- Joined
- Jan 27, 2016
- Messages
- 169
- Reaction score
- 195
Darn :/ back to using punch for everything.Pierce got fixed to scale with module ratios as should be. No more missiles being full pierce and hitting shields at full. It was rather broken tech, and many knew it, in a way was hidden knowledge for new players cause yah super missiles hitting you hurts a lot more then these fixed missiles
Surely cannons are no better in that respect? Cannons fire projectiles of 10 damage (all from the wiki, which may or may not be correct), and each beam hit (i.e. 5 per second) is also 10 damage.I didn't get to much time to play around with them. However my initial impression is that beams are great if you can keep them focused on the target in one spot long enough to "dig through" the armor. Otherwise cannons still make for a better anti system and armor weapon simply because you can fire and forget them. Beams seem to be much more viable however.
Also, all my explosive weapons need a refit. 10% does not cut it.
Has anyone played with pierce weapons? What was done exactly?
I don't mean damage wise I mean by nature beams appear to be less effective at penetrating armor. What I mean is, once a cannon hits the enemy ship and goes through the armor, it keeps going through the systems even if the enemy ship moves. While a beam might break through the armor, if the enemy ship moves, then the beam will have to break through the armor again in order to get to the systems.Surely cannons are no better in that respect? Cannons fire projectiles of 10 damage (all from the wiki, which may or may not be correct), and each beam hit (i.e. 5 per second) is also 10 damage.
So if follow-up hits can't be relied on to hit the same block as the first hit, there's no difference: both do 10 damage on the initial hit.
And as vanilla beams fire at peak rates of 5/sec, and vanilla cannons at a peak rate of 1/sec, we can probably assume the beam follow-up hits are more likely to be on the first block that the cannon follow-up hits...which would make beams better in this respect.
This is incorrect. The radius will be capped at 1 block. However the more explosive effect blocks you have the more damage will be applied to adjacent blocks. Basically, explosives are still the exact same, except you have to go above 10% in order to actually break any adjacent blocks. Which kind of sucks for smaller cannon/beam/explosive weapons. They used to break a few shield blocks at 10% but can no longer do so.Cannon explosive effect can now go above the 10% effect it could have before. Say, 100/100/10 can now go up to 100/100/100 and get more explosive effect - spreading damage over a larger area. As far as I'm aware it has not been changed in other ways.
I don't really understand the scenario you're thinking of.I don't mean damage wise I mean by nature beams appear to be less effective at penetrating armor. What I mean is, once a cannon hits the enemy ship and goes through the armor, it keeps going through the systems even if the enemy ship moves. While a beam might break through the armor, if the enemy ship moves, then the beam will have to break through the armor again in order to get to the systems.
So that means the explosive blocks do not add up any damage numbers, they just distribute the existing damage to the neighbour blocks, right? My initial thought was right, then?This is incorrect. The radius will be capped at 1 block. However the more explosive effect blocks you have the more damage will be applied to adjacent blocks. Basically, explosives are still the exact same, except you have to go above 10% in order to actually break any adjacent blocks. Which kind of sucks for smaller cannon/beam/explosive weapons. They used to break a few shield blocks at 10% but can no longer do so.
They changed the damage model. /e10 is not a thing any more; use /e100 for full damage distribution (the radius is still 1).old 10% explosive effect weapons that worked well previously seem to have some trouble now, can't break a single block of adv with piercing using 48 1.7k per hit outputs & 2 10.8k per hit outputs on one c-c-e10 set up (even just the two 10.8k c-c-e outputs would have been able to dig quite deep holes previously)
At the moment that particular gun will obliterate hull or standard very quickly, piercing on advanced or equivalent can stop it entirely reducing hits to "<1", left clicking and focusing a single block for even a few minutes doesn't scratch it, despite the 10.8k hits displaying at around 74 damage (i would have imagined 90+ with the new system, abysmal even if it actually did as much as it said! but then again this is an armor "buff" all around)