SHORT VERSION: Swarm missiles should miss the area of the ship that they are targeting, so that they land as many shots as the other shotgun weapons. Anyone who has seen Sven_The_Slayer in the StarSide tournament knows that swarm missiles are overpowered, and they wouldn't be if they mostly missed smaller ships and each missile didn't always land on target.
After combat-testing many ships in PvP, PvE, and EvE I have come to the conclusion that Swarm Missiles are totally overpowered. In case anyone doesn't know, Swarm Missiles is the name for a missile+missile weapons system, and it launches many weak core-seeking missiles. Ships armed with Swarm Missiles absolutely crush their enemies in tournaments. The missile slave subsystem was intended to create a shotgun blast, effective against bih, close targets but not against fighters or turrets. Since the missiles are core-seeking, they are not only accurate but arguably the second most accurate weapon in the game, after the lock-on missile. Antimissile point-defense turrets can shrug off most missile fire, but they simply cannot shoot down all of the missiles in a large burst. The swarm missiles that get through the point-defense fire destroy the defensive turrets almost instantly. Swarm missiles are slow, but are still faster than the max speed and are very maneuverable. In practice it is almost impossible to outrun swarm missiles beyond their range, though it might be easier with point-defense turrets. Swarm missiles also do not require much particular skill to use. All these balance issues have led me to believe that swarm missiles are overpowered.
My proposed solution would not be a simple nerf to damage or speed or anything like that, because that wouldn't solve the main problem. Logically, the tracking systems in the swarm missiles would not be as effective as those in lock-on missiles. I think the developers should make it so that the missiles wouldn't be very accurate, tracking an area "near" the ship. Since increasing the blocks in the missile slave system increases the amount of missiles, it should also make the missiles less accurate. A 2to1 system ratio would make the missile miss the core by 15-25 meters, while a 1to1 ratio would make the missiles miss the core by 25-50 meters. Making the missile inaccurate would eliminate the problem with them decimating fighters and turrets. The missile would retain their anti-capital power, so it wouldn't be a direct nerf. The damage, speed, power cost, and reload time would remain the same, so it wouldn't break existing designs. The swarm missiles would still overwhelm point-defense turrets, but they wouldn't destroy them and just serve to tie them up for a while. The only issue would be that it might be a bit hard to code, but Schine is a good Dev team, so I'm sure they could do it somehow. Please comment suggestions and ask any questions you've got.
After combat-testing many ships in PvP, PvE, and EvE I have come to the conclusion that Swarm Missiles are totally overpowered. In case anyone doesn't know, Swarm Missiles is the name for a missile+missile weapons system, and it launches many weak core-seeking missiles. Ships armed with Swarm Missiles absolutely crush their enemies in tournaments. The missile slave subsystem was intended to create a shotgun blast, effective against bih, close targets but not against fighters or turrets. Since the missiles are core-seeking, they are not only accurate but arguably the second most accurate weapon in the game, after the lock-on missile. Antimissile point-defense turrets can shrug off most missile fire, but they simply cannot shoot down all of the missiles in a large burst. The swarm missiles that get through the point-defense fire destroy the defensive turrets almost instantly. Swarm missiles are slow, but are still faster than the max speed and are very maneuverable. In practice it is almost impossible to outrun swarm missiles beyond their range, though it might be easier with point-defense turrets. Swarm missiles also do not require much particular skill to use. All these balance issues have led me to believe that swarm missiles are overpowered.
My proposed solution would not be a simple nerf to damage or speed or anything like that, because that wouldn't solve the main problem. Logically, the tracking systems in the swarm missiles would not be as effective as those in lock-on missiles. I think the developers should make it so that the missiles wouldn't be very accurate, tracking an area "near" the ship. Since increasing the blocks in the missile slave system increases the amount of missiles, it should also make the missiles less accurate. A 2to1 system ratio would make the missile miss the core by 15-25 meters, while a 1to1 ratio would make the missiles miss the core by 25-50 meters. Making the missile inaccurate would eliminate the problem with them decimating fighters and turrets. The missile would retain their anti-capital power, so it wouldn't be a direct nerf. The damage, speed, power cost, and reload time would remain the same, so it wouldn't break existing designs. The swarm missiles would still overwhelm point-defense turrets, but they wouldn't destroy them and just serve to tie them up for a while. The only issue would be that it might be a bit hard to code, but Schine is a good Dev team, so I'm sure they could do it somehow. Please comment suggestions and ask any questions you've got.
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