.  It makes more sense to me to have a set amount of missiles.  I’ll be honest, though…when I first played this game and they changed the system, I hated it.  I like restrictions on weapons a lot more than having infinite.  Could you imagine what the game would be like if there was limited STANDARD ammo?  Command could resupply, or engie.  It would really stop a lot of people from straying from the team.  It probably wouldn’t work in this game, but if it did, it would solve a plethora of problems.

I liked the old system of limited missiles.  I’m still used to it, I don’t spam.  It pisses me off when I see a death log of someone who couldn’t land a single main weapon shot but only used multiple missiles.  They only do it because they know they’ll get more.  It also irritates me that you have to pay credits just for equipping even if you don’t use any missiles.  We can ration repair costs but not missile costs?

Ive heard from someone i dont remember who, that in the primordial times of star conflict, that every battle was realistic mode.

Oh, that was 2 years ago, though. When I joined, they already had all the game modes and CTB was reserved for T4 only.

If we went back to the old system then a modification of that would be to go to an auxiliary ship to get refills. If we actually had space battles it would work like that. The engineer most likely would be that auxiliary ship. It would need an active module to refill ships though.

If we went back to the old system then a modification of that would be to go to an auxiliary ship to get refills. If we actually had space battles it would work like that. The engineer most likely would be that auxiliary ship. It would need an active module to refill ships though.

 

Engineers already have too little active module slots.

What about giving engineers another building that is an ammo resupply.  It can also increase rate of fire for all ships in a 3000 M range by 5 (for MK I) 10% (for MK IV).  So essentially, no ships automatically recharge missiles unless they are near one of these structures for X amount of time.