Postby mr_easy_money » Tue Feb 07, 2017 12:40 pm
I've always wondered why the Ares Missile is even a thing in this mod. When compared side by side with the Hull Missile Mark II,
(Ares Missile)
2 power, 20 second charge, 4 damage with a 30% chance to start a fire, a 20% chance to cause a breach, and a 3 second stun.
Costs 60 scrap, and has level 3 rarity.
(Hull Missile Mark II)
2 power, 17 second charge, 2 damage/ 4 damage to systemless rooms with a 10% chance to start a fire, a 30% chance to cause a breach, and a 4 second stun.
Costs 75 scrap, and has level 3 rarity.
It seems to be better than the Hull Missile Mark II in almost every way (almost, as it has a slightly shorter stun by 1 second and 10% less chance to cause a breach). It's cheaper, does 4 damage regardless of room, same power req, better chance to start a fire.
It also seems like it fits between the Hermes and the Breach, as it's got about the same stats as the Hermes, except it's 6 seconds slower, but has the damage output of the Breach, but doesn't have the very likely breach aspect and is slightly faster. The one thing here is that both the Hermes and the Breach are 3 power, whereas the Ares is 2.
It feels like it's 2 power to make it somewhat appealing to be used by the player, but more and more it feels like an easy way for enemies to fit in a powerful damage dealer into a weapons setup and punish the player.
I'd love to know everyone's thoughts on this (not just the creator of this mod, sleeper) to get a better idea of how people feel about this, as there are people in this dwindling mod community of ours that have clocked many more hours into Captain's Edition than I.