Indeed, Missiles are fine now. Long time ago I've been curious why they were having double DPS to Power Drain ratio compared to all other weapons. It is fixed now. If you're frustrated over your free-win "missile boat" toys not working anymore - too bad. Having a single weapon with the best damage per volley, highest range, largest AoE and least aiming requirements (you can basically float in place with free-look and get locks on anything around) were making missiles far superior to any other weapons, and that's not the way to make a good balance.
I'm still in hopes to see some DPS adjustments for weapons with shorter range or accuracy. I can understand if Schine sees it more comfortable to leave these values for server owners to adjust, but still Beams and Missile-slaved weapons should have at least noticeably higher damage to compensate for less accuracy or shorter range, and long-range weapons should have less. I think it will be safer, than tweaking power drain multipliers, which can actually cause a lot of pain for players to adjust to changed requirements.
And I still want for Pulse to actually be used, as a short-range slow-projectile weapon with AoE, that would obtain secondary effects depending on a slave it uses. In it's current form I don't see myself ever trying to use it.
Finally, concerning different types of Missiles, I'm left to wonder how will they work after the planned Thrust changes. I don't see it dramatically necessary to tweak anything prior to that, as it is unlikely that ship's mobility will work the same way; dumb-fire and slow-velocity missiles might get better than they're used to be.
I'm still in hopes to see some DPS adjustments for weapons with shorter range or accuracy. I can understand if Schine sees it more comfortable to leave these values for server owners to adjust, but still Beams and Missile-slaved weapons should have at least noticeably higher damage to compensate for less accuracy or shorter range, and long-range weapons should have less. I think it will be safer, than tweaking power drain multipliers, which can actually cause a lot of pain for players to adjust to changed requirements.
And I still want for Pulse to actually be used, as a short-range slow-projectile weapon with AoE, that would obtain secondary effects depending on a slave it uses. In it's current form I don't see myself ever trying to use it.
Finally, concerning different types of Missiles, I'm left to wonder how will they work after the planned Thrust changes. I don't see it dramatically necessary to tweak anything prior to that, as it is unlikely that ship's mobility will work the same way; dumb-fire and slow-velocity missiles might get better than they're used to be.