-- Scroll to the bottom for the PDF with working images --
Cannon:Cannon Weapon:
An approximation of what damage in a realistic battle scenario might look like using this array.
600:300 Cannon:Cannon
- 4,950 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 21 blocks
- 2 Layers of ADV armor will stop one projectile at outer layer.
- Suggest ~4 layers ADV armor, or, total armor value greater than 2,000 for sufficient protection.
Personal Conclusion:
The damage values of a weapon of this type of this size appear to be approximately balanced. When comparing the block/weight/mass class of a ship which carries this weapon to a ship of similar weight class, it could be assumed that the amount of armor required to shield against Cannon:Cannon is not unreasonably large.
However, when comparing the power consumption values of the Cannon:Cannon weapon to the Sniper Weapon, Charge Weapon, and Beam Weapon, the power consumption is way too high for the minimal damage that the weapon deals. I would suggest that this weapon pairing consume far less power than the Sniper and Charge weapons, and slightly less power than the Beam:Cannon weapon. Final values will of course depend on final effectiveness however.
Cannon:Beam Sniper Weapon:
Armor after a single shot from the array.
600:300 Cannon:Beam
- 144,000 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 46 blocks
- ~8 second reload time.
- 8 Layers of Advanced armor was insufficient to stop or slow the projectile. (8,000 AHP)
- Currently, Sniper Weapon may be overpowered.
Personal Conclusion:
In it’s current state the Cannon:Beam Sniper Weapon may be overpowered. Some suggestions balancing Cannon:Beam for future dev builds or the final release are:
1) Lowering the threshold of damage required to over-penetrate a target. This would make a weapon of this size and damage more likely to over-penetrate and thus do less ungodly amounts of hull damage, even if weapon damage scaling is not adjusted.
2) Lowering the acid damage for a weapon of this type and size. This would reduce the size of this hole while causing the projectile to penetrate further. (Though smart armor building might already reduce the size of the hole.)
3) Decreasing the damage scaling on the Cannon:Beam Sniper Weapon. Would make armor more viable in this block/mass/weight class
4) Increasing reload time. While the speed of fights might already decrease the viability of the sniper weapon in a 1-on-1 engagement of two ships similarly sized I do not think that 8 seconds is sufficiently long to balance the sheer damage delivered by the Sniper Weapon in its current state.
5) Increasing power consumption/cost curve – specifically resting cost. By doing this the ship size required to field a sniper weapon could be made to increase to be slightly larger, or significantly larger than the opponent ships. This would maintain the Sniper Weapon as a powerful weapon, yet make building a fielding one a harder and more nuanced decision.
I personally think that when balancing the Cannon:Beam Sniper Weapon emphasis should be focused on items 1, 4, and 5. This would maintain the Sniper Weapon at it’s current damage levels as a powerful weapon while still maintaining the viability of armor and balancing the weapon’s strength against its cost.
Items 1 and 2 would ensure that the Cannon:Beam Sniper Weapon could not do overly much serious damage to small ships, or overmuch damage to small ships or negate the usefulness of armor. While items 4 and 5 could be used to turn the Cannon:Beam Sniper weapon into a high-cost, high-damage, balanced tactical weapon.
Cannon:Missile Charge Weapon:
Pictured is the damage from one shot from the array. Picture taken from the front.
Picture taken from the back.
600:300 Cannon:Missile
- 54,000 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 37 blocks
- ~3 second reload time.
- 8 Layers of advanced armor was insufficient to stop or slow the projectile. (8,000 AHP)
- Currently, Charge Weapon may be overpowered.
Personal Conclusion:
In it’s current state Cannon:Missile Charge Weapon may be overpowered. The following are a few suggestions for balancing the weapon:
1) Change the ratio of the Charge Weapon such that it emphasizes acid on the outer layers of armor before penetrating farther into the craft. (This would probably require flipping the cone the other way)
2) Cause the acid damage to spread to all adjacent armor blocks before spreading to system blocks. (Would retain the current inside-out cone shape, but decrease the deadliness of one shot)
3) Lower the overall damage scaling of this weapon. (Make it less powerful)
4) Drastically increasing the time it takes to charge the weapon above the basic charge.
