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This suggestion is aimed to the weapon rebalancing that comes with or after the power update, in favour of using small gun systems and turrets.
Basically I would love to build impactfull small turrets on my ship, that are not out of realistic proportions, that can hurt an enemy ship.
It would be great if the overall turret size could be drastically smaller. It would be great, if 3 turrets of only 1/20th the size of my ship, would do a significant damge to an enemy ship thats just as big as my ship.
In the old weapon and combat mechanics, turrets needed be like half as long as my main ship. And even those big and totally out of any realistic proportions sized turrets, only did like 1/4th of the overall weapon damage that my ship dished out.
I hereby suggest to make weapon module's damage output around 10 times stronger (and cannons 20 times), and to heighten the power draw relational to their increased damage output.
The end story would be, that people who build fighters below 10m dimensions, would only be able to fit like up to 4 weapon blocks on their ship. Small figthers could use an additonal setting to lower their weapon damage output, for the benefit of drawing less power, so that they have enough energy for other systems left.
Let me leave some examples of turrets here, that I would love to be able to build:
The turret sizes shown below are big enough, to make sense of ships around 80 to 100 m length. If I can put 4 of the missile turrets and 2 of the railguns on my ship, it would be allready have no more surface space for additional turrets. Yeah ofcourse I can build a ship of 100 m length, that is just a sea of turrets. But I would love to have ship that has only like up to 6 turrets if it's between 80 and 120 m length, and that those turrets are not too big, but actually do make significant damage.
Small miniguns (cannon-cannon), that actually penetrate enemy fighters. My minigun has the total size of 5x5x5. And with this gun I would like to penetrate like 15 blocks deep into an enemy fighter.
Right now, if I have a turret in a box of like 5x5x5, I have around 15 aviable system blocks of cannon-cannon, I can't even penetrate 4 blocks with one shot I guess? And a turret that's fitting into a 5x5x5 box has only space for like 15, often less (8?) system blocks.
Railguns (cannon-beam), that actually hit their target, and make a big hole. They should have faster projectiles 30+ times sector speed pls), and they should penetrate even 100m blocks deep. Size: around 8x7x18. If I build a turret into this box, I end up with like less than 100 aviable system blocks.
Missile Throwers, that blast enemy fighters actually hard. I think a thrower, that fits into a box of 15x10x10, should be able to kill a fighter that dimensions are around 20 to 30 m with 3 hits. I can fit in a turret of this size 70 system blocks.
edit:
Exact weapon stats list explained by example setups:
scheme: module-module (total block count): weapon range (not in sectors but in km, to accomodate to ship size perception), speed (times server max), weapon damage, special effect, shoots/second
Basically I would love to build impactfull small turrets on my ship, that are not out of realistic proportions, that can hurt an enemy ship.
It would be great if the overall turret size could be drastically smaller. It would be great, if 3 turrets of only 1/20th the size of my ship, would do a significant damge to an enemy ship thats just as big as my ship.
In the old weapon and combat mechanics, turrets needed be like half as long as my main ship. And even those big and totally out of any realistic proportions sized turrets, only did like 1/4th of the overall weapon damage that my ship dished out.
I hereby suggest to make weapon module's damage output around 10 times stronger (and cannons 20 times), and to heighten the power draw relational to their increased damage output.
The end story would be, that people who build fighters below 10m dimensions, would only be able to fit like up to 4 weapon blocks on their ship. Small figthers could use an additonal setting to lower their weapon damage output, for the benefit of drawing less power, so that they have enough energy for other systems left.
Let me leave some examples of turrets here, that I would love to be able to build:
The turret sizes shown below are big enough, to make sense of ships around 80 to 100 m length. If I can put 4 of the missile turrets and 2 of the railguns on my ship, it would be allready have no more surface space for additional turrets. Yeah ofcourse I can build a ship of 100 m length, that is just a sea of turrets. But I would love to have ship that has only like up to 6 turrets if it's between 80 and 120 m length, and that those turrets are not too big, but actually do make significant damage.
Small miniguns (cannon-cannon), that actually penetrate enemy fighters. My minigun has the total size of 5x5x5. And with this gun I would like to penetrate like 15 blocks deep into an enemy fighter.
Right now, if I have a turret in a box of like 5x5x5, I have around 15 aviable system blocks of cannon-cannon, I can't even penetrate 4 blocks with one shot I guess? And a turret that's fitting into a 5x5x5 box has only space for like 15, often less (8?) system blocks.
Railguns (cannon-beam), that actually hit their target, and make a big hole. They should have faster projectiles 30+ times sector speed pls), and they should penetrate even 100m blocks deep. Size: around 8x7x18. If I build a turret into this box, I end up with like less than 100 aviable system blocks.
Missile Throwers, that blast enemy fighters actually hard. I think a thrower, that fits into a box of 15x10x10, should be able to kill a fighter that dimensions are around 20 to 30 m with 3 hits. I can fit in a turret of this size 70 system blocks.
edit:
Exact weapon stats list explained by example setups:
scheme: module-module (total block count): weapon range (not in sectors but in km, to accomodate to ship size perception), speed (times server max), weapon damage, special effect, shoots/second
- minigun: cannon-cannon (count: 10): range: max 2km, speed: 12.5, damage: around 15 blocks deep, effect: extra damage to astronauts, 10 s/s
- railgun: cannon-beam (count: 50): range: 20km, speed: 50, damage: 100 blocks deep, effect: explosive, directly touching blocks get destroyed too (so the hole is not 1 m, but 3 m in diameter), 1 shoot each 3 seconds
- homing-missile or torpedo: missile-beam (count: 70): range: 20km, speed: 15, damage: 3 shoots take out a 20-30 m spanning fighter, effect: entities withing the double range of the destroyed-blocks radius get pushed away and astronauts receive damage, 1 shoot each 15 seconds (45 as it is right now, is way too long)
- "blast-cannons": missile-cannon (count 70): range: 20km, speed: 25, damage: 6 shoots take out an 20-30m spanning fighter, effect: none (just the vanilla explosion radius), 1 shoot each 1,5 seconds
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