Testing 3.1 currently. Now that the HE missiles aren't bugged I can properly test them.
Result: I like them. Part of the problem I had with missiles is that they did quite a lot of sustained damage through shields. I felt like I couldn't fit enough PD and shields to prevent damage entirely (which is really annoying in single player). They might not get you in the first salvo, but they could take out your PD and weapons through attrition. Now they behave more like the other weapons. They might hit more often with the weaker anti-missile defenses, but they don't do as much bleed damage through shields, so it feels less frustrating. I think they might do a bit too much direct damage to shields though. Even light missile fire seems to take down double shielding with ease. That deserves a lot more hours of testing though.
So I like the way HE missiles feel now, however I think the PD are still too ineffective. Even if a missile is fired from max range, the PD barely has time to achieve lock before impact. If the missile is fired from a forward facing launcher, the PD often doesn't have time to get a lock, especially if it has previously wasted lock time on a lock it couldn't complete. Even against light missile fire, less than 25% of missiles are being destroyed with a 1:1 PD to launcher ratio. Against heavy missile fire, I estimate less than 10% of missiles are destroyed. I feel like it should be at least 50% destroyed with a 1:1 pd to launcher ratio, and at least 25% with a 1:2 pd to launcher ratio.
I love the way HE missiles path around stuff now. Their guidance seems much more sensible.
EMP missiles feel nice as well. They seem to be balanced, though that too would require much more testing. I think taking 4 shield energy on impact is a good spot for them.
Nukes feel both OP and useless. The ships I use are highly nimble - they dodge most cannon fire - so they are immune to the even slower nukes. Against the typical cannon wall, I think a salvo of nukes is ridiculously strong. Against most ships the fight would be over in one salvo of six nukes. Then again, if the salvo misses, it's a long wait for another one. I'm starting to like the concept and the method of implementation, however I hope they will be a larger missile sprite. That might require variable launcher art though. And could we call them torpedoes? 😃 I mean they feel like torpedoes...
I think if nukes are as slow as they are now, they need to have a longer flight time, maybe double.
Miniguns definitely have too much damage now. I think their role should be as a moderate damage sustained fire weapon. RIght now they shred parts. Earlier with the 3.0 prototype, I said they did too little part damage if they were going to be unable to damage shields. Since now they do damage shields, I think that the old part damage is fine. Obviously it's going to require a lot of tuning since we've never considered balance for a turreted sustained damage weapon, but I think considering the situation in relation to the damage of ion beams should give you a better idea of how to balance miniguns. Maybe something like 1/4 to 1/2 of the sustained damage of ions, considering miniguns can be focused, but also considering their short range.
I like the range they are set at, but I still feel like they need an increased field of fire if they're going to have that range. Definitely not a laser field of fire, since we don't want tons of them to be able to focus fire, but only being able to focus fire with a few of them is lame.