Currently on the new weapon systems, the ranges suck for combat on damage beams VS other weapons.
Why?
Let me give you an example.
I have a turret design which i have made several different versions of, that use different weapon fill-outs on the inside.
I compared an AMC-AMC-overdrive setup of the turret to a Beam-AMC-overdrive setup of the turret. Both did the same DPS, and shot pretty much the same way. They also had exactly the same accuracy, so the Beam-AMC setup hit its targets just as often as the AMC-AMC turret did.
The beam turret therefore is very useless compared to the cannon. It has half the range (as thats the way the devs made it) and DOESN'T EVEN COME CLOSE to making up for its crappy range with its equally-crappy accuracy and supposed "superiority" as a hitscan weapon.
There is no incentive to use beam weapons therefore, considering that you can achieve the same DPS and accuracy with a cannon turret at TWICE the range of the beam cannon. It is very easy for an AMC-equipped warship to pick off a damage beam-equipped warship from a distance. And since damage beams do the same DPS as AMCs, there is still no incentive to have a mix of both beams and AMCs, aside from the fact that beams use practically no energy (though i'm 99% sure that's a bug)
Here's a pic of the crappy job my beam cannon was doing against targets. It doesnt really show much but you can see its having some real accuracy issues:
So how can this crappy weapon balance be solved? There are three main options I can think of:
1)
The solution that probably comes to mind first is to give cannons and beams the same ranges. Making them equal, however, would hence mean that there is nothing really special about beams as they are (mostly already) then the same in functionality as the cannon, aside from the hitscