hulk missiles op

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    at the moment, the hulk missiles (missile+damage pulse+explosive effect) is too op. one shot from two of these takes down 35 million shields in 1 hit, I don't disagree with the radius, i just disagree with the effect it has on shields.
     
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    How big are the arrays you're talking about here?

    You also have to realize that these missiles are A) unguided and B) have a long reload.
     

    Keptick

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    Depends on the size of an array. They also require an obscene amount of power storage to fire, in case you didn't notice. By the time they reload they'll have done as much damage as say a rapid fire array of the same size.
     

    Crimson-Artist

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    these missiles are A) unguided
    not any more

    a couple of updates ago they got a target lock ability. not sure how it compares to the Missile/beam combo but its makes the weapon all the more deadly but at the same time more useful
     
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    not any more

    a couple of updates ago they got a target lock ability. not sure how it compares to the Missile/beam combo but its makes the weapon all the more deadly but at the same time more useful
    ....NEAT


    In that case I guess it's just a matter of waiting for missiles to be deadable lol
     
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    My standard titan torpedo array is 40k beams and 40k pulse. More than enough to kill a planet. Don't bother with explosive. But while it does 36mil damage. It requires 360mil power to fire.

    While that's impressive it has some issues. 90 second reload. If you miss, well the battle might mostly over before you get another shot. You can't fire until you have enough power. Max speed is 33% over server speed. Any small ship with overdrive will just outrun it. Be me being a titan I won't, so your free to torpedo me to death.

    They are alpha strike type weapons. There still doing 5dps per block like all the other weapons just its 90seconds worth and the power consumed to use that all in one hit.
     

    Keptick

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    Don't forget that it's also COMPLETELY useless against swarms of smaller enemies, since you'll at best take out two with one shot and will be stuck with a gigantic reload while getting absolutely murdered by the rest of the cloud.

    It's basically a situational weapon: excels in certain areas but utterly fails against others. Calling it OP is like calling "SCISSORS OP AGAINST PAPER, PLZ NERF!!!"
     
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    Missiles will become considerably less effective once turrets can target them. I'm hoping turrets will prefer bigger missiles over smaller missiles, since it wouldn't be difficult to fire one massive missile alongside 20 smaller missiles to distract turrets.

    I barely even bother with any other weapons unless they're on turrets. I use Ion cannons to take down shields and a missile to kill the hull. Once there's a countermeasure against missiles I'll start using different combinations of weapons.
     
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    How big are the arrays you're talking about here?

    You also have to realize that these missiles are A) unguided and B) have a long reload.
    And their power costs are ridiculously immense. The warship I built has significant tactical drawbacks on the defensive front because I had to divert literally a third of the ship's mass just for power tankage to fire my ship's onboard hulk missile.
     

    Valiant70

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    at the moment, the hulk missiles (missile+damage pulse+explosive effect) is too op. one shot from two of these takes down 35 million shields in 1 hit, I don't disagree with the radius, i just disagree with the effect it has on shields.
    The drawbacks are significant enough to balance these weapons. Even though they are guided, they are slow and require a ship to be purpose-built to use them. They are not overpowered at all.