5) Lower penetration values such that this weapon would over-penetrate at 5 ADV. Armor blocks or fewer. (5,000 AHP)
6) Increase power consumption for this weapon.
I personally suggest a focus on all above items with either item(s) 1 and/or 2, and a minor focus on item 5.
I believe that if item 1 and/or 2 were implemented then the damage from the Cannon:Missile charge weapon would distribute itself much more reasonably. If the emphasis were placed on the armor blocks before the system blocks and/or focusing on outer layers first then the damage from the weapon would be greatly mitigated. As it currently stands the weapon deals lots of damage all through the armor of a craft, and into the interior of a craft. Items 1 and/or 2 would help to mitigate that.
Item 3 is probably necessary because the damage output from this weapon is currently *ahem* insane. Item 3 should especially be considered if damage output from the Sniper Weapon is not decreased. This would better allow for the sniper weapon to be a very powerful, yet high-cost, long-range sniper weapon, while the Charge Weapon be a slightly less powerful, yet still effective close range weapon. The Charge Weapon would still be effective against small craft at close range.
Item 4 would greatly help to balance the weapon compared to armor in a battle. By increasing the charge time – even if all items are not addressed – the charge cannon loses enough of it’s effectiveness that a miss is a large setback. Currently it is a relatively fast reload time coupled with a very fast charge time. Also, this would be more in-line with the concept of a charge weapon.
Item 5 is a general issue in the dev build’s current state. However, I place this emphasis far more heavily on the sniper cannon than the Charge Cannon. I say this because the sniper cannon concept seems to be more of a long-range high-penetration weapon that could strike at the internal systems of a craft from afar. Currently this is hardly the case for the Sniper Weapon, however, once the values are adjusted it becomes only more critical to distinguish the Sniper Weapon from the Charge Weapon.
Item 6 - Well, the weapon is currently just really good and chews through armor. This is a problem. Also, the Charge Weapon and the Sniper Weapon should not be the go-to weapons due simply to their destructive capability. Power consumption should possibly be lower and not equal to the sniper weapon, this would depend heavily upon final damage output however.
Beam:Cannon Weapon:
An approximation of the damage of the array if the vessels were moving in a standard fire-fight.
An approximation of the damage of the array if the array stayed fixed on one point.
600:300 Beam:Cannon
- 5,400 dmg/projectile.
- Power Consumption: 45,000
- ~3 second fire time.
- ~4 second reload time.
- 4 layers of ADV armor should be sufficient for survivability in an engagement.
Personal Conclusion:
The Beam:Cannon weapon might be slightly overpowered, but only *slightly* so. Pretty much my only suggestions would be to:
1) Slightly nerf the damage output
2) Slightly increase the power consumption to be higher than Cannon:Cannon yet lower than both Sniper Weapon, and Charge Weapon.
3) Slightly increase reload time.
The damage output needs to be brought down slightly so as to not just chew through advanced armor like it does. I believe that the optimal advanced armor thickness for all these weapons should be an approximate average of 4 or 5 layers at this weight/block/mass class – meaning that on average, one shot should not remove 4-5 layers of armor. Currently, this weapon just *slightly* exceeds that threshold.
On item 2. If the power consumption were brought up above Cannon:Cannon yet kept below Sniper and Charge then this weapon would come closer to becoming the optimal choice for closer combat. Not too deadly, not too costly, not tricky too use.
On item 3, just a minor balance. Reload time should probably stay around the low-mid range of all weapon reload times however.
Beam:Beam DOOM LASER:
Pictured above is the damage from one shot of Her Majesties Doom Laser.
DOOM LASER
600:300 Beam:Beam
- 31,500 dmg/tick
- 315,000 dmg/sec
- Power Consumption: 45,000
- Penetration: 23 blocks
Personal Conclusion:
The devs know it’s broken at the moment. They even said so in the dev notes, so I’m not gonna waste my time here. It basically should just be one of the most powerful weapons with really heavy cons as well.
Beam:Missile Perma-Latch:
-Config is currently broken and I’m feeling tired and lazy at the moment-
Missile:Cannon Heat-Seekers & Missile:Beam Lock-Ons:
The result from 1 of 3 heat-seeking missiles hitting it’s target.
