I've gotta say that I'm in love with the overall weapon update concept. Sure, I'd do a few things differently myself (which I'll explain later) as far as details are concerned, but the foundation is strong and the update did what it's supposed to do; bring out a new weapons system.
Beams are the most reliable weapons. They also seem to be a fan favorite... Which has the adverse effect of making everyone want beams to be like they are in their favorite franchise... Which is usually as a long-range capital weapon with cutting/piercing effects. Having something that is both deadly accurate and long-range is out of the question. It's reliable, consistent damage (Working wonders on keeping enemy shield regen out of 100%, unlike other sniper-class weapons with longer refire times) and long range would easily overshadow other long-range weapon options and would also hold up well in short range as weapon use for non-projectile weapons is just as good at short range as it is for long range. It would overshadow other weapons, requiring heavily nerfed damage for other alternatives to remain viable.
Nerfing the damage to levels that are below average would ruin the weapon's roles, both at short range where it's performing pathetically worse than other weapons and at long range where it takes too long to whittle someone down; the only option to completely deny your opponent any combat range by backpedaling and not giving the enemy a chance to counter you. (A misuse case, as there is no counter-play to this and doesn't create a positive game-play experience for both parties, only frustration)
I'd rather beams keep their current niche as a weapon that can't reach too far, but is deadly within it's range due to it being capable of reliably dealing damage, as opposed to cannons/missiles/pulses which can be avoided.
And increase in the beam's tick rate is a good idea to make it's physical effects match up with it's theme and feel, but there's a technical limitation that's in the way.
Currently, any weapon that deals less than one damage per shot is rounded down to zero. This rounding happens before adding the damage to the group. This means that if you have regular beams have 5 ticks of damage a second at 1 damage/block a tick (making the 5 DPS weapon blocks have) you cannot increase that tick rate with slaved cannon blocks or the damage per tick will go below one, get rounded to zero, and now ALL beam/cannon groups deal zero damage per hit... Yeah, it sucks...
There's a couple of ways to get past that, though. We can modify the beam/cannon secondary effect in the block config specifically to lower the slaved cannon's bonus tick rate, which gives up more leeway to modify the rest of the effects but leaves the beam/cannon combination lacking a defined niche. We could also try out a few different mechanics changes to make beam weapons feel a little bit more like they look, or just make them look more like they feel. (Bonus points to people who pay attention to everything going through the bugtracker here)
I've got my own ideas for mechanics-related changes to beams to get them feeling bada** again and I'm aware that Calbiri does as well, but I think I'm more interested in hearing your thoughts on what you'd like to see beam weaponry become, especially the pulse/cannon variants.
My own idea for beams? Have all the base beams tick five times a second (The highest they can get while still dealing more than 0 damage). Make them feel sharp and... Cut-ty. Makes me smile to trace my name onto a planet and call it the Grand Poobah Canyon. The two beam/support combinations that modify fire rate will instead take the missile route, having a different firing mechanism from the rest of the beam variants.
I feel that a beam/cannon combo is an odd thing when you consider that my idea for beams changes them to already be rapid weapons. Simply having a change in tick rate would be boring, niche-less, and technically impossible without reducing the effect of the slaved cannons. Instead, the slaved cannons will modify it's firing behavior to be more 'pulse beam'. Instead of a constant beam dealing constant damage, a beam/cannon system will output a rapid series of pulses before cooling down, outputting a lot of ticks in a short time frame, but still able to deal damage without rounding down to zero due to it's refire time adding more oomph for when it does fire.
Let's do some math on it!
A simple 1/1 beam/cannon combo, that's two blocks so 10 DPS. I'm going to assume that the % of slaved blocks to master blocks affects the refire time and number of damage ticks per pulse, so let's do a 100% secondary example. Starting with some relatively neutral numbers, I'll go with a 5 second refire time, with a pulse taking up the first second of that reload. That's fifty damage per pulse, which we can divide by the number of damage ticks in a pulse... From a mechanical maximum of 50 damage ticks per pulse (woah, fifty damage ticks in a second) to something a little bit more modest such as 25.
Let's look at a 25% cannon secondary now. Assume the smallest possible group; a 4/1 beam/cannon, so 25 DPS. 25% of the 100% combination's refire time is 1.25 seconds, with a mechanical maximum of 12 ticks and a more realistic 6 ticks with 2 (rounded down from 2.6) and 5 damage respectively.
Even at a glance, a weapon with this configuration breathes and bleeds piercing. No, not the effect block. Literally piercing a ship through, although I'm certain that a piercing effect would help. With the damage being applied rapidly in a burst laser instead of over time, this weapon system would be ideal for digging deep holes into an enemy. Know a specific room or block deep in the enemy ship that needs taking out? Dig it out with a quick and accurate burst of contained damage.
That leaves the beam/pulse combo. In my eyes, slow tick rates with the current beam mechanics may work, they just don't feel right at all. That brings back memories to one of the earlier proposed beam/pulse weapon concepts; the charge laser. Essentially it was a charge-up weapon that could dynamically offload a lot of damage based on how long the trigger was held down before firing while taking a lot of power while charging and having it's maximum damage capped by the weapon size. It's a neat concept that plays into a lot of similar themes such as preparing an ambush or arming a super-weapon. The only limitations I can see is that this isn't a simple stat change, it'll require work from Schema to put in.
Now, time for some math!
Let's have the charge laser deal lots of damage, yes? Considering that each point of damage is worth ten energy, let's have it remain as efficient as shielding energy-wise, but not able to charge so high as to instantly get rid of an equivalent number of shields and 1-shot the ship hiding behind it. Shield capacity per-block is 495 last time I checked, so anywhere around 450 damage per beam/pulse block seems alright. Let's go with 450 in this example.
Assuming a 1/1 group, the maximum charge would result in 900 damage. That would charge at 5/block (In accordance with the standard DPS) so ten damage a second is charged. That means that you can charge up damage for a minute and a half. Since energy is calculated at ten times damage, we could have this 1/1 weapon take in 100 energy a second to charge, so 9,000 energy for a fully charged shot. That's a decent chunk of energy. Even more if you consider that holding onto a fully charged shot continues draining energy until you let it go.
This weapon type would accept tertiary effects like candy. A fully charged shot with ion will massively shred shields as well as a hulk missile. Pull/push/stop effects would be able to affect ships larger than you or send smaller ones flying into the sun. Add in punch-through or explosive and watch people's vessels turn into works of modern art.
This is the best solution to the thematic problems facing beam weaponry that I can think of right now, but it's certainly not the easiest as it requires fundamental changes to the way that beam/cannon and beam/pulse combinations work.
Your thoughts?