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- Jul 4, 2013
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A lot has changed since my thread a few weeks back with the rapid pace of development. This is an update on the testing I'm doing. As usual, it's a 4x 3x5x10+1 testbed for everything but combinations, now with turreted cannons as well.
Before getting into how the weapons behave, we have to talk shields. Originally, they had no combat regen and a 1:1 scale Runabout replica with a dinky little beam setup could kill the test target (a scaled down Enterprise-alike).
It later switched to combat regen being a thing, which left the Runabout unable to scratch the target and made for a lot of issues trying to take down pirate stations with the test target or testbeds. Around this time, the shield stats changed drastically, and the test target went from 495k to 124k shields because of it.
Now shield rechargers are much weaker, putting the regen of the test target negative. I had to rebuild a lot of it to get it back to 124k shields at over 4k regen.
So, my impressions of the 3 weapons (and some combinations):
Before getting into how the weapons behave, we have to talk shields. Originally, they had no combat regen and a 1:1 scale Runabout replica with a dinky little beam setup could kill the test target (a scaled down Enterprise-alike).
It later switched to combat regen being a thing, which left the Runabout unable to scratch the target and made for a lot of issues trying to take down pirate stations with the test target or testbeds. Around this time, the shield stats changed drastically, and the test target went from 495k to 124k shields because of it.
Now shield rechargers are much weaker, putting the regen of the test target negative. I had to rebuild a lot of it to get it back to 124k shields at over 4k regen.
So, my impressions of the 3 weapons (and some combinations):
- Beams are ridiculous. The test target can take out the shields of a copy of itself in one shot, and the reactor in another 2 (very similar to the testbed vs. the test target). They absolutely slaughter hull and shields alike. Range is 1600m, though, with default sector sizes, so it's pretty much the weapon where you hug the enemy and initiate surprise buttrape.
- Beam-beam is nuts. Test target melts in one shot. This will almost certainly be weapon of choice against poor defenseless stations.
- Beam-cannon is a bit of a joke with its much lower damage. Might be useful for anti-fighter/bomber turrets due to lower energy use and ability to be nearly continuously spammed (cannon turrets would be more generally useful, however).
- Beam-missile is pretty nuts, crazy high duration allows for shield suppression and one-shotting the test target, but layered armor would make it somewhat difficult to retarget properly onto the reactor as it really, really wants to strip away layers.
- Cannons are almost okay. The recoil is really annoying when using them as main weapons, and they do less DPS than beams (against both hull and shields). Turreting seems to be the way to go. Strangely, when a system loses integrity from fire from them, it seems it outright explodes and takes out nearby blocks, leaving a massive crater, unlike the other weapons (meant to be all, but bugged?). The biggest advantage of them is range, as they seem to be able to go at least 4km.
- Cannon-beam is a bit pointless. The recoil is a lot, and it takes a few more shots to kill the test target than with beam setups, but the reload is much longer, so the shields partially come back by the next shot.
- Cannon-cannon is pretty weak against shields, but actually alright against hull. Just make sure to turn your volume down as constant cannon firing noises aren't nice on the ears.
- Cannon-missile is absolutely ridiculous and can one-shot the test target on full charge if hit just right.
- Missiles are okay. Missile capacity blocks appear to scale much better for the testbed now, as the missile capacity blocks that used to give the testbed 20 missiles now give it 222.
- Missile-beam takes way too long to get a lock (because it hasn't been changed yet). They also take too long to travel with full beam secondary, and aren't terribly impressive when they hit.
- Missile-cannon appears to still be the way to go, fire and forget so you can spray beams or cannons.
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