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Missiles can't get through flak at all

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7 years ago
Nov 26, 2017, 1:58:05 AM

I think evasion base is the key to missles being viable. Resource missles increase there evasion chance, not crit, more dps, or anything else.


I have a feeling missles dps is ok, flak either needs to miss much much more which adds different dynamics to the balance, or add evasion, and then on resource missles increase the evasion slightly more or give them penetration.  IMO if some were gauranteed to hit, and the less flak you had the more get through, being accomplished by adding evasion to missles, would give a sense of realism and a sense of worth on thr idea that if i build a missle fleet it has to be stacked with missles to ensure there success. High risk high reward right there. 

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7 years ago
Nov 28, 2017, 9:49:08 AM

IceGremlin wrote:


Magazine Modules: Not a fix, just a new idea entirely. As an alternative to Boosters with their Damage and Crit Chance, Magazines shorten the cooldown on weapon firing but decrease base damage. When using Flak, Magazines can improve your ability to switch targets and deal with volume of enemies; on Missiles it does exactly the opposite, increasing the number of unique targets enemy Flak has to deal with. With Lasers it means more chances to get a Crit, but with Beams and Slugs it doesn't help much since the former is a poor choice for Crits and the latter a poor choice for hitting at all.

Yes, I thought the same thing as soon as I saw the swarm missiles in the free week-end module thread.

The visual effect of the swarm missiles is so cool! How much cooler would it be if you could swarm-ify any of the existing missile weapons?! Besides, this way there would be one new module (call it a swarm targeting module) that would work for any missile weapons fired from a ship with the swarm targeting module equipped, instead of specific swarm missile weapons. This makes the mechanic more generally applicable throughout the game.

However, this mechanic would currently only have a tangible effect for missile weapons because of the unique nature of flak. For all other weapons, it just changes the shape of the statistical distribution without changing the average value of damage dealt, which is not very interesting or useful. (Dealing damage in a larger number of smaller shots only smoothes out the randomness and decreases the standard deviation of the distribution. )

If armor and shields worked by nullifying a base amount of damage from every hit (e.g. damage received = max(damage - armour, 0) ) , then this swarming mechanic, combined with evasion and other mechanics, would be an interesting and meaningful gameplay choice for every weapon type - but that would probably be too much of a change, so it should probably just be left to missiles.

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7 years ago
Nov 27, 2017, 12:56:36 PM

No no, not fleet repair modules, ship repair modules.


Right now we have one ship repair module available for Attackers, which is the first and to my knowledge only one we get. If we could equip more repair modules for our individual Attacker ships, that would give us something to do with those slots other than stack Boosters all the time, and give us a better way to deliver short range weapons to their targets.

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7 years ago
Nov 27, 2017, 11:22:16 AM

Actually you currently have both 5% (10% for rift born) fleet health repair during and after battle as a T3 science tech, and 15% as a T5. Which are pretty good modules IMO, especially now that adamantium/Orichalcix are available earlier - but I still overlooked their existence for a long time, because they're almost always too situational to justify researching a whole tech just for them (plus squadon health and 200 shield reloading...so yeah, just for them). 


Perhaps these, plus the modules from "N-dimensional industries", which I also find myself never researching, could be integrated with some of the more situational military techs -- e.g. Improved fleet management and deniable operations?

Updated 7 years ago.
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7 years ago
Nov 27, 2017, 11:03:01 AM

On another note it occurred to me that on the question of short range weapons being too useless and Boosters being the default best solution in regards to Support slots for Attackers, mid-battle self-repair modules for Attackers would go a long way to making short range more useful and giving us something else to do with those slots. Currently we only have one such module, to my knowledge, and it's a weak starting module.


If short range damage is greatly buffed so it can get more total damage in a battle when it finally shows up, and ships can be equipped with modules to repair themselves while approaching short range, that combo should become reasonably competitive with the long range-boosters combo. Then we'd still have the problem though that the only short range weapon any more is Slugs, when it used to be Beams as well.

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7 years ago
Nov 26, 2017, 3:32:11 AM
plutar wrote:

 if this was easy to implement a very light AOE damage on a given flotilla due to a missiles destruction could be really interesting. However I can't stress this enough changes made in this fashion need to be very delicate because as we have found out it's very easy to swing the pendulum one way and then back to the other

Yes, after thinking about it more, I realized that giving destroyed missiles a % collateral damage to the whole flotilla might be tricky since then it would very quickly scale favorably against higher CP fleet and thus larger flotillas.  Although on the other hand, it could give missiles a kind of "underdog" quality where they sort of give increasing advantage when used against a foe who has larger fleets than you if they are using lots of FLAK, which normally means you're already on the losing side.  Maybe even make "% collateral damage against entire flotilla" the signature ability of the Missile tree, making the tech to focus on when your opponents typicall have larger fleets than you?


