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So yep dauntless is sort of limited use in combination with MIRV.
He's not even a part of the team for this game anymore. I don't think he has been for a while.
Of course, I do wish they said this somewhere in some description of something.
missiles against beams were in the early game far to good.
lol, Mr. Greystone, please check out the MODs section, awesome content especially from Spuds 5X ultimate balance MOD, then add WhatisSol bug fixes and Voila, awesome game. Instead of putting time in unreal tournament, you should consider putting in 500+ hours in the 5X ultimate balance MOD, it's really fun and more fun with "impossible" AI difficulty.
Since it seems everyone either uses them almost exclusively for the first 3/4 of the game or even for the entire game. I'm leaning towards them needing a damage nerf, much longer cooldown, the reintroduction of Ammo usage to them, or some combination of the above.
Damage nerf/Cooldown would be a simple yaml update - my next game I'm going to double missile cooldown just to see the effect it has on combat and AI tactics.
But ammo would have to be a code change. I seem to recall MOO 1 & 2 missile bays came in 2 or 5 shot variety. Maybe default to 2 shot and add another missile mod for High Capacity that ups the shot count to 5.
A missile ship attacking a beam ship requires no point defense, you can't shoot down a beam. A beam ship vs a missile ship has to waste slots on point defense just to reduce the damage taken. It is normally futile.
Anyway that is how it seems to me.
Digging into the AI it appears to me that the AI gets scared of the player since the player builds mainly missile ships which given the current balance way out DPS mixed or beam ships calculation. Thus the AI decides it can not beat the player and does not bother to attack them unless it has overwhelming numbers (which means almost never).
For DPS calculations best would either be a damager reduction or cooldown adjustment.
Anyway, this is a working theory right now - just something I'm testing out is all.
Seems to me like a cool down adjustment is the right answer. That way, players still have their heavy hitting option if they want it, but they're going to have to sit around and take some hits while they wait to reload. Unless you can win in that first volley, taking exclusively missiles would no longer be the best strategy.
That, or decrease cool down on beam weapons. I've always felt like cannons should reload faster as a trade-off for their lower accuracy and damage range reduction.