- Joined
- Jan 31, 2013
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The new weapons system is undoubtedly miles ahead of the old one, even if some of it's aspects were awkward to get used to at first. Since it's release we've seen a lot of balance changes and even whole weapon revisions (new beams <3) and I think we're right on the heels of a vanilla balance we could keep for many updates to come.
There are two important issues that I can see though; the uselessness of pulse primaries and the combination of versatility and natural strengths making missiles popular enough to warrant a second look at them.
Let's talk about damage pulses first. For each block in a damage pulse array, you'll get to deal 5 damage to everything within ten meters (up to 20 meters with a 100% beam slave) every ten seconds at the cost of 250 energy per block.
All other weapons have a base 5 DPS per block with a 1/10 damage/energy ratio.
Pulse weapons have a base 0.5 DPS per block with a 1/50 damage/energy ratio.
It's range is abysmal, up to a 20 meter radius compared to the next shortest range of 500 for beam weapons.
Due to it's naturally explosive behavior many of the tertiary effects aren't impacting the behavior of pulses. This leaves less of an advantage to gain from the addition of tertiaries compared to other weapon primaries.
Statistically there is nothing to warrant it's use. It has no strengths, only weaknesses.
To fix this, let's re-evaluate the role we want damage pulse primaries to have and then boost the stats to match the strengths and weaknesses of that role. If you've got a unique idea that would make pulses fun to use while giving them a nice niche to get cozy with, please post that here.
My own vision of pulses are to be a mixture between high risk high payout block bombing for use against larger vessels and an area-denial weapon against smaller vessels. This would require the weapon to have enough of a range to potentially cover an entire close combat area, I'm thinking a base 250 meter radius expandable to 500 meters with a beam secondary. The weapon would deal it's full damage split up between all the blocks hit within it's radius. If you fire a 5,000 damage pulse weapon and a 100 block enemy is fully in it's radius, each block on the enemy's vessel will take 50 damage.
It would need to ignore friendlies, else turret/drone/whatever bearing vessels will be locked out of this entire quarter of the weapon system due to their weapons destroying their own defenses and allies.
To bring it's stats back to a respectable place, I'll match the efficiencies of the other weapons. Each pulse block will deal 50 damage every ten seconds at the cost of 500 energy and with a range of 250.
The second issue I've been seeing since people have finished all their testing and are developing solid habits of using certain weapon systems is a prevalence towards missiles. I can't blame that, missiles have a lot going for them. They're tied for longest range, they're naturally AOE (a HUUUUUGE bonus), they have longer cooldowns allowing the use of secondary weapons while waiting for reloading, and their one natural weakness of slower projectile speed and reduced accuracy is counteracted by the locking capabilities of 3 out of 5 missile combinations.
What I'd like to do is to keep the missile's positive characteristics (power, impact) while making them harder to apply by giving people more of a chance to react to them. This would basically be a nerf to guided missiles overall, as the reliability of always landing your hits is mixing waaaay too well with the natural strengths of high damage explosives.
Giving missiles a maximum turn rate in degrees/second would be my primary choice but that will negatively impact a lot of people who use vertical launch systems for their missiles, and unless the missile isn't fired directly at the target it would still be nearly impossible to dodge.
Another solution and one that has been talked about in the past is a form of countermeasure for use against missiles, such as flares or point defenses. While I agree that this would be interesting, it would also have to be only partially effective, or somehow related to a pilot's skill/effort. There's very little one can do to balance the effective ratios of point defense vs. missiles. Someone might fire a 10,000,000 damage nuke only to have it go poof from a 10 block point defense array. Lots of numbers would have to be tweaked and at that point missiles vs. their counters would have absolutely nothing to do with the relative skill or tactical efficiency of the pilots involved.
My preferred solution is simple; revert the missile/pulse combination to a dumbfire weapon. We all know that the heatseekers aren't much of a problem as their... Unique tracking system isn't the most reliable in the first place, making them a quirky if accidentally well balanced fire and forget weapon. Missile/beam should also retain tracking, but due to the natural damage shortcoming of beam secondaries they should also have a reduction in their damage radius more fitting to their reliable low damage standard. This change should push it's role and characteristics away from the other more high-impact and slower dumbfire missiles and give it a reasonable tradeoff for it's strengths.
