Dyson Sphere Program

Dyson Sphere Program

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do missiles need a nerf?
I feel they do. or the fog need some sort of countermeasure. feels gamey to wipe out bases using missile towers and signal towers. Maybe change it so missile turrets can't make use of signal towers and instead make it so drone/bases react to signal towers instead.

Keep missile turrets for space defense and localised defense. i dont know, something just feels off atm and the fog is a joke once you have missiles. Also makes all other weapon systems pretty redundant

or another suggestion is to have two types of missile turrets. a very late tech "long range missile turret" that can do what current missiles do but at a higher component/resource cost.
Last edited by Sir Snuffles; Jan 4, 2024 @ 6:29am
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Showing 1-15 of 41 comments
joebobku Jan 4, 2024 @ 6:27am 
No... but it would be cool if Icarus could get a Nerf Gun tech to take out the fog. Maybe even some Super Soaker 2000's
Last edited by joebobku; Jan 4, 2024 @ 6:29am
Lucky-E Jan 4, 2024 @ 6:45am 
i for one dont want to have to keep running back N forth to planets .. turrets are fine, don't like em ... well the game has about 4 or 5 other options you can customize your defenses. no one said you have to use missile turrets or any turrets ... or signal towers for that matter.

i didnt know about signal towers for my first dark fog game.... i had massive ramparts defending my bases that i kept expanding as my base grew... it was daunting... i actually ran out of ammo , just missile turrets aren't enough to defend a level 6 attack from 4 bases.. (roughly 400 drones)
Last edited by Lucky-E; Jan 4, 2024 @ 6:48am
Mr. Fibble Jan 4, 2024 @ 6:55am 
Nerfs and buffs really need to be avoided until after the second half of combat is added into the game.

I think the synergy bonus to range that they get from signal towers is a bit too strong. But I can see that removing it would be a big barrier to those who aren't overly keen on too much RTS in their factory. And too much of a nerf would mean potentially weakening a planet against assaults while you're offworld or in another system entirely.

I tend to use lasers for turret creep or containment with the ammo based systems being more as a backup since they need supplied with ammo which means potential for disaster if a supply chain is pushed too hard.

Drones are what I think need looked into most because whilst they're ok for defending against a handful of lowbie waves, once a fog base levels up the drop off in drone tech makes them worthless. I think if icarus & babs were have some sort of veterancy system that gains xp from combat in a similar manner to the fog and those levels are applied to equipped drones they'd have more use. Destruction of icarus or the base leads to loss of some xp or resetting progress in current level/rank. The tech tree upgrades just never seem to keep pace with the fairly constant rise for the fog.
Sir Snuffles Jan 4, 2024 @ 7:25am 
Originally posted by Mr. Fibble:
Nerfs and buffs really need to be avoided until after the second half of combat is added into the game.

I think the synergy bonus to range that they get from signal towers is a bit too strong. But I can see that removing it would be a big barrier to those who aren't overly keen on too much RTS in their factory. And too much of a nerf would mean potentially weakening a planet against assaults while you're offworld or in another system entirely.

I tend to use lasers for turret creep or containment with the ammo based systems being more as a backup since they need supplied with ammo which means potential for disaster if a supply chain is pushed too hard.

Drones are what I think need looked into most because whilst they're ok for defending against a handful of lowbie waves, once a fog base levels up the drop off in drone tech makes them worthless. I think if icarus & babs were have some sort of veterancy system that gains xp from combat in a similar manner to the fog and those levels are applied to equipped drones they'd have more use. Destruction of icarus or the base leads to loss of some xp or resetting progress in current level/rank. The tech tree upgrades just never seem to keep pace with the fairly constant rise for the fog.

oh whats the second part of the combat going to be? have they said?

I assumed this was it and all was left was balancing
weiss Jan 4, 2024 @ 7:46am 
Originally posted by Sir Snuffles:
I feel they do. or the fog need some sort of countermeasure. feels gamey to wipe out bases using missile towers and signal towers. Maybe change it so missile turrets can't make use of signal towers and instead make it so drone/bases react to signal towers instead.

