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      Missile-Beam, or Pulse Weapons

      Yeah I did mention cooldown and power cap change. But the problem is, you are able to front load all of that damage. To put it into the extreme, imagine if a single cannon did 50000 damage, but had a 160 minute cool down? would be a tad silly for both players involved in an encouter with that...
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      Missile-Beam, or Pulse Weapons

      Mostly right but missile + pulse actually has a damage buff for some reason. So at 1:1 ratio it gets 3x damage, 6x speed, 3x range AND lock on ability. The only downside is Longer cd / higher burst power use, but who cares about that when you can one shot most equal size ships. I do understand...
    3. S

      Missile-Beam, or Pulse Weapons

      Frankly, both of the lock-on missiles are insanely overpowered. But Missile and Beam combo is definitely the most absurd of the two. I thought the whole point of missiles was that they could do heavy aoe damage, but were hard to hit with. Really fast travel speed + lock on makes them more...
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      Server suggestion: Beefing up armor.

      I agree strongly with this notion. Armor gets obliterated in one shot anyway, and astro technicians are useless as a result. And to make matters worse, putting armor on adds a huge amount to your mass which destroys your turning speed (though thankfully at least that can be edited by the server...