Weapons feedback

Ghost Gitk shared this feedback 44 days ago
Not Enough Votes

The meta around missiles and torpedos makes the entire decoys and turrets game obsolete. In the real world, missiles are countered by electronic warfare, chaff, and flares.


In game, the fireworks don't affect missiles, electronic warfare that can disrupt grid guidance does not exist, and decoys cannot be printed/released as easy chaff, since the missiles can be set to target the largest grid, rendering them immune to decoy chaff.


We desperately need buffs to the rockets. There are multiple mods that have steerable rockets, which is what missiles were meant to be. There needs to be interactions between flares (fireworks) and AI offensive blocks. There needs to be electronic warfare, which is turning out to be a major component of war in the real world.


And finally there needs to be incentives to link missiles via radio to a mothership that does flight calculations for the missile, instead of placing the AI on the missile itself.


An ecm block that allowed one grid to perform an electronic attack on another grid with an antenna that turned off a single block on the target grid would be amazing. Being forced to retain the uplink would allow ships to carry ecm and flare suites which would counter the missile spam, and bring combat back to artillery and turrets.


Speaking of artillery and turrets. The railgun meta is just unhealthy for all of the other gun types. Part of the problem here is the rockets. They dont do competitive damage, and they are slow, easy to dodge, can be shot down, dont track, and worse, their main launcher costs an insane amount of pcu, to the point its just not worth constructing.


At the same time, the railgun meta causes an overcomitment to the sniper meta. Railguns should fire once or twice per battle. Not continuously. That means a railgun should have a 3 or even a 5 minute cooldown. Missing a railgun shot should be a major deciding factor in battles, but its not. As a result, nobody is using fixed artillery, or even assault turrets.

Replies (2)

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Possibly add a(n expensive) "crybaby" decoy with a larger apparent size, that maybe doesn't fool the new prototech missiles

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Having a boosted decoy and boosted missile (plus missile guidance block for ease of printing custom missiles?) would add more depth to combat.


> since the missiles can be set to target the largest grid, rendering them immune to decoy chaff.

Make an option to set 'size' in the decoy?

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