However as you said, that's kind of getting away from the point, and balancing new features can get tricky.  


In any case I think the previously suggested increased missile evasion and/or give destroyed missiles a flat % reduced damage against their single original target should be a nice simpler (hopefully) way to impose a "cap" on how effective FLAK can be without altering too much else for now.

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7 years ago
Nov 26, 2017, 3:10:42 AM

 if this was easy to implement a very light AOE damage on a given flotilla due to a missiles destruction could be really interesting. However I can't stress this enough changes made in this fashion need to be very delicate because as we have found out it's very easy to swing the pendulum one way and then back to the other

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7 years ago
Nov 26, 2017, 2:44:31 AM
plutar wrote:

I think evasion base is the key to missles being viable. Resource missles increase there evasion chance, not crit, more dps, or anything else.


I have a feeling missles dps is ok, flak either needs to miss much much more which adds different dynamics to the balance, or add evasion, and then on resource missles increase the evasion slightly more or give them penetration.  IMO if some were gauranteed to hit, and the less flak you had the more get through, being accomplished by adding evasion to missles, would give a sense of realism and a sense of worth on thr idea that if i build a missle fleet it has to be stacked with missles to ensure there success. High risk high reward right there. 

I like this idea.  Although, I do not currently full understand the process by which missile interception happens.  If a missile "evades" an incoming shot from FLAK, is it then guranteed to hit the ship, or is there still a chance for other FLAK modules to keep firing on it all the way until it actually hits the ship?  If it works as in the first case, then I think increasing evasion for missiles would be a huge help to making them viable.  However, if incoming missiles can have multiple attempted shots at them from FLAK modules, it might be possible for a Carrier firing dozens of missiles, each with an evasion score of 75%, to all miss the target if there are enough FLAK modules to just keep shooting at the missiles until they finally hit them.


One possible thing you could do in addition to the evasion boost for missiles, what if missiles which got shot down by FLAK still did some damage, albeit greatly reduced?  E.G. even if FLAK intercepts all incoming missiles, the "shrapnel," or "concussive blast" or something still does ~50%, or maybe ~33% of the base damage for each destroyed missile.  Or maybe even every missile which gets shot down instead does 5%~10% of its base damage as collateral damage spread across the flotilla, the way some other advanced weapons already work.  That way, FLAK is still a good option for greatly reducing missile damage, but it will never give you 100% protection as it does now.  Basically it would be a method of implementing a "hard cap" on the total protection you can ever get from FLAK, even if you have dozens of Kinetic Slug modules against just one Missile module.



Updated 7 years ago.
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7 years ago
Nov 21, 2017, 10:15:50 AM
FreedomFighterEx wrote:
Dragar wrote:
Kynrael wrote:

OK, so I've read through all your messages. A lot to unpack, but thanks for discussing this between yourselves, it's very helpful. We are aware of the flak, fighter and tactics cards issues. I'm suprised to see that you think Kinetics are not strong enough in close range - but that can be changed! :D

A huge issue is that close-ranged almost never occurs unless both players want it to. The issue is probably not that slugs are too weak in close range, but that close-range may as well not exist as a range.

This is true. Even if you use close range to counter long range position, it will take you 2 full phase until it get into that range which step back to how ES1 combat turn out. The current flotila position system is so wonky.

And that's assuming there is even a flotilla to close with! You can't get into close range with flotillas in other positions. Long range weapons have huge advantages both in flotilla vs flotilla actions, and cross-flotilla firing.

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7 years ago
Nov 25, 2017, 6:33:11 PM
Slashman wrote:
Xen0n wrote:

Not wanting to bring up an "old" thread, but after finally unlocking the Carrier class hulls in a game, I had additonal thought regarding the current FLAK effectiveness against Missiles.  For "Heavy Mount" on the Carrier hull, I understand it is intended to mount a single weapon module, albeit with 8x the stats of a normal one.  However, when mounting a missile in this slot, the DPS increases while the salvo health remains the same.  Assuming this isn't just a display error, that would mean the "Heavy Missiles" from that modules could get shot down just as easily as regular missiles, without the benefit of making multiple projectiles that need to be intercepted.


I doubt that this particular issue is a significant aspect of the current underpoweredness of missiles, but figured if we're aiming to fix them up that might need looking at.  I assume the thing to do would just make "Heavy Missiles" have 8x the salvo health as normal ones?

Hmmm...I never looked at it like that. I thought the number of missles actually went up with every slot size increase, thus increasing the health of the salvo against flak.