The result of 1 lock-on missile striking 8 layers of ADV armor.
Missile:Cannon 600:300 stats
- 108,000 dmg/missile
- Shots: 5 (provided you have the missile ammo crates)
- Reload: 1 second
- Radius: 8.0
- Range: 4,000
- Missile Speed: 562.5
- Power Consumption: 1,350,000
Missile:Beam 600:300 Stats
- 1,080,000 dmg/missile
- Reload: 2 seconds
- Radius: 12.0
- Range: 8,000
- Missile Speed: 1,125
- Power Consumption: 1,350,000
Missile capacity on the ship: 3.3/3 (possibly a bug)
Personal Conclusions:
I grouped both of these together because my thoughts about both of them are about the same. My first thought is that the damage compared to the power consumption is finally about right. And, my second thought is that the missile ammo values still need tweaking.
Firstly, I think that the mere fact that missiles can be shot down by PDS fire, coupled with the idea of the ammo system does a lot to balance them out. However, the anti-missile PDS fire really needs to be working better as it currently seems rather borked.
Secondly, the time it takes for ammo to reload needs to go drastically up. And, possibly, ammo capacity needs to go down even farther. (Full credit to YamiHikari for the initial idea and testing. And credit to Ithirahad and others for the initial discussion.) As it stands, 3 missiles in capacity will reload in about 5 seconds. That’s about 1 missile reloaded everyone 1.5 seconds. This really fast reload time sort of defeats the purpose of missiles being a last-ditch or final weapon to only be used when you know it can hit, as per the devs wishes (God bless Schema. All hail.).
I would suggest a reload time of at least 15 seconds, if not 30 seconds, if not a full minute for each missile. I think 30-45 seconds is probably optimal. This would give players the leeway to try to slip one past a well-designed point defense screen, yet still make it rather tough to think about using them. Also, the things are still freaking powerful, and probably will remain slightly so. However, the most powerful missile is and should still be, the bomb. As outlined in the next section.
Missile:Missile Bomb:
All hail the mighty Tsar Bomb, the destroyer of your hopes and dreams. (That’s from one bomb BTW.)
600:300 Missile:Missile
- 14,040,000 dmg/missile
- Reload: 26 seconds
- Radius: 18.0
- Range: 4,000
- Missile Speed: - Your ships velocity-
- Power Consumption: 1,350,000
Personal Conclusion:
Yes. It is terrifying. Yes, a relatively small bomb missile set up can very easily overpower the shields of whatever ship you’re fighting in your same weight-class.
However, two very simple things balance the entire thing out. The first is that the thing is really hard to aim, fire and hit with. Like, really hard. I have used two 2:2 missile groups on a relatively small fighter against those trading guild haulers and only managed to hit 2 times while moving. It’s hard. And that’s a fast fighter against a vessel only slightly larger and slightly slower than it.
Next you have to consider that larger ships tend to be slower if you want more weapons inside of them. The viability of running just a bomb array that large on a ship correspondingly large is really low.
However, the main thing that makes it difficult to run bombs on a large ship isn’t how hard it is to aim one based on your ships vector alone, but the fact that if you accidentally run into it you will blow your own ship up. It’s relatively easy for a fast-moving fighter not to blow itself up. It is a lot harder for a ship carrying a 600:300 missile:missile bomb array to not do so. As far as I can tell the timer before it activates doesn’t scale with array size, which is perfect.
Tl;Dr this section – it looks scary but it’s balanced.
Final Conclusions and Notes
Firstly, The ranking for weapon power should probably go something like:
a. Cannon:Cannon
b. Beam:Cannon (and possibly Beam:Missile, I haven’t tested it yet.)
c. Charge Cannon and Sniper Cannon. With their roles being different, and with Sniper Cannon being slightly more powerful, slightly more expensive, and much longer range.
d. “The Bomb”
e. DOOM LASER
With doom laser being very expensive and having equally as many drawbacks as “The Bomb”. Possibly doom laser needs to be wimpier than “The Bomb” or on the same level.
