Tornadoes aren't corvette level though, several fighters can shoot these so I see their lack of guidance system a balancing factor.
I guess this is one area where we will have to agree to disagree given the destructive power of tornados they are clearly in the same league as a corvette level weapon and the fact that they can be used by a few fighters is irrelevant there are several fighters that can use hammerheads but that doesn’t change the fact that there pay load places them squarely in the anti capital category so trying to argue that Tornadoes aren’t a corvette level weapon is just silly
With regards to the changes to there tracking system this would be needed if they are to replace Tomahawks on the m8
Can't say I agree with much of what else you've written re missiles, sorry to say. You say there's missile spam but don't really set out to explain how your suggestions address/balance this apart from nerfing a whole load of stuff.
Well for a start most of the missiles are pointless since there are no factories that make them so you can’t buy them or make them your self therefore there completely redundant and should be removed to lessen confusion because there are simply too many missiles and frankly there is no need for it the game is complex enough even for a veteran X pilot that has been playing since the very first game in the series plus of all the different missiles in the game there are only a few that are actually useful anyway the rest are never or very rarely used which is yet another reason to prune them
Second since turrets shoot at missiles in ap single shot missiles are now completely useless and therefore should be upgrade to swarm having said this there is no need to do this since flails already do the job nicely therefore the simplest easiest thing to do is simply retire the obsolete missiles and replace with flails as I suggested because this addresses multiple points in one fix
Missile defences are very effective
In what universe is that exactly if missile defences where very effective then we would be having this discussion.
I hear you saying that too many ships use missiles now and some that do are overpowered. That may be true but there are real world parallels that make this a valid tactic and missiles are extremely overpowered.
Be that as it may this is one of them areas where reality and game play collide and for me personally the missile spam completely ruined AP and clearly I’m not the only one that thinks so just look round the web you will see no end of people complaining about getting spammed to death by missiles and personally I don’t find it amusing when I get spammed by so many missiles that even in a ship as tough as a Xenon I can’t survive legitimate real world parallel or not m7ms and m8s are completely overpowered
M8s particularly so there is no way in hell what is effectively a modified m3 should be able to take out an m2 much less from the other side of the sector therefore my suggestion for the m8 makes perfect sense because tornados are not as powerful and because they have no shielding they can be easily shot down making m8s far less overpowered because you have to fire may more warheads and the way tornadoes work there already perfectly designed as a salvo fire munitions which is exactly what I used them for in my Hyperion so again it makes perfect sense to replace tomahawks on m8s thus addressing one of the massively overpower units without completely removing them from the game.
With regards to m7ms the fact of the matter is there is no way to balance these end of story so they should be removed and the missiles barrage should simply be added to standard m7s in a massively nurfed form it still keeps the basic concept as part of the game but in a manor that’s not so overpowered that its in instant I win button.
There are many fighter/bombers in the real world (M8s) and full-on heavy bombers (M7Ms) and rarely are these expected to defend themselves. What the game lacks is a mechanic to achieve this effectively (protect commands etc. aren't great).
Be that as it may this is utterly irrelevant and serves only to unbalance the game to such a degree that it becomes effectively unplayable and frankly it is my opinion that it was utterly irresponsible of Egosoft to add m8s and m7ms in to the game without providing an equally effective countermeasure because frankly being able to program your turrets to shoot at missiles is in no way effective when you are facing multiple opponents as the player so often does
while the moz missile defence is a nice attempt at addressing this massive imbalance it fails catastrophically first and for most because it doesn’t have unlimited ammo having limited ammo is fine when it’s the player shooting missiles at the computer because the player doesn’t have unlimited missiles but when it’s the computer spamming the player with missiles limited ammo is a crippling weakness since the computer does have unlimited ammo and before you say it doesn’t try doing battle with Rapid Response Fleets
further more the moz missile defence system has the annoying habit of missing because moz missiles are so small and fast all the happen is that the moz missile goes in to orbit around the missile its supposed to be destroying therefore giving them proximity fusing and a small blast zone makes perfect sense and addresses this problem and again don’t try and say that it doesn’t happen because I’ve watched it happen as my Xenon I tries and fails to shoot down incoming firestorm torpedoes with moz missiles from the rear missile tubes.
