Missile Defense Systems Nerfed?

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hookoa
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Are the missile defense systems nerfed now?
Lvl 5 ICX uses omni-directional which is 1d4 laser with 30 fire rate: Average 2 damage
Lvl 7 Longreach is 4d8 damage with 15 fire rate: average 16 damage
At level 5, they're both out past St. K's for the most part.

Missiles:
NAMI (small) missiles have 15 hitpoints. Not much of a threat past St. K's
and the ICX misses half the time.

P.S. The disposable Stiletto missiles are weaker than the NAMI launcher Stilettos.


MAGS:
Mags are 20 - 30 hitpoints, and fire as fast as the anti-missile devices. That means that they can take hits from the defense systems and still hit.


Strelka:
Well, we just don't try to shoot down incoming Strelka fire.


Howitzer:
The autocannon would put up a good defense against howitzers, which are fired from a xenophobe ship.

Kiloton Cannon:
Only the autocannon would work well

NAMI Heavy Launcher:
40hp per missile means that no anti-missile device works

Suggestion:
Boost the ICX to turbolaser or fast fire laser and make it a lower level device for earlier game. There's enough missiles flying around with the new charon frigates and increased amount of Corsair II's around.

Have the autocannon be for late game.

I think that having the ICX earlier in the game would still be balanced out by its rarity and cost. 7000 is expensive at the start. It'd also make a good candidate for a gift from the Charon system Korolov station.

Also, if anyone has better suggestions or likes the current placement in the game, let me know.

-Ho'okoa
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Do ICXes stack? I.E. if I had three installed, would I be defended against three missiles at a time?
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hookoa
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Not sure about stacking, but with some ships only getting a limited number of device slots, sacrificing two slots for missile defense seems like a bad idea when the device should work by itself in the first place.

I would think that the company making ICX missile defense units would notice the abysmal sales (and abysmal survival rate of their customers) and redesign their product.
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Arisaya
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I think maybe ICX should be level 4/3? ICX isn't very good, especially at higher levels... (it was fine before [even OP at higher levels], when missiles didn't have HP)
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hookoa
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Wolfy wrote:I think maybe ICX should be level 4/3? ICX isn't very good, especially at higher levels... (it was fine before [even OP at higher levels], when missiles didn't have HP)
Exactly my thinking, Wolfy. With missile HP being introduced into the game, ICX needs to be rebalanced.
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Atarlost
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It's most effective against those weapons it really shouldn't effect at all: the weapons that want to be beams, but are missiles instead because images can't be used with beams.
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Song
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ICX does stack. So, hypothetically, you could godmod with 10. However, on trying this with +slot devices and suchlike....it's not that good, because the ICX STILL has parkinsons when aiming. It also fires all 10 at exactly the same time, so it LOOKS like 1 shot.....until it goes straight through the missile and out the other side. Not good against multiple missiles. I tried this against Centauri Command Ships (the old boxy ones), and it didn't stop all the shots, but it did eventually kill ALL of them without me firing a shot. Sometimes it managed to shoot them on the random phantom-targeting shots backwards. Not bad fun, actually....now to try it with longreach-Is, and and see if getting in front of a Phobos or Deimos will mean its shield goes bye-bye.

What I think would be good is to have a WIDE RANGE of these devices. And, since they are automated defense systems, make them and the Longreach series available at Auton dealers. That solves the big issue: The fact they're really really hard to find.

Here's one set of options that might work:

ICX/A: Exactly the same as the current ICX.

ICX/B: Like an ICX, only using a Turbolaser or a fast-fire laser.

ICX/C-MT: An ICX, with 2-3 Multi-targeting cannons. Bolides, perhaps? Multi-targeting might be an issue, but should be possible to code in.

Longreach 1: Uh...a longreach I? :P

Longreach 2: Longreach with faster fire-rate, shorter range? This is hypothetical, and I haven't thought it through much.


And for all of them: Reworked targeting algorithms. They're currently seriously DANGEROUS sometimes, what with twitchy friendly stations. They also tend to shoot out randomly behind you. And miss things. Honestly, computers > humans for working out complicated trajectory and trig calculations in fractions of a second.. So why does the computer miss when I don't?
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schilcote
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Perhaps ICXes should be low power but have them be stackable in one slot? So if I bought five ICX turrets, I would have very good protection against missiles (maybe 80% get shot down, plus frags which will probably damage you anyway) at a very large cost of fuel and the turrets themselves.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
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Song
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schilcote wrote:Perhaps ICXes should be low power but have them be stackable in one slot? So if I bought five ICX turrets, I would have very good protection against missiles (maybe 80% get shot down, plus frags which will probably damage you anyway) at a very large cost of fuel and the turrets themselves.
The problem there is the targeting. ICX systems aint so good at aiming AT the missile. :P
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Atarlost
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What about using something with a larger hitbox than a laser?
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Or maybe lob a small nuke/harass style area of effect in front of the projectile, Missile Command style?
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Atarlost
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Definately not that. Area weapons don't respect projectile hitpoints.
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Song
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Atarlost wrote:What about using something with a larger hitbox than a laser?
Hmm. That might work. Maybe an Omni-version of the Arbalest? that gives more chance to hit the missile, and is at least slightly effective against multiple missiles.


Although Nothing is EVER going to stop Strelkas. :P

(Except, perhaps, an Ares Lightning Turret configured as an ICX :P )
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Psycholis
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i just imagined that last one and wow, what an overkill way to stop a missile.
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Song
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Psycholis wrote:i just imagined that last one and wow, what an overkill way to stop a missile.
Weeeeeeel, I suppose lobbing an M5 at a KM100 (DM version) IS an effective way to stop it.....IF it hits.


If it misses, of course, you have the whole whooshy-off-and-killing-random-stations thing. :P
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