Secondly, general missile changes:
- Snipped from the end of the first missile section –
“The time it takes for ammo to reload needs to go drastically up. And, possibly, ammo capacity needs to go down even farther. (Full credit to YamiHikari for the initial idea and testing. And credit to Ithirahad and others for the initial discussion.) As it stands, 3 missiles in capacity will reload in about 5 seconds. That’s about 1 missile reloaded everyone 1.5 seconds. This really fast reload time sort of defeats the purpose of missiles being a last-ditch or final weapon to only be used when you know it can hit, as per the devs wishes (God bless Schema. All hail.).
I would suggest a reload time of at least 15 seconds, if not 30 seconds, if not a full minute for each missile. I think 30-45 seconds is probably optimal. This would give players the leeway to try to slip one past a well-designed point defense screen, yet still make it rather tough to think about using them. Also, the things are still freaking powerful, and probably will remain slightly so. However, the most powerful missile is and should still be, the bomb.”
Thirdly, armor and penetration values badly need to be adjusted.
This might take the form of in general higher armor values. However, Lancake has pointed out that the accuracy of the numbers decreases with higher AHP values even with some changes they made recently to the system.
This probably should take the form of general adjustments to the penetration values of each weapon combination independent of the other, general damage decreases/adjustments for each weapon combination, and general power cost increases/adjustments.
I trust the new system, I trust the devs. These are just suggestions, the new system already seems like it’ll turn out better than anything we’ve had in the past.
Finally – Discussion:
What are everyone else’s opinions? Particularly about increasing the missile reload times.
Do you think that my approximate weapon ranking (guess) is fair or accurate?
Please keep discussion civil.
I’ll try to remember to post the craft files of the ships I used for the testing later.
And, as a final end-note, I think the PDS/Turrets are still a bit wonk/glitched, possibly even more so than usual.
An approximation of what damage in a realistic battle scenario might look like using this array.
600:300 Cannon:Cannon
- 4,950 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 21 blocks
- 2 Layers of ADV armor will stop one projectile at outer layer.
- Suggest ~4 layers ADV armor, or, total armor value greater than 2,000 for sufficient protection.
Personal Conclusion:
The damage values of a weapon of this type of this size appear to be approximately balanced. When comparing the block/weight/mass class of a ship which carries this weapon to a ship of similar weight class, it could be assumed that the amount of armor required to shield against Cannon:Cannon is not unreasonably large.
However, when comparing the power consumption values of the Cannon:Cannon weapon to the Sniper Weapon, Charge Weapon, and Beam Weapon, the power consumption is way too high for the minimal damage that the weapon deals. I would suggest that this weapon pairing consume far less power than the Sniper and Charge weapons, and slightly less power than the Beam:Cannon weapon. Final values will of course depend on final effectiveness however.
Cannon:Beam Sniper Weapon:
Armor after a single shot from the array.
600:300 Cannon:Beam
- 144,000 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 46 blocks
- ~8 second reload time.
- 8 Layers of Advanced armor was insufficient to stop or slow the projectile. (8,000 AHP)
- Currently, Sniper Weapon may be overpowered.
Personal Conclusion:
In it’s current state the Cannon:Beam Sniper Weapon may be overpowered. Some suggestions balancing Cannon:Beam for future dev builds or the final release are:
1) Lowering the threshold of damage required to over-penetrate a target. This would make a weapon of this size and damage more likely to over-penetrate and thus do less ungodly amounts of hull damage, even if weapon damage scaling is not adjusted.
2) Lowering the acid damage for a weapon of this type and size. This would reduce the size of this hole while causing the projectile to penetrate further. (Though smart armor building might already reduce the size of the hole.)
3) Decreasing the damage scaling on the Cannon:Beam Sniper Weapon. Would make armor more viable in this block/mass/weight class
4) Increasing reload time. While the speed of fights might already decrease the viability of the sniper weapon in a 1-on-1 engagement of two ships similarly sized I do not think that 8 seconds is sufficiently long to balance the sheer damage delivered by the Sniper Weapon in its current state.