FreedomFighterEx wrote:

I wish medium and heavy slot increase the number of missiles per salvo rather than increase it's damage.



Oh yes, sorry to mislead, as far as I can tell this seems to be the case for the regular Medium / Carrier module slots.  I was referring specifically to the single unique "Heavy Weapon" slot that the Carrier Hull has.  So slotting a Missile weapon into one of the "normal" weapon slots on a Carrier does indeed make it fire 4x the number of missiles in battle, but the "Heavy Weapon" slot seems to give it just one huge one with increased damage, but with regular salvo health.


So this likely isn't a major factor of Missile's problems, but right now it seems like a terrible idea to ever slot a Missile weapon in a "Heavy Weapons" slot due to the comparitively low salvo health.


EDIT:

Oops, apparently Carriers are not the only hulls with a "Heavy Weapon" slot, as I just unlocked one on a medium hull.  In this case, the problem is definitely worse, since right now it appears missiles are never a good choice to put into any "Heavy Weapon" slot, due to the salvo health not increasing proportionally.

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7 years ago
Nov 25, 2017, 6:14:19 PM


Xen0n wrote:

Not wanting to bring up an "old" thread, but after finally unlocking the Carrier class hulls in a game, I had additonal thought regarding the current FLAK effectiveness against Missiles.  For "Heavy Mount" on the Carrier hull, I understand it is intended to mount a single weapon module, albeit with 8x the stats of a normal one.  However, when mounting a missile in this slot, the DPS increases while the salvo health remains the same.  Assuming this isn't just a display error, that would mean the "Heavy Missiles" from that modules could get shot down just as easily as regular missiles, without the benefit of making multiple projectiles that need to be intercepted.


I doubt that this particular issue is a significant aspect of the current underpoweredness of missiles, but figured if we're aiming to fix them up that might need looking at.  I assume the thing to do would just make "Heavy Missiles" have 8x the salvo health as normal ones?

This is why if I make missle fleets, it's full of small attacker ships. If the health doesn't scale with the ship, then why would you fire fewer missiles, for roughly the same DPS?

Updated 7 years ago.
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7 years ago
Nov 25, 2017, 11:14:42 AM
Xen0n wrote:

Not wanting to bring up an "old" thread, but after finally unlocking the Carrier class hulls in a game, I had additonal thought regarding the current FLAK effectiveness against Missiles.  For "Heavy Mount" on the Carrier hull, I understand it is intended to mount a single weapon module, albeit with 8x the stats of a normal one.  However, when mounting a missile in this slot, the DPS increases while the salvo health remains the same.  Assuming this isn't just a display error, that would mean the "Heavy Missiles" from that modules could get shot down just as easily as regular missiles, without the benefit of making multiple projectiles that need to be intercepted.


I doubt that this particular issue is a significant aspect of the current underpoweredness of missiles, but figured if we're aiming to fix them up that might need looking at.  I assume the thing to do would just make "Heavy Missiles" have 8x the salvo health as normal ones?

Hmmm...I never looked at it like that. I thought the number of missles actually went up with every slot size increase, thus increasing the health of the salvo against flak.

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7 years ago
Nov 25, 2017, 8:59:53 AM

Not wanting to bring up an "old" thread, but after finally unlocking the Carrier class hulls in a game, I had additonal thought regarding the current FLAK effectiveness against Missiles.  For "Heavy Mount" on the Carrier hull, I understand it is intended to mount a single weapon module, albeit with 8x the stats of a normal one.  However, when mounting a missile in this slot, the DPS increases while the salvo health remains the same.  Assuming this isn't just a display error, that would mean the "Heavy Missiles" from that modules could get shot down just as easily as regular missiles, without the benefit of making multiple projectiles that need to be intercepted.


I doubt that this particular issue is a significant aspect of the current underpoweredness of missiles, but figured if we're aiming to fix them up that might need looking at.  I assume the thing to do would just make "Heavy Missiles" have 8x the salvo health as normal ones?

Updated 7 years ago.
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7 years ago
Nov 22, 2017, 9:59:16 AM

Wow, there's a lot... A lot of things to unpack here. Keep it coming - this is invaluable feedback! (But I might be slow to answer to specific people as there's so much to sift through :D )

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7 years ago
Nov 22, 2017, 7:29:49 AM

So looking at a bunch of this going around, I see some places where multiple problems can be solved together. I would like to note that everything I say here is based on my still utterly dense understanding of how the heck most of this games combat stats and readouts even work, so please take these suggestions with a grain of salt.


