My weapons testing & research on Damage Pulse has left me deciding that as-is it's not a good option except as a slave system. Pulse has so much creative war-fighting potential, and so far it's relegated to a mod for other weapons... it might as well be an effect unit.
If it had an even marginally effective radius - regardless of damage - it could be used to alter entire the dynamic of entire battles with:
Mob debuffers - fast tanks fitted to rush enemy fleets (or drone mobs) with EMP and/or ION effects prepping the way for faction-mates to push an attack
Mob busters - fast tanks fitted with push effect to scatter enemy mobs, allowing individuals to be focused down
Interdiction cruisers - massive pull-pulse rigs could actually prevent enemy ships from thrusting away with enough range (then look forward to maybe a warp-scrambler module in later expansions
Grav-mines - an area triggered pull-pulse could pull warhead mine fields into passing ships for a devastating defensive tool
Currently even with a thousand pulse modules and any type of slaved weapon system you need to be like 10 blocks away from anything to effect it at all, which is utterly useless compared to the 3 other weapon types which can cross a sector to deal terrible damage. Even when you get right up on something with a massive pulse rig, the damage isn't very impressive compared to missiles, damage beams or warheads. I've yet to see anyone - on server or on YouTube - effectively use pulse for anything other than modding other weapon rigs (granted I haven't seen it all by any means). Not in a way that would make anyone choose pulse as a master computer over any of the others, especially considering the way it slurps power - what a hog!
I think that the three other systems handle dealing damage very effectively, and even a damage reduction to pulse would be acceptable if only it had some kind of reach (one that improved substantially with rig size).
Even if the base range was comparable to current levels but in combo pulse could yield an excellent radius for good weapon designers (the current Pulse-missile combo still leaves me needing to basically ram an enemy just to inflict a bit of surface damage... once every minute or two).
Consider it, please.
It could breathe real life into the damage pulse by opening potentially powerful roles in alternative, less damage-based, battlefield actions like mob debuffing, disruption and thrust interdiction. Something beyond pew-pew for creative tacticians to employ.
If it had an even marginally effective radius - regardless of damage - it could be used to alter entire the dynamic of entire battles with:
Mob debuffers - fast tanks fitted to rush enemy fleets (or drone mobs) with EMP and/or ION effects prepping the way for faction-mates to push an attack
Mob busters - fast tanks fitted with push effect to scatter enemy mobs, allowing individuals to be focused down
Interdiction cruisers - massive pull-pulse rigs could actually prevent enemy ships from thrusting away with enough range (then look forward to maybe a warp-scrambler module in later expansions
Grav-mines - an area triggered pull-pulse could pull warhead mine fields into passing ships for a devastating defensive tool
Currently even with a thousand pulse modules and any type of slaved weapon system you need to be like 10 blocks away from anything to effect it at all, which is utterly useless compared to the 3 other weapon types which can cross a sector to deal terrible damage. Even when you get right up on something with a massive pulse rig, the damage isn't very impressive compared to missiles, damage beams or warheads. I've yet to see anyone - on server or on YouTube - effectively use pulse for anything other than modding other weapon rigs (granted I haven't seen it all by any means). Not in a way that would make anyone choose pulse as a master computer over any of the others, especially considering the way it slurps power - what a hog!
I think that the three other systems handle dealing damage very effectively, and even a damage reduction to pulse would be acceptable if only it had some kind of reach (one that improved substantially with rig size).
Even if the base range was comparable to current levels but in combo pulse could yield an excellent radius for good weapon designers (the current Pulse-missile combo still leaves me needing to basically ram an enemy just to inflict a bit of surface damage... once every minute or two).
Consider it, please.
It could breathe real life into the damage pulse by opening potentially powerful roles in alternative, less damage-based, battlefield actions like mob debuffing, disruption and thrust interdiction. Something beyond pew-pew for creative tacticians to employ.