Keep missile turrets for space defense and localised defense. i dont know, something just feels off atm and the fog is a joke once you have missiles. Also makes all other weapon systems pretty redundant

or another suggestion is to have two types of missile turrets. a very late tech "long range missile turret" that can do what current missiles do but at a higher component/resource cost.
no its not needed, do you not read patchnotes?
the dark fog got weakened by 0.5 in health and damage because space combat isnt properly implemented yet etc.
if you want to have the powerfull dark fog back, play previews versions.
they will return this back to normal when the space station and co. gets implemented.
Last edited by weiss; Jan 4, 2024 @ 7:46am
Filokwarq Jan 4, 2024 @ 8:01am 
To soon to have this dicsussion, its not really fully implemented yet. I like the Idea of coordinating defence via the signal-towers, but the other towers should assist as well etc.

So lets see what they come up with in the end, this was just a x-mas gift to play around with a new feature. Cant wait to see when the rest comes in.
Sir Snuffles Jan 4, 2024 @ 8:30am 
Originally posted by weiss:
Originally posted by Sir Snuffles:
I feel they do. or the fog need some sort of countermeasure. feels gamey to wipe out bases using missile towers and signal towers. Maybe change it so missile turrets can't make use of signal towers and instead make it so drone/bases react to signal towers instead.

Keep missile turrets for space defense and localised defense. i dont know, something just feels off atm and the fog is a joke once you have missiles. Also makes all other weapon systems pretty redundant

or another suggestion is to have two types of missile turrets. a very late tech "long range missile turret" that can do what current missiles do but at a higher component/resource cost.
no its not needed, do you not read patchnotes?
the dark fog got weakened by 0.5 in health and damage because space combat isnt properly implemented yet etc.
if you want to have the powerfull dark fog back, play previews versions.
they will return this back to normal when the space station and co. gets implemented.


ah okay i didnt know more features are planned for combat
Kackstift Jan 4, 2024 @ 8:44am 
missles are quite expensive to make and only really usefull for attack. plasma guns are the best :)
Dragonmaster Jan 4, 2024 @ 9:12am 
Originally posted by weiss:
Originally posted by Sir Snuffles:
I feel they do. or the fog need some sort of countermeasure. feels gamey to wipe out bases using missile towers and signal towers. Maybe change it so missile turrets can't make use of signal towers and instead make it so drone/bases react to signal towers instead.

Keep missile turrets for space defense and localised defense. i dont know, something just feels off atm and the fog is a joke once you have missiles. Also makes all other weapon systems pretty redundant

or another suggestion is to have two types of missile turrets. a very late tech "long range missile turret" that can do what current missiles do but at a higher component/resource cost.
no its not needed, do you not read patchnotes?
the dark fog got weakened by 0.5 in health and damage because space combat isnt properly implemented yet etc.
if you want to have the powerfull dark fog back, play previews versions.
they will return this back to normal when the space station and co. gets implemented.
Mostly regarding space for that change.
As for the op, as it stands now missiles are far by overpowered for ground defense. No other turret comes close. Main reason is the signal towers. Plus missile plus signal makes planets 100% safe as well when you have a signal tower at each pole with missiles set to high air. They shoot down ALL relay ships before they deploy to bases and only cause minimal hive threat and xp. The is almost no reason to use any other turret. Sure if your farming then laser ones work but for pure planet defense, missiles are all you need.
But yes still need the rest of combat to happen but I don’t see how the space combat update will affect the planet defense against relay ships thus missiles will stay Op.
Honestly it’s the signal tower that needs the nerf to not affect missiles and instead just be dark fog “lures”. That alone fixes everything wrong with missiles.
Handbanana Jan 4, 2024 @ 9:20am 
Signal creep is kinda cheesy but I don't think it needs to be nerfed. The fog needs to be buffed and the bases need stronger defense.I don't even mess with them anymore. I just use T3 implosion ammo in icarus and blow up the entire base myself in like 10 seconds lol. Missiles kinda fall off later.