5) Increasing power consumption/cost curve – specifically resting cost. By doing this the ship size required to field a sniper weapon could be made to increase to be slightly larger, or significantly larger than the opponent ships. This would maintain the Sniper Weapon as a powerful weapon, yet make building a fielding one a harder and more nuanced decision.
I personally think that when balancing the Cannon:Beam Sniper Weapon emphasis should be focused on items 1, 4, and 5. This would maintain the Sniper Weapon at it’s current damage levels as a powerful weapon while still maintaining the viability of armor and balancing the weapon’s strength against its cost.
Items 1 and 2 would ensure that the Cannon:Beam Sniper Weapon could not do overly much serious damage to small ships, or overmuch damage to small ships or negate the usefulness of armor. While items 4 and 5 could be used to turn the Cannon:Beam Sniper weapon into a high-cost, high-damage, balanced tactical weapon.
Cannon:Missile Charge Weapon:
Pictured is the damage from one shot from the array. Picture taken from the front.
Picture taken from the back.
600:300 Cannon:Missile
- 54,000 dmg/projectile.
- Power Consumption: 90,000
- Penetration: 37 blocks
- ~3 second reload time.
- 8 Layers of advanced armor was insufficient to stop or slow the projectile. (8,000 AHP)
- Currently, Charge Weapon may be overpowered.
Personal Conclusion:
In it’s current state Cannon:Missile Charge Weapon may be overpowered. The following are a few suggestions for balancing the weapon:
1) Change the ratio of the Charge Weapon such that it emphasizes acid on the outer layers of armor before penetrating farther into the craft. (This would probably require flipping the cone the other way)
2) Cause the acid damage to spread to all adjacent armor blocks before spreading to system blocks. (Would retain the current inside-out cone shape, but decrease the deadliness of one shot)
3) Lower the overall damage scaling of this weapon. (Make it less powerful)
4) Drastically increasing the time it takes to charge the weapon above the basic charge.
5) Lower penetration values such that this weapon would over-penetrate at 5 ADV. Armor blocks or fewer. (5,000 AHP)
6) Increase power consumption for this weapon.
I personally suggest a focus on all above items with either item(s) 1 and/or 2, and a minor focus on item 5.
I believe that if item 1 and/or 2 were implemented then the damage from the Cannon:Missile charge weapon would distribute itself much more reasonably. If the emphasis were placed on the armor blocks before the system blocks and/or focusing on outer layers first then the damage from the weapon would be greatly mitigated. As it currently stands the weapon deals lots of damage all through the armor of a craft, and into the interior of a craft. Items 1 and/or 2 would help to mitigate that.
Item 3 is probably necessary because the damage output from this weapon is currently *ahem* insane. Item 3 should especially be considered if damage output from the Sniper Weapon is not decreased. This would better allow for the sniper weapon to be a very powerful, yet high-cost, long-range sniper weapon, while the Charge Weapon be a slightly less powerful, yet still effective close range weapon. The Charge Weapon would still be effective against small craft at close range.
Item 4 would greatly help to balance the weapon compared to armor in a battle. By increasing the charge time – even if all items are not addressed – the charge cannon loses enough of it’s effectiveness that a miss is a large setback. Currently it is a relatively fast reload time coupled with a very fast charge time. Also, this would be more in-line with the concept of a charge weapon.
Item 5 is a general issue in the dev build’s current state. However, I place this emphasis far more heavily on the sniper cannon than the Charge Cannon. I say this because the sniper cannon concept seems to be more of a long-range high-penetration weapon that could strike at the internal systems of a craft from afar. Currently this is hardly the case for the Sniper Weapon, however, once the values are adjusted it becomes only more critical to distinguish the Sniper Weapon from the Charge Weapon.
Item 6 - Well, the weapon is currently just really good and chews through armor. This is a problem. Also, the Charge Weapon and the Sniper Weapon should not be the go-to weapons due simply to their destructive capability. Power consumption should possibly be lower and not equal to the sniper weapon, this would depend heavily upon final damage output however.
Beam:Cannon Weapon:
An approximation of the damage of the array if the vessels were moving in a standard fire-fight.
An approximation of the damage of the array if the array stayed fixed on one point.
