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Missiles/Torpedoes: Something seems off

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13 years ago
May 6, 2012, 11:19:44 PM
In my opinion it would break the variety of building ships if the Dev team buffed the rockets, you could simply go on full rocketpod / rocket and beam defense to steamroll any enemy in the long range phase without getting too much damage on your own.

Ofc. other player could do the same, but where is the fun with that?

I think they should leave the rockets the way they are, but maybe a new animation with another colour or something like this would make them more distinguishable from other lasers and stuff flying around smiley: smile
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13 years ago
May 6, 2012, 9:55:46 PM
Draczar wrote:
I could see viability in a fleet ability to "half load" the torpedo batteries to increase fire rate at the expense of amount fired per salvo and maybe with some other variables.
Problem is you only get 1 missle per salvo for every missle module you equip. So if you put 10 on a ship, you get 10 missles.



And they are extremely powerful against a single target, which is why I don't use them much; but invest a lot into defense against them.
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13 years ago
May 6, 2012, 9:46:36 PM
I could see viability in a fleet ability to "half load" the torpedo batteries to increase fire rate at the expense of amount fired per salvo and maybe with some other variables.
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13 years ago
May 6, 2012, 9:01:55 PM
well, so far system is bit imballanced, but missiles are generally very powerfull agains big ships... Kinetics and beams are more powerful agains small ones. So its generaly another layer of decision-what are you facing, not only defences but also composition...
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13 years ago
May 6, 2012, 8:53:45 PM
I agree with you but it would also make them a bit too powerful. Their damage could ofcourse be lowered but with faster movement speed they would then be too similar to kinetics/beams. Tough problem.
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