if you fire a powerful missile at close range (<1km) you'll get your hair singed - fair enough
One problem with this if you fire say firestorms at anything less then point blank range it wont hit the target because its to slow and not armoured enough to get past the turrets resulting in instant death fair enough I think not
hence my point about removing them they are useless if you cant hit targets with them look I could accept from a salvo of a dozen firestorms loosing say 6 to the turrets counter fire the problem is when 1 goes the whole salvo goes and that’s assuming that you could even get 12 in the air at the same time give there slow rate of fire
the only way I see these having any use in game is if the blast wave didn’t destroy the rest of the salvo, the speed, manoeuvrability, armour and rate of fire was upgraded significantly which clearly is not going to happen as that is overpower as hell
either that of you make them a true WMD such that they are designed to be fired from a long distance way but detonate with a massive 20km blast zone like a nuke but again I cant see this happening because that’s is just as overpowered
hence my point about removing them and replacing them with Tomahawks these are less powerful yes but they are faster more manoeuvrable and have a faster rate of fire which actually make them better anti capital torpedoes then firestorms wraiths or hammerheads and unlike firestorms when 1 tomahawk gets shot down it doesn’t take out the whole salvo so again my suggestion actually makes perfect sense and since these would be limited to being fired by m7s and above they would be far less overpowered
M8 Bombers are sup'd up M3's - fair enough these are fighter bombers that have traded laser hard-points for missile tubes
fair enough - not when there firing munitions which should only be usable by m7s and above its not.
M8's are useless as only 1/16 torpedoes get through missile defences – not cool unless your target has forgotten to bring flak or PSG to the party M8's are pointless against anything other than a station. they were OP in TC but there's little point to them now and I'm at a loss to suggest how to address this so it's balanced
This is so inaccurate I don’t even know where to start I have seen RRF m8s take down entire fleets single handily while it is more common to see commonwealth m8s doing this to Terran fleets due to the slow rate of fire of Terran weapons
I have seen the Terran m8s do the same thing to commonwealth fleets but given that commonwealth ships have a faster rate of fire and the terran missiles are a bit slower its usually less effective then when commonwealth ships do it to the terran
NPC M7Ms spam flails at me on sight - fair enough why should this only be a tactic for the player? let's face it, you've probably been a very naughty boy/girl to get this type of reaction
Id like to know just how you are supposed to defend your self against this even a Springblossom fast as it is can’t escape that and this is exactly the sort of missile spam that I have massive issues with which is why m7ms should be removed
After reading your proposed changes for missiles I thought it would be interesting to see, until I got to #8. Because now all you proposed changes are rendered obsolete. You want to add an automated missile defence system which uses instant-hitting lasers which out-range even HEPT's? And it also fires at drones.
I can accept all your proposed changes except this one. It is far to powerful.
Not really since this is a low powered system the beams from this would be no more powerful than PACs obviously the power would need to be adjusted up or down slightly from this point until proper balance was achieved because if the beams are to strong then its going to take out the missiles to fast making it overpowered but if the beams are to weak then its not effective defeating the purpose but I think power wise around the same level of damage as PACs would be a good starting point
Therefore missile like Hammers/Tomahawks that have armour would need several hits each to destroy and as for flails while they don’t have armour and would be easier to shoot down the fact that they have an almost instantaneous re-fire rate would mitigate this as a flail storm could overwhelm even the most overpowered antimissile system
As for the range 2km isn’t overpowered and is actually the same as FAA which most people currently use for missile defence on there bigger ships so I don’t see this being OP
Don’t get me wrong there is always the potential that this could be hugely overpowered if it wasn’t balance right but that is what testing is for so you can get the right balance between range damage and re-fire rate
About the best analogy I can give you is it would be like equipping a number of PRGs turrets to ships in addition to the ships normal complement of turrets except these turrets would be exclusivity for missile and drone defence and thus would be handled by the ships computer.
And obviously the number of extra anti missile turrets you get would depend on the size of the ship the bigger the ship the more turrets that would be need to provide proper protection so fighters would only get say 2 top 1 and bottom 1 where as a ship like the Hyperion might get say 10 top 2 bottom 2 left 2 right and 2 back 2 and a ship like an m7 might get say 15 top 3 bottom 3 left 3 right and 3 back 3
While I understand why people would consider something like this as OP when you look at it objectively you quickly realise its nothing of the sort especially when all ships are now using swarm missile because the old obsolete single shot missiles have been retired as per my previous suggestion
I have to say, I disagree with every single point about missiles, pretty much. For one thing, such sweeping changes would fundamentally change the game, and I suspect to many players' dislike - I know that I would certainly have to come up with a way (software piracy, perhaps?) to avoid patching mine - I would HATE the changes you propose, they would ruin the game for me. Such major overhauls would find better traction in a mod, in my opinion - that would render them the totally voluntary optional conversion that they ought to be.