600:300 Beam:Cannon
- 5,400 dmg/projectile.
- Power Consumption: 45,000
- ~3 second fire time.
- ~4 second reload time.
- 4 layers of ADV armor should be sufficient for survivability in an engagement.
Personal Conclusion:
The Beam:Cannon weapon might be slightly overpowered, but only *slightly* so. Pretty much my only suggestions would be to:
1) Slightly nerf the damage output
2) Slightly increase the power consumption to be higher than Cannon:Cannon yet lower than both Sniper Weapon, and Charge Weapon.
3) Slightly increase reload time.
The damage output needs to be brought down slightly so as to not just chew through advanced armor like it does. I believe that the optimal advanced armor thickness for all these weapons should be an approximate average of 4 or 5 layers at this weight/block/mass class – meaning that on average, one shot should not remove 4-5 layers of armor. Currently, this weapon just *slightly* exceeds that threshold.
On item 2. If the power consumption were brought up above Cannon:Cannon yet kept below Sniper and Charge then this weapon would come closer to becoming the optimal choice for closer combat. Not too deadly, not too costly, not tricky too use.
On item 3, just a minor balance. Reload time should probably stay around the low-mid range of all weapon reload times however.
Beam:Beam DOOM LASER:
Pictured above is the damage from one shot of Her Majesties Doom Laser.
DOOM LASER
600:300 Beam:Beam
- 31,500 dmg/tick
- 315,000 dmg/sec
- Power Consumption: 45,000
- Penetration: 23 blocks
Personal Conclusion:
The devs know it’s broken at the moment. They even said so in the dev notes, so I’m not gonna waste my time here. It basically should just be one of the most powerful weapons with really heavy cons as well.
Beam:Missile Perma-Latch:
-Config is currently broken and I’m feeling tired and lazy at the moment-
Missile:Cannon Heat-Seekers & Missile:Beam Lock-Ons:
The result from 1 of 3 heat-seeking missiles hitting it’s target.
The result of 1 lock-on missile striking 8 layers of ADV armor.
Missile:Cannon 600:300 stats
- 108,000 dmg/missile
- Shots: 5 (provided you have the missile ammo crates)
- Reload: 1 second
- Radius: 8.0
- Range: 4,000
- Missile Speed: 562.5
- Power Consumption: 1,350,000
Missile:Beam 600:300 Stats
- 1,080,000 dmg/missile
- Reload: 2 seconds
- Radius: 12.0
- Range: 8,000
- Missile Speed: 1,125
- Power Consumption: 1,350,000
Missile capacity on the ship: 3.3/3 (possibly a bug)
Personal Conclusions:
I grouped both of these together because my thoughts about both of them are about the same. My first thought is that the damage compared to the power consumption is finally about right. And, my second thought is that the missile ammo values still need tweaking.
Firstly, I think that the mere fact that missiles can be shot down by PDS fire, coupled with the idea of the ammo system does a lot to balance them out. However, the anti-missile PDS fire really needs to be working better as it currently seems rather borked.
Secondly, the time it takes for ammo to reload needs to go drastically up. And, possibly, ammo capacity needs to go down even farther. (Full credit to YamiHikari for the initial idea and testing. And credit to Ithirahad and others for the initial discussion.) As it stands, 3 missiles in capacity will reload in about 5 seconds. That’s about 1 missile reloaded everyone 1.5 seconds. This really fast reload time sort of defeats the purpose of missiles being a last-ditch or final weapon to only be used when you know it can hit, as per the devs wishes (God bless Schema. All hail.).
I would suggest a reload time of at least 15 seconds, if not 30 seconds, if not a full minute for each missile. I think 30-45 seconds is probably optimal. This would give players the leeway to try to slip one past a well-designed point defense screen, yet still make it rather tough to think about using them. Also, the things are still freaking powerful, and probably will remain slightly so. However, the most powerful missile is and should still be, the bomb. As outlined in the next section.
Missile:Missile Bomb:
All hail the mighty Tsar Bomb, the destroyer of your hopes and dreams. (That’s from one bomb BTW.)