Flak: Flak may be in a good place with damage, but too accurate. While adding an Evasion chance to missiles could help, making Flak less accurate would simultaneously soften its counter against missiles, Fighters, and Bombers in one go.


Fighters: Fighters must kill Bombers to inhibit them, but if Fighters kill Bombers then nobody bothers building Bombers. So Fighters need to inhibit Bombers in a way not attached to damage; I suggest a harassment effect, where Bombers lose accuracy and/or damage only when targeted by Fighters, as Bombers must sacrifice accuracy for evasive maneuvers that Flak doesn't call for. Fighters and Flak then serve different purposes, the former protecting your fleet and the latter killing their squadrons.


Beams and Lasers: I've noticed that in general, Lasers seem to have higher critical hit chances, which makes sense as they're essentially our naval guns in style and appearance. I would suggest leaning into that over pure DPS by raising damage and cooldown and increasing Crit, which ties directly into another suggestion of mine. If Slugs are the Shotgun of ES2 and Beams are the Assault Rifle, Lasers should be the Marksman Rifles, plinking enemies in search of the almighty crit.


Separation of Defenses: I've found it baffling that the concept of "absorption" has been applied to Shields as it has. Shields already can only absorb a limited portion of damage due to limited capacity, they don't need to let a portion of all damage through as well, that should be up to the attacker to bring along a piercing effect. Armor should have Absorption as its specific thing, and Shields should just be the usual regenerating ablative hit points we see in other games. This would make them completely different to each other, and make more sense. Then don't let Armor affect damage dealt to Shields; the Shields absorb all incoming damage until they fail, then Armor can have its time in the lime light, never the two to meet.


Attacker Modules: One thing that occurs to me is to let Attackers have some Squadron slots, but that could be difficult. Another idea that occurred to me while thinking about Missiles and Lasers is what I'll call the "Magazine" module.


Magazine Modules: Not a fix, just a new idea entirely. As an alternative to Boosters with their Damage and Crit Chance, Magazines shorten the cooldown on weapon firing but decrease base damage. When using Flak, Magazines can improve your ability to switch targets and deal with volume of enemies; on Missiles it does exactly the opposite, increasing the number of unique targets enemy Flak has to deal with. With Lasers it means more chances to get a Crit, but with Beams and Slugs it doesn't help much since the former is a poor choice for Crits and the latter a poor choice for hitting at all.


Short Range: I like the idea of adding a standard defensive bonus based on flotilla range. Very simple solution if it works.


Tactics: I find it a lost opportunity that Strategic weapons are made mutually exclusive, but Tactics are not. I envision two major pairs of Tactics, each on a tech mutually exclusive with their counterpart- Quality vs. Quantity, Aggression vs. Subversion. Tactics that let us customize our militaries to a particular strategic style that isn't just dedication to a damage type. I've actually got both written up in a basic draft form, but the basics are: Quantity rewards loss of ships like Fewer the Proud, Quality rewards using ships that have lived and leveled a long time. To paraphrase Warhammer, Subversion tactics hit you when you're not looking, while Aggression tactics hit you really hard when you are. I'd much rather have these interesting Tactical paradigms based on mutual exclusivity than weapons. In Tier 3 you could have some Squadron exclusive tactics; in Tier 5 you could have Tactics that consume Dust and Strategics for more powerful "Secret Weapon" tactics. And why has there never been a Tactic that summons temporary additional ships or squadrons? Whatever the case every single Tactic needs to be looked over and asked "How does this tactic help, and how does it shape the players wars?"


Weapon Techs: How is intelligent switching between weapons supposed to work when said switches are disallowed by the tech organization? If I or my opponent pick a Strategic weapon tech, the other person can just research the corresponding Strategic Defense at no cost, because Defenses aren't mutually exclusive. It'd be better to just put all the Strategic weapons on one line of techs and the Defenses on another, and let us pay in Strategic Resources for that combination of power and flexibility. Meanwhile, buff Strategic weapons so they actually present an upgrade over White weapons, and just completely remove all of the White quality Weapon and Defense modules from the tech wheel and make them Stage unlocks like in EL. Researching Basic Lasers is not interesting or rewarding, it's in the name- they're Basic. There are Empire Improvements, Defense Buildings, and Support Modules scattered across the Tech Wheel that really belong in the spaces currently taken up by White quality weapons.

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7 years ago
Nov 22, 2017, 4:44:42 AM
SuperMarloWorld wrote:

Somebody told me that bumping things make patch slower. Bumping things is actually a very dark act, coming from the deepest time of humanity, before the rise of civilization, when we were only slaves from gods of the evil. Stop bumping things. It scare me.

There isn't much going on in G2G forum too. Bump isn't necessary from what i been in for the past 4 years.

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