So I have never seen anyone, not even a noob, use the damage pulse as the master weapon on a ship. They currently are completely pointless in battle besides as a slave, in which case are really awesome. I recently had an idea of a new way the damage pulse would work as a master weapon that would make it effective in combat, unique, and generally fun to use and see.
Concept
The basic idea is that the Damage Pulse would shoot a large round pulse (lots of surface area) away from the end of the gun, sorta similar to a cannon. The radius, damage, and speed(projectile and reload) would all be effected as the gun increased in size. The bigger the gun, the more damage the pulse has, the larger the radius, the slower the pulse is, and the longer the reload is.
Weapon Combos
With a cannon slave the pulses would travel faster with less reload but have an decrease in size and damage.
With a beam slave the pulses would travel farther and faster.
With a missile slave the pulse would have an increased radius.
With a damage pulse slave the pulse would deal more damage, have a larger radius but travel slower and have a larger reload.
Advantages and Disadvantages
The advantages/disadvantages of Damage Pulse over Cannons
-Projectiles have a larger surface area
-More damage dealt per projectile
-Longer reload
-Slightly less range
The advantages/disadvantages of Damage Pulse over Beams
-Projectiles have larger surface area
-More damage dealt per projectile
-More range
-Longer reload
The advantages/disadvantages of Damage Pulse over Missiles
-Projectiles have a larger surface area
-Faster reload
-More range
-Can not lock on
-Less damage dealt per projectile
I am not sure if this is possible but I would like to see Damage Pulses have a charge up instead of a reload, simply because it would add a new element into the game that would be unique from the other weapon types.
If you have any questions about any of my reasoning or think something would work better in a different way please leave a comment below!
Concept
The basic idea is that the Damage Pulse would shoot a large round pulse (lots of surface area) away from the end of the gun, sorta similar to a cannon. The radius, damage, and speed(projectile and reload) would all be effected as the gun increased in size. The bigger the gun, the more damage the pulse has, the larger the radius, the slower the pulse is, and the longer the reload is.
Weapon Combos
With a cannon slave the pulses would travel faster with less reload but have an decrease in size and damage.
With a beam slave the pulses would travel farther and faster.
With a missile slave the pulse would have an increased radius.
With a damage pulse slave the pulse would deal more damage, have a larger radius but travel slower and have a larger reload.
Advantages and Disadvantages
The advantages/disadvantages of Damage Pulse over Cannons
-Projectiles have a larger surface area
-More damage dealt per projectile
-Longer reload
-Slightly less range
The advantages/disadvantages of Damage Pulse over Beams
-Projectiles have larger surface area
-More damage dealt per projectile
-More range
-Longer reload
The advantages/disadvantages of Damage Pulse over Missiles
-Projectiles have a larger surface area
-Faster reload
-More range
-Can not lock on
-Less damage dealt per projectile
I am not sure if this is possible but I would like to see Damage Pulses have a charge up instead of a reload, simply because it would add a new element into the game that would be unique from the other weapon types.
If you have any questions about any of my reasoning or think something would work better in a different way please leave a comment below!