600:300 Missile:Missile
- 14,040,000 dmg/missile
- Reload: 26 seconds
- Radius: 18.0
- Range: 4,000
- Missile Speed: - Your ships velocity-
- Power Consumption: 1,350,000
Personal Conclusion:
Yes. It is terrifying. Yes, a relatively small bomb missile set up can very easily overpower the shields of whatever ship you’re fighting in your same weight-class.
However, two very simple things balance the entire thing out. The first is that the thing is really hard to aim, fire and hit with. Like, really hard. I have used two 2:2 missile groups on a relatively small fighter against those trading guild haulers and only managed to hit 2 times while moving. It’s hard. And that’s a fast fighter against a vessel only slightly larger and slightly slower than it.
Next you have to consider that larger ships tend to be slower if you want more weapons inside of them. The viability of running just a bomb array that large on a ship correspondingly large is really low.
However, the main thing that makes it difficult to run bombs on a large ship isn’t how hard it is to aim one based on your ships vector alone, but the fact that if you accidentally run into it you will blow your own ship up. It’s relatively easy for a fast-moving fighter not to blow itself up. It is a lot harder for a ship carrying a 600:300 missile:missile bomb array to not do so. As far as I can tell the timer before it activates doesn’t scale with array size, which is perfect.
Tl;Dr this section – it looks scary but it’s balanced.
Final Conclusions and Notes
Firstly, The ranking for weapon power should probably go something like:
a. Cannon:Cannon
b. Beam:Cannon (and possibly Beam:Missile, I haven’t tested it yet.)
c. Charge Cannon and Sniper Cannon. With their roles being different, and with Sniper Cannon being slightly more powerful, slightly more expensive, and much longer range.
d. “The Bomb”
e. DOOM LASER
With doom laser being very expensive and having equally as many drawbacks as “The Bomb”. Possibly doom laser needs to be wimpier than “The Bomb” or on the same level.
Secondly, general missile changes:
- Snipped from the end of the first missile section –
“The time it takes for ammo to reload needs to go drastically up. And, possibly, ammo capacity needs to go down even farther. (Full credit to YamiHikari for the initial idea and testing. And credit to Ithirahad and others for the initial discussion.) As it stands, 3 missiles in capacity will reload in about 5 seconds. That’s about 1 missile reloaded everyone 1.5 seconds. This really fast reload time sort of defeats the purpose of missiles being a last-ditch or final weapon to only be used when you know it can hit, as per the devs wishes (God bless Schema. All hail.).
I would suggest a reload time of at least 15 seconds, if not 30 seconds, if not a full minute for each missile. I think 30-45 seconds is probably optimal. This would give players the leeway to try to slip one past a well-designed point defense screen, yet still make it rather tough to think about using them. Also, the things are still freaking powerful, and probably will remain slightly so. However, the most powerful missile is and should still be, the bomb.”
Thirdly, armor and penetration values badly need to be adjusted.
This might take the form of in general higher armor values. However, Lancake has pointed out that the accuracy of the numbers decreases with higher AHP values even with some changes they made recently to the system.
This probably should take the form of general adjustments to the penetration values of each weapon combination independent of the other, general damage decreases/adjustments for each weapon combination, and general power cost increases/adjustments.
I trust the new system, I trust the devs. These are just suggestions, the new system already seems like it’ll turn out better than anything we’ve had in the past.
Finally – Discussion:
What are everyone else’s opinions? Particularly about increasing the missile reload times.
Do you think that my approximate weapon ranking (guess) is fair or accurate?
Please keep discussion civil.
I’ll try to remember to post the craft files of the ships I used for the testing later.
And, as a final end-note, I think the PDS/Turrets are still a bit wonk/glitched, possibly even more so than usual.
Links:
A nicer PDF version:
Album of Images Used With some Extras:
Edit: All of the images are borked right now. I would suggest reading the PDF. I'll try fixing them when I'm less tired.
Edit 2: Decided that the text was harder to use than the embedded PDF. Left the text there in the spoiler.
Edit 3: Formatting at the end.
Edit 4/Addendum: I may have counted the recharge values slightly slow (+/- .5 seconds/second). There aren't any recharge values in the stats either for missiles or for the weapons so it was the best I could do.
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