For ground defense if you are farming use laser towers. For air defense you use plasma turrets. They are 1000x better at actually stoping a space attack than missiles lol.

Once they are off the planet shields stop them from coming back so you don't even need to cover the entire planet in relays anymore.

If anything the fog needs to be buffed. They need to add more enemy types that do different things.
Marakith Jan 4, 2024 @ 9:59am 
I don't think the missile turrets need a nerf... however I do have an opinion on one gun... the implosion cannon, that needs an anti-nerf.
gauss turret, useful, especially at the start, then later with titanium ammo
laser turret, useful for keeping mobs at bay/farming,
plasma turret, love it - a pack of them destroyed a hive from the ground for me without leaving the planet.
implosion cannon... ummmmm, well it looks nice.
Has anyone found much practical use for this? Sure it has abilities but all the other turrets abilities outshine it by far so for me it's become a pointless gun.
I have endless gauss and missile ammo piled up ready for use supplied by ILS. I've also not really bothered much with the advanced missile ammo as the basic ammo works perfectly fine and is cheap.
Sir Snuffles Jan 4, 2024 @ 10:11am 
Originally posted by Marakith:
I don't think the missile turrets need a nerf... however I do have an opinion on one gun... the implosion cannon, that needs an anti-nerf.
gauss turret, useful, especially at the start, then later with titanium ammo
laser turret, useful for keeping mobs at bay/farming,
plasma turret, love it - a pack of them destroyed a hive from the ground for me without leaving the planet.
implosion cannon... ummmmm, well it looks nice.
Has anyone found much practical use for this? Sure it has abilities but all the other turrets abilities outshine it by far so for me it's become a pointless gun.
I have endless gauss and missile ammo piled up ready for use supplied by ILS. I've also not really bothered much with the advanced missile ammo as the basic ammo works perfectly fine and is cheap.


from a newbie glance the implosion cannon seems like an improved gauss turret since ammo is easier to make compared to plasma?
Handbanana Jan 4, 2024 @ 11:46am 
Originally posted by Marakith:
I don't think the missile turrets need a nerf... however I do have an opinion on one gun... the implosion cannon, that needs an anti-nerf.
gauss turret, useful, especially at the start, then later with titanium ammo
laser turret, useful for keeping mobs at bay/farming,
plasma turret, love it - a pack of them destroyed a hive from the ground for me without leaving the planet.
implosion cannon... ummmmm, well it looks nice.
Has anyone found much practical use for this? Sure it has abilities but all the other turrets abilities outshine it by far so for me it's become a pointless gun.
I have endless gauss and missile ammo piled up ready for use supplied by ILS. I've also not really bothered much with the advanced missile ammo as the basic ammo works perfectly fine and is cheap.

Implosion has a massive aoe component to it. It can 1 shot entire waves in a single hit. I use the ammo in my mech and just solo bases half the time.
Mr. Fibble Jan 4, 2024 @ 12:50pm 
Originally posted by Sir Snuffles:

oh whats the second part of the combat going to be? have they said?

I assumed this was it and all was left was balancing

So far as I know part one was planetside and part two is the bulk of spaceside
cubby Jan 4, 2024 @ 12:59pm 
Originally posted by Marakith:
I don't think the missile turrets need a nerf... however I do have an opinion on one gun... the implosion cannon, that needs an anti-nerf.
gauss turret, useful, especially at the start, then later with titanium ammo
laser turret, useful for keeping mobs at bay/farming,
plasma turret, love it - a pack of them destroyed a hive from the ground for me without leaving the planet.
implosion cannon... ummmmm, well it looks nice.
Has anyone found much practical use for this? Sure it has abilities but all the other turrets abilities outshine it by far so for me it's become a pointless gun.
I have endless gauss and missile ammo piled up ready for use supplied by ILS. I've also not really bothered much with the advanced missile ammo as the basic ammo works perfectly fine and is cheap.

Implosion cannons also do nice air burst attacks against the flyers.
Last edited by cubby; Jan 4, 2024 @ 12:59pm
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Date Posted: Jan 4, 2024 @ 6:24am
Posts: 41