Alright, cannon speed might be too fast, but seriously, have you ever tried to use dumbfires? They're worthless.Cannons are 10x the server speed, which is quite fast (Missile+beam is only 4x)
Basic missiles and rapid actually fly at 1.98x the server speed, which is almost fast enough to catch a ship with 100% Overdrive as they are now.
I admit they could use a bit of a speed boost (and /Beams a slight speed nerf), but not anything close to cannons, or else why even use cannons?
Point defense become useless if the missiles are too fast to track. And what Cannons with punch can do, missiles could do just as well, which is mass removal of blocks.point defense is a thing
Alright. How about 5.5 or 6? They need to have some speed advantage over sniper missiles. This still gives cannons a large velocity advantage over missiles, while making dumbfires viable at medium-long ranges. Plus, it makes PD more likely to be able to take them down.Point defense become useless if the missiles are too fast to track. And what Cannons with punch can do, missiles could do just as well, which is mass removal of blocks.
Dumbfires might be bad at long ranges, but they work fine at ~2km if you're not trying to ping a drone or something. After that point, it gets hard to hit with anything cause the ship appears so small (unless it's a medium+ ship, then it's just your leading ability).
I Agree that dumbfire needs a speed advantage, but also believe that missile/beam needs a nerf regardless of what happens in terms of speed. 5x (because haggling :p ) and taking missile/beam down to 3.5x at least would be an improvement in my eyes.Alright. How about 5.5 or 6? They need to have some speed advantage over sniper missiles. This still gives cannons a large velocity advantage over missiles, while making dumbfires viable at medium-long ranges. Plus, it makes PD more likely to be able to take them down.
I can get behind this.I Agree that dumbfire needs a speed advantage, but also believe that missile/beam needs a nerf regardless of what happens in terms of speed. 5x (because haggling :p ) and taking missile/beam down to 3.5x at least would be an improvement in my eyes.
/pulse and /missile are probably best left under 1.0x though.
Punch is useful for station defenses along with Large amounts of EMP weapons, because they can disable a ship, then kill the pilot with minimal damage to the ship, perfect for re-use.And what Cannons with punch can do, missiles could do just as well, which is mass removal of blocks.
You mean the ones where More blocks = Faster fire rate and more damage?I still miss the old stats.
Punch is good for precision damage, like sniping, and after the HP update core sniping will no longer be a thing, and mass removal of blocks will be needed to take down ships (So Missiles).Punch is useful for station defenses along with Large amounts of EMP weapons, because they can disable a ship, then kill the pilot with minimal damage to the ship, perfect for re-use.
I'd like to see at least double speed for sure on the standard vanilla config, just for testing. Then move up if that's still not good enough. But yeah, definitely way too slow right now. Although, I think dumbfires being as fast as cannons is way too much.Dumbfire (both rapid and standard) Missiles should have the same (or nearly) speed as a cannon shot.
Not quite that, only the part where you could modify each individual stat to your appeal, which did include faster speed, more damage etc. I like it because it was more complex. If you had more blocks, you could add more points. Which, yes, did include game-breaking light speed :DPunch is useful for station defenses along with Large amounts of EMP weapons, because they can disable a ship, then kill the pilot with minimal damage to the ship, perfect for re-use.
You mean the ones where More blocks = Faster fire rate and more damage?
Fair enough.I'd REALLY like to get the new thrust system implemented before we start rebalancing weapon speeds too drastically.