First, a few reminders on balance in Starmade right now:
Anti-Missile Systems are still fairly ineffective against missiles due to their inability to lead their target, as well as lag/latency between the client and server. Fixing this is no easy task, which I assume is partly why it hasn't been fixed yet.
Jammers and Cloakers, as with all active modules, are subject to lag/latency problems, and thus cannot be used reliably in combat. It's hit or miss in fights above 1k mass.
Turrets still have a 180 degree FoV and can lock onto jammed targets. They also maintain lock after a vessel cloaks, rendering the cloak useless. Basically, god-level AI. Turrets are the go-to weapon for larger ships right now, especially since they all turn at the same speed.
Shields vs Hull and how that relates to weapon balance
Ask yourself this: what damage does your primary DPS weapon deal per shot? If that number is over 400, you can break the hardest armor Starmade has to offer. If I remember correctly, my small fighters break that limit. Now, move to capital ships. Just as an example, the combat version of the Executor-class that I currently have saved deals greater than 10k damage per cannon shot with punchthrough. This is enough damage to destroy 25 hardened hull blocks in a row with one shot. And it has more than one barrel! You can imagine the devastation it could wreak on a ship without shielding. In fact, I did some testing, and found that the Executor could shoot all the way through the Rex (check the catalog) - the penetration was 500m+.
"But that's a Titan, Ender! It's SUPPOSED to murder things with excessive rapidity!"
Fine. That makes logical sense - let's go with that. How is it that my little fighters can blow through the toughest armor in the game with a single shot? It takes quite a while to take down a similarly sized ship's shields (without using the missiles), but getting through the armor takes almost no time at all.
Some would say this is a good way to give fighters a way to shine - if every ship can kill you when your shields are down, you do have to fear the small fighters. Unfortunately, turrets murder fighters before they get close. In the few instances where a fighter would be able to do significant damage to the enemy, a bigger ship would do more damage faster, without the insane risk of being one-shot by an AI turret.
Here's the core of the issue:
High shield values force people to build bigger weapons to break them.
Proportionally lower Armor and Health values for armor blocks renders those blocks next to useless unless used in excessive quantities.
In addition, weapons can easily be scaled upwards and mounted on smaller vessels due to their compact size. 5-10 million damage per missile volley is not uncommon in the 30-50k weight class.
These disproportionate values continue to ignore the importance of armor in favor of shielding. However, our wonderful cat Schema decided, in a mystical whim (as cats often do), to make shield caps prohibitively expensive in the universe (at least, this is my experience. Rammet-filled asteroids are fairly rare, as are similarly stylized planet plates). And yes, I did search the belts. Multiple times. It's not just the belt -> sun distance. There is also a percentage chance for Rammet-roids to spawn.
Some have hailed this as the developers way of saying YOU SHOULD ARMOR TANK MORE. From an economic perspective, they are trying to force the average shield value of a ship down, so as to promote.....something. I'm just not sure and I have not been informed by someone possessing such information.
However, armor tanking remains a complete joke. Combat in Starmade is like flying a jello cube shelled in cardboard, while each side has flamethrowers. Adding more cardboard will not help - artificial shielding will. For armor tanking to become a viable option for PvP, there needs to be a change to the shield/armor effective health ratios.
Anti-Missile Systems are still fairly ineffective against missiles due to their inability to lead their target, as well as lag/latency between the client and server. Fixing this is no easy task, which I assume is partly why it hasn't been fixed yet.
Jammers and Cloakers, as with all active modules, are subject to lag/latency problems, and thus cannot be used reliably in combat. It's hit or miss in fights above 1k mass.
Turrets still have a 180 degree FoV and can lock onto jammed targets. They also maintain lock after a vessel cloaks, rendering the cloak useless. Basically, god-level AI. Turrets are the go-to weapon for larger ships right now, especially since they all turn at the same speed.
Shields vs Hull and how that relates to weapon balance
Ask yourself this: what damage does your primary DPS weapon deal per shot? If that number is over 400, you can break the hardest armor Starmade has to offer. If I remember correctly, my small fighters break that limit. Now, move to capital ships. Just as an example, the combat version of the Executor-class that I currently have saved deals greater than 10k damage per cannon shot with punchthrough. This is enough damage to destroy 25 hardened hull blocks in a row with one shot. And it has more than one barrel! You can imagine the devastation it could wreak on a ship without shielding. In fact, I did some testing, and found that the Executor could shoot all the way through the Rex (check the catalog) - the penetration was 500m+.
"But that's a Titan, Ender! It's SUPPOSED to murder things with excessive rapidity!"
Fine. That makes logical sense - let's go with that. How is it that my little fighters can blow through the toughest armor in the game with a single shot? It takes quite a while to take down a similarly sized ship's shields (without using the missiles), but getting through the armor takes almost no time at all.
Some would say this is a good way to give fighters a way to shine - if every ship can kill you when your shields are down, you do have to fear the small fighters. Unfortunately, turrets murder fighters before they get close. In the few instances where a fighter would be able to do significant damage to the enemy, a bigger ship would do more damage faster, without the insane risk of being one-shot by an AI turret.
Here's the core of the issue:
High shield values force people to build bigger weapons to break them.
Proportionally lower Armor and Health values for armor blocks renders those blocks next to useless unless used in excessive quantities.
In addition, weapons can easily be scaled upwards and mounted on smaller vessels due to their compact size. 5-10 million damage per missile volley is not uncommon in the 30-50k weight class.
These disproportionate values continue to ignore the importance of armor in favor of shielding. However, our wonderful cat Schema decided, in a mystical whim (as cats often do), to make shield caps prohibitively expensive in the universe (at least, this is my experience. Rammet-filled asteroids are fairly rare, as are similarly stylized planet plates). And yes, I did search the belts. Multiple times. It's not just the belt -> sun distance. There is also a percentage chance for Rammet-roids to spawn.
Some have hailed this as the developers way of saying YOU SHOULD ARMOR TANK MORE. From an economic perspective, they are trying to force the average shield value of a ship down, so as to promote.....something. I'm just not sure and I have not been informed by someone possessing such information.
However, armor tanking remains a complete joke. Combat in Starmade is like flying a jello cube shelled in cardboard, while each side has flamethrowers. Adding more cardboard will not help - artificial shielding will. For armor tanking to become a viable option for PvP, there needs to be a change to the shield/armor effective health ratios.