Calculations made without including extension bonuses, this is just the basic unequipped modules, standard variety.
Light missile launcher (ammo: chemoactive compact missile): 4.6 dps
Light missile launcher (ammo: sonic compact missile): 5.3 dps
Light HCL laser (ammo: chemoactive energy cell): 5.5 dps
Light HCL laser (ammo: multispectral energy cell): 7.5 dps
Medium missile launcher (ammo: chemoactive ballistic missile): 5 dps
Medium missile launcher (ammo: sonic compact missile): 8.5 dps.
Standard medium HCL laser (ammo: medium chemoactive energy cell): 7.3 dps
Standard medium HCL laser (ammo: medium multi-spectral energy cell): 10 dps
Unless i've miscalculated then missiles really are the lowest dps weapon. This was just a raw dps comparison though based on ammo damage multiplied by weapon damage divided by rate of fire. I have not factored in extension bonuses atall, nor have I factored in hit/miss rates. Just remember though, missiles may have the lowest DPS, but they require almost no energy atall to fire.
Also to note, light missiles and non range penalty energy cells dps are fairly close. When it comes to medium weapons though, this is no longer the case. One of two things needs to happen here, and this depends on if they want missiles to do as much damage as turrets or not. Either medium missiles need a dps increase, or light missiles need a dps decrease. It looks to me like the cycle time on missile launchers should be changed to achieve whichever is desired because cycle time on small launchers vs medium launchers seems a bit out of whack compared to the small turrets vs their medium counterparts.
Roughly, medium missiles could do with a 20-25% damage increase, or light missiles need a 13% dps decrease. Personally I say give medium missile a 20-25% damage increase and let turret bots fit energy drain/neuts without it taking up a turret slot.
Last edited by Sinister (2010-01-21 20:34:42)