I have missiles on all of my combat-focused ships. In my opinion, relying on missiles as a primary weapon is a bad idea. The biggest weakness is the reload time, and waiting for the lock. However, they are excellent secondary weapons. Open with lasers or particle beams and deal some damage while waiting for the lock, and then let loose the missiles opportunistically after you obtain a lock. This strategy mitigates both of the missile's weaknesses. It's also a great way to finish off targets that turrets have weakened.
Built this ship last week. All my ships have a unique feel but this is one of my favorite. Running Obliterators, PBOs and EM weapons. Named it the Bone Snatcher. Used for stealing ships.
Agree with you there. I don't use missiles at all, the three weapons are auto particle beams and particle turrets in kill mode, and EM that I power alternatively to the turrets to take over ships or just loot them. No space for useless missiles.
I ran my own tests and I can say without a doubt the best missle launchers are the "Infiltrater SC-2" and the "Hunter Mag 450". The INF SC-2 has a Damage Per Mag Dump (DPMD) of 3822 (mag size is 14rnds, damage per shot 273 with 4 guns equipped). The second best is the "Hunter Mag 450" with a DPMD of 3770, has a Mag size 10rnds, 377 damage per shot with 4 guns equipped. I legit spent 5 hours testing all the launchers, recording stats and doing math. I was thinking how starfields weapon system work and the fact that the Altal 280C has the most damage but can only shoot two rounds before reloading and the CE-59 has the second most damage but only can shoot 4 rounds before reloading. So I literally tested ever single missles launcher and recorded it's Damage, Fire Rate, Magazine Capacity(how many times you can shoot without reloading, and the max number of that weapon can be equipped. I hope this makes sense, I tried to explain it to the best of my abilities
Nice recap, I’ve had a similar experience as well. While not the best, it’s still seems fun to have the third weapon type be a missile to finish the enemy off. I hope they come up with a module type to help improve scanner distance and time.
I have the crimson fleet item that makes locking super fast, especially with targeting 4, on every ship. And different missiles on 3 ships: The same 2 you used in this video, and lastly Hunter 450. Have to fire that twice to get burst damage in between what the other options do. But what's nice about that one is 10 salvos, and with missiles4+Gideon, the reload actually feels nice. In the pause between targets you can actually see multiple rounds replenish.
@@ryanmsalisbury5499 One of the items that only Jazz sells which becomes available during the fleet's questline. The other item improves shield recharge IIRC.
I found a unique ship for sale while checking the ship technician at Gagarin, it was called the muramesa and i tried to make a missile ship out of it,i returned to using the Vanguard autoprojector and the pbo 175 auto helion beam,missiles are slow and when i encounter starborn they evade by using boost.
They can shoot down missiles? I am having a great deal of luck with the particle beams. I do not have Barrett on the ship and I do not have any skill in particle beam system or any crew that does, but my weapons can take down a level 85 ship in four shots and they have a range of 3,000 meters and none of them are turrets or auto beams this time around. My main problem with ship combat right now is the bethesda bug that takes away points in each category whenever I move around. If I grav jump or leave somewhere it will take points out of shield and weapons, even if I have extra points left over for the grav drive to use. Also my current level is 48 and this is not a NG+ play through just the very first one this time around.
I have not seen anything in NG worth it just for the sake of that thing.... Especially the new starborn ship. It is way too weak and can't be modified. I only did NG because of all the bugged missions. I'm level 201. I would hang in there until the patch is released and flushed out, then do NG with a fresh start. I'm undecided if I will do NG again any time soon. I have over 3 million credits, ammo out the cazoo, and 3 angry turtle ships and 1 other as a home base shielded cargo ship to make "sell" runs to Neon.
The problem is more that particle beams are VERY overpowered. They get the same shield damage as the best lasers, full hull damage, AND like 10x more range. I don't really understand this design. The existence of particle beams completely trivializes ship combat, and also makes it so the existence of the other more tactical weapons is pointless. Why reload slow missiles and wait for lock-on when a particle beam destroys the target from across the galaxy? Why use a 400 range laser when the particle beam does the same damage with 4000 range?
Yep, agree anything else in the 3 slot is way better. I run the strongest 4 of each of the following: 3 power auto particle turrets, 3 power auto lasers, and 3 power auto ballistics. It will shred anything in seconds, and I can turn off the turrets when I am going for a disable while still maintaining great firepower.