So in Delta, missiles were problematic. They were built around a concept that they had massive burst damage but awful reload which propagated a playstyle that relied heavily on killing the enemy in a single salvo, or dying on the reload. Not only was this really ****** for the pilot who just failed to finish off the last couple hundred HP and gets owned on the reload, but it was also very frustrating to armor tankers that would get taken from full HP to death in a matter of seconds with little time to react.
Rattati responded to this by basically decreasing the burst DPS by lowering the fire rate, giving vehicles more time to react, which inadvertently make the "die on the reload" far more prevalent. The large missile went from overpowered to underpowered, which is understandable given the binary performance that the turret has.
I felt we need to buff the Large Missile to somewhere between Delta and Echo, but also take a look at the core fundamentals of how missiles work. Here are the general calcs, and while this is just a first pass, provide constructive feedback but don't crawl up my ass if you don't like the numbers. It's a work in progress, so lets have a constructive conversation...I'm very reasonable if people are not asshats about it.
https://docs.google.com/spreadsheets/d/1H0Jb2GUobDx28eETJ-7SSD0z4f9VqfUKvFW1Lo_5eEQ/edit?usp=sharingGeneral Notes:
Reduced Damage Per Magazine to remove "Insta-gank" mechanic
Reverted Fire Rate to Delta levels
Moved Burst DPS to levels between Delta and Echo
Drastically reduced reload time (50% of Echo, 60% of Delta)
Sustained DPS between Blaster and Railgun
Burst DPS ~x2 that of a Blaster/Railgun
High Burst DPS makes it ideal for an ambush weapon to catch enemy vehicles with their hardeners down. The first volley will not kill the target, but it will do considerable damage quickly and a quick reload allows them to recover quickly. Sustained damage is being considerably buffed from Echo to rest between that of a Blaster and a Railgun.
Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. Also note that as stated, Sustained DPS for Blasters and Railguns only take into account heat buildup. After a handful of heat cycles the turret will have to reload, reducing sustained damage considerably. Missiles will not suffer from this issue as reload is the primary limiting factor in sustained DPS, not heat like Blasters/Rail.
Also I'm aware that the Railguns are underpeforming currently. I agree that some changes need to be made to them, but for the sake of the current conversation I assumed no change.