Let me know what you think, and if you have any ideas concerning these you want to discuss, go ahead!
There are two important issues that I can see though; the uselessness of pulse primaries and the combination of versatility and natural strengths making missiles popular enough to warrant a second look at them.
Let's talk about damage pulses first. For each block in a damage pulse array, you'll get to deal 5 damage to everything within ten meters (up to 20 meters with a 100% beam slave) every ten seconds at the cost of 250 energy per block.
All other weapons have a base 5 DPS per block with a 1/10 damage/energy ratio.
Pulse weapons have a base 0.5 DPS per block with a 1/50 damage/energy ratio.
It's range is abysmal, up to a 20 meter radius compared to the next shortest range of 500 for beam weapons.
Due to it's naturally explosive behavior many of the tertiary effects aren't impacting the behavior of pulses. This leaves less of an advantage to gain from the addition of tertiaries compared to other weapon primaries.
Statistically there is nothing to warrant it's use. It has no strengths, only weaknesses.
To fix this, let's re-evaluate the role we want damage pulse primaries to have and then boost the stats to match the strengths and weaknesses of that role. If you've got a unique idea that would make pulses fun to use while giving them a nice niche to get cozy with, please post that here.
My own vision of pulses are to be a mixture between high risk high payout block bombing for use against larger vessels and an area-denial weapon against smaller vessels. This would require the weapon to have enough of a range to potentially cover an entire close combat area, I'm thinking a base 250 meter radius expandable to 500 meters with a beam secondary. The weapon would deal it's full damage split up between all the blocks hit within it's radius. If you fire a 5,000 damage pulse weapon and a 100 block enemy is fully in it's radius, each block on the enemy's vessel will take 50 damage.
It would need to ignore friendlies, else turret/drone/whatever bearing vessels will be locked out of this entire quarter of the weapon system due to their weapons destroying their own defenses and allies.
To bring it's stats back to a respectable place, I'll match the efficiencies of the other weapons. Each pulse block will deal 50 damage every ten seconds at the cost of 500 energy and with a range of 250.
The second issue I've been seeing since people have finished all their testing and are developing solid habits of using certain weapon systems is a prevalence towards missiles. I can't blame that, missiles have a lot going for them. They're tied for longest range, they're naturally AOE (a HUUUUUGE bonus), they have longer cooldowns allowing the use of secondary weapons while waiting for reloading, and their one natural weakness of slower projectile speed and reduced accuracy is counteracted by the locking capabilities of 3 out of 5 missile combinations.
What I'd like to do is to keep the missile's positive characteristics (power, impact) while making them harder to apply by giving people more of a chance to react to them. This would basically be a nerf to guided missiles overall, as the reliability of always landing your hits is mixing waaaay too well with the natural strengths of high damage explosives.
Giving missiles a maximum turn rate in degrees/second would be my primary choice but that will negatively impact a lot of people who use vertical launch systems for their missiles, and unless the missile isn't fired directly at the target it would still be nearly impossible to dodge.
Another solution and one that has been talked about in the past is a form of countermeasure for use against missiles, such as flares or point defenses. While I agree that this would be interesting, it would also have to be only partially effective, or somehow related to a pilot's skill/effort. There's very little one can do to balance the effective ratios of point defense vs. missiles. Someone might fire a 10,000,000 damage nuke only to have it go poof from a 10 block point defense array. Lots of numbers would have to be tweaked and at that point missiles vs. their counters would have absolutely nothing to do with the relative skill or tactical efficiency of the pilots involved.
My preferred solution is simple; revert the missile/pulse combination to a dumbfire weapon. We all know that the heatseekers aren't much of a problem as their... Unique tracking system isn't the most reliable in the first place, making them a quirky if accidentally well balanced fire and forget weapon. Missile/beam should also retain tracking, but due to the natural damage shortcoming of beam secondaries they should also have a reduction in their damage radius more fitting to their reliable low damage standard. This change should push it's role and characteristics away from the other more high-impact and slower dumbfire missiles and give it a reasonable tradeoff for it's strengths.
Let me know what you think, and if you have any ideas concerning these you want to discuss, go ahead!