Oh I don’t doubt there would be some resistance to change but for the sake of playability there needs to be changes like this because the missile spam in AP is way over the top and needs to be fixed and m8s and m7ms need to be toned down big time because they are way overpowered and are an instant I win button that completely spoils the game.
while I don’t expect that everyone would like it this I think it would achieve the aim without causing to much disruption yes people would need to come up with some new tactics because they can no longer just press the instant I win button but in the long run its for the best and while I don’t expect that everyone will agree I am at the very least trying to be constructive by coming up with a coherent plan to deal with this problem, because I don’t think anyone would disagree that this is a problem.
Also with regards to:
I know that I would certainly have to come up with a way (software piracy, perhaps?) to avoid patching mine
No need for that just use the no steam patch I’m also pretty sure you can turn off steam updates as well.
Incidentally, M8s are no longer overpowered, not like they were in X3TC - hark back to the previous title, when a Claymore's Phantoms occupied 1 cargo unit each, and M8s fired EIGHT missiles at the same time - in AP they only fire 2 per salvo, which is a huge nerf already (and the poor Claymore gets double-nerfed, with its Phantoms putting on 5 cargo units' worth of weight, becoming the same size as Tommies, but slower moving.) I agree with Marvin in that M8s are, in fact, now too WEAK.
Even with that they are still overpowered there missiles are to powerful and they can fire them to quickly and there is no way a couple of m8s should be able to wipe out enter fleets single handed and if you don’t believe my just spend some time hanging around in the war sectors and watch while RRF m8s decimate entire enemy fleets single handily if that’s not the very definition of overpowered I don’t know what is
I also totally agree with the fact that the AI should also use missiles, not just reserve them as a win button for the player - I found it rather boring when there were all these cool ships and they don't use their whole point for existing (M8s and M7Ms), and other ships limiting themselves. And it still happens in AP, to a somewhat lesser extent - it's not uncommon to come across an M7M with no ammo, just sitting there (this used to happen ALL THE TIME in X3TC - final mission of Operation Final Fury, anyone? Two allied M7Ms in play that accomplish nothing more than being decoys - sometimes.) And yes, the armed missile selection AI could do with some improvement, as currently we are limited to specialising each of our "drone" ships with one type of missiles, lest the switch to hornet or spectres when engaging M5s
Oh I agree that the computer should use missiles just not to the extent that they are right now because its makes the game unplayable I cant count the number of times I’ve been killed not because the computer out piloted me and not because the computer massively out numbers me but purely because of the constant missile spam when I go in to combat in AP all I ever hear is missile lunch detected is missile lunch detected is missile lunch detected is missile lunch detected admittedly it’s worse with RRF ships as they all come fully armed with a compliment of missiles and they all seem to have there missile fire rate set at 100% so even a tough ship like a Hyperion will get plastered in a matter of seconds and that’s just with the missile spam from fighters
M8 are much worse I cant count the number of times I have been one shotted by m8s and what’s even more annoying is when you blow them up if you are anywhere within a 3km range you are instantly dead even in a ship as tough as a Hyperion because there missiles explode in your face meaning that if you want to take them out you have to do it with missiles which are never going to hit the target because they keep shooting them down I have seem me fire 30 silkworms at an m8s which should be more than enough to take them down yet I cant score a single hit
And as for M7Ms if you meet one of these and its hostile jump away immediately because not even an M2s with there 6GJ of shielding can stand up to one of these
What you describe here is the specific trade-off in the balancing of an M8 ship. These are not overpowered, because they are rather defenceless. They are great ships to use from a distance, especially against slower targets. But horrible in close distance combat. This is what balancing should achieve: trade-offs: you trade one (or more) good against one (or more) bad properties.
I’m curious you and others say m8s and not overpowered yet a couple of m8s are able to wipe out entire fleets from the other side of the sector single handily and I’ve actually seen exactly this happen when I’ve watched Terran and Commonwealth fleets face off against each other in the war sectors
So how is a pair of m8s wiping out entire fleets single handily from the other side of the sector not the very definition of overpowered as hell.
Look I get that m8s are vulnerable and I accept m8s are not as overpowered as they where but they aren’t even in the same galaxy as not overpowered
with regards to players specific issues using m8s that's probably down to not firing enough missiles close enough to the target piloting an m8 I can take down m2s in a matter of second by launching volleys of missiles from between 4 and 7 km far enough away they cant get me with FLAK, GIGS or M/AML but close enough that they have no hope of stopping my attack because I'm launching to many missile to close and they don't have enough time to take them out
generally I don't use this tactic though because it makes the game way to easy having an instant I WIN ! button and it leave me vulnerable to attack by fighters which is why I prefair using the Hyperion and Tornados
either that or I call in my Xenon I and typhoon them