Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

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Micromissile launcher v1.2.5
   
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Tags: Mods
File Size
Posted
Updated
5.388 MB
6 Mar, 2024 @ 12:37am
9 Mar, 2024 @ 4:38pm
3 Change Notes ( view )

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Micromissile launcher v1.2.5

In 1 collection by Dj0z
Base-game-Balance mods
21 items
Description
Adds a part that launches micromissiles fast. It's designed for use up front as a main, mid-range burst damage weapon.
Micromissiles move swiftly for a few seconds, then run out of fuel and fly straight forward, slowly losing speed.

Compared to HE missiles:
- 50% size and cost, slightly more than half the health, total lifetime, damage, and explosion radius.
- Very short guided thrust time ; same range ; worse long-range aiming, doesn't target behind the launcher (sides are ok).
- The reinforced launcher shoots a lot faster, has a slightly different cost, has normal HP (base launcher has reduced HP), and stores way more missiles.
- As this is meant for burst damage, micromissiles take much longer to activate after assembly than standard HE missiles do.
- Better overall damage-per-second and point-defense resistance.

Balanced for base game.
Must be unlocked.
Extra languages : French, Russian, Spanish. Will add more if someone competent can provide me with the text.

See the collection for other part variants.

How it works
• The launcher shoots micromissiles really fast at a target that isn't behind it. However like all missiles, it doesn't require line of sight.
• The missiles fly quickly for just a few seconds;
• Then they run out of fuel, pretty much becoming explosive bullets that slowly lose speed. That's when their exhaust is just grey smoke (see the gif).
For performance-wary users, all in all micromissiles disappear about twice as as fast as HE missiles, and are guided much less time, which should help with lag significantly.

Thanks to the space savings from using small missiles, the launchers are sturdier and less punishing to have destroyed. This opens up more exposed spots.
Since they can't shoot behind themselves, they should be placed on the front or sides, but they're still fragile and dangerous compared to lasers or cannons, so be careful and capitalize on the alpha strike.
Also micromissiles take relatively long to activate once the crew has delivered the parts, so it's recommended to do short strike runs then disengage for maximum safety.

Example ships using it
Micromissile Copter

See also
Crippler Missile Launcher

Latest changelog
v1.2.5
-Stats are finally displayed for both stages of the missile.
-Additional stats : missile duration while guided and unguided.
-Damage per shot and firing angle very slightly reduced (current stats in screenshot).
19 Comments
Dj0z  [author] 30 Aug, 2024 @ 11:40am 
Huh, that's new. Probably caused by a recent patch. It's unlikely that I'll fix it, so if you know how to, feel free to copy the mod and republish with your fix.
Elliott 30 Aug, 2024 @ 3:18am 
This mod breaks when using blueprint mode in the latest version, and only blueprint mode.
dx155 15 Aug, 2024 @ 7:58am 
I think the mod does not support the blueprint mode of the carriere game
Sentinel 25 Jun, 2024 @ 7:25am 
How to erase an entire fleet!
Step 1:
Dj0z  [author] 15 Jun, 2024 @ 8:47am 
Oh, all good then
MedicCoco 14 Jun, 2024 @ 11:45pm 
your mods fine I was just being dumb lol
Dj0z  [author] 14 Jun, 2024 @ 11:42pm 
There have been a few minor changes since the video was recorded, does anything in the changelog explain the differences you're seeing?
MedicCoco 14 May, 2024 @ 12:11pm 
So the missiles seem to not act as shown in the video you have. is this mod broken?
Dj0z  [author] 4 Apr, 2024 @ 1:35pm 
Glad you guys like it!
ASulkyDragon 4 Apr, 2024 @ 10:55am 
these are nice