I think beams as short range is bad for weapon balance because cannons will generally have trouble hitting sectors away, making them short range. One or the other just makes the other redundant. Having cannons the outright best at shorter ranges due to high DPS, but beams best at medium range...
Please no on pulse returning and becoming an inferior copy of beam.
Also, for all I like about Star Trek's combat, I think phaser strips are silly, awkward, and bad for gameplay
Based on my limited testing of various flying gun testbeds and serious ship replicas in the dev build, I think it is a major improvement, and completely unlike the annoyance of Power 2.0.
My big disappointment right now is with Power 2.0, specifically stabilizers and the streams for them. At...
Right now I'm in full singleplayer dev build mode as the weapons update is pretty cool and I want to stay on top of developments in case any of the devs ready my feedback or the discussion it provokes.
Plus, I want the new cannon asthetics for the ship I was building in stable. I hope dual twin...
Because if it's always favorable to build bigger, you end up with laggy beast staring each other down in extended peacetime in a game about custom spaceship fighting.
It's preferable to tilt things a bit toward the small ships so that fighting can happen at more managible scales. Not that small...
Jump inhibition is kind of needed in any case, or combat gets pretty silly.
Extra beams might bring down the enemy's shields faster, but system disablement would have diminishing returns.
You'd need to turn pretty fast to track speedier ships, and there's a shield vulnerability (temp off I...
A few lock-on missiles will destroy the enemy once their shields are down more efficiently, especially at long ranges when they're fleeing (against a fleeing ship, if they can exceed your speed, lock-on missiles are really the only reliable thing you'll have unless they're still pretty close)...
Looking pretty is pretty important. The weapons update has made weapons look pretty much as they do in Star Trek for a reason. Now, as to making combat sane, combat in Star Trek is very inconsistent, but there are general ideas from it, and they are mostly good:
Beams are reliable...
I think that, for gameplay to be satisfying, things must make intuitive sense. Hence, beams should have damage falloff at range, but be amazing for accuracy (good medium rangers), cannons should be about bruising your enemy when they dare to get close, lock-on missiles should be your main way to...
So I guess low damage just makes cannon shots look like needles at the moment? The pirate station cannons and my X-wing cannon shots are all needle-like. I should test what wider configurations look like.
Also, I was able to test the doom beam a bit (same testbed setup, but half the beams as a...
Yeah, beam alone is pretty good. My beam test ships can just barely kill a Beta pirate station with it. Relatedly, it seems like shields regen more the less shielding there is, so if your weapons are insufficient, you'll only find out at a certain percentage of the enemy's shield; I don't really...
Also, I tested out beam:cannon against Isanths and it was very lackluster. It seems like the fire rate increase doesn't matter because you're losing a ton of damage.
And now beams have become crazy powerful, and shields are more regen focused. Test target actually has different shield stats now. At one point, I was able to whittle it down with a little Danube-class replica with a modest beam setup, but now it doesn't scratch the shields at all.
The beam...
Target lead reticule is very, very good. However, sector boundaries still screw things up, a ship rotating on the edge of sectors will end up occasionally taking hull damage through shields from a tiny attacker etc.
Relatedly, shields I feel are a bit too regen focused now. My test targets went...
The best part about beams right now is that if you're a sector away, they pass thru shields. If two sectors away, they don't hit.</s>
Also, cannon turrets are still sending out projectiles at .05m/s, except now they don't seem to do any decent damage.
Missiles might have been overnerfed; the DPS is pretty bad, unless capacity blocks became much more effective. Unfortunately on the cannon side, the recoil has gotten worse as has their ability to tear apart hull.
Seems like beams reign supreme.
Personally, I think missiles need a longer reload time. Right now the DPS is a little nuts for something that disintegrates reactors. Beams also might be a bit too high DPS, cannons really should be the high DPS weapons in my opinion with how hard it is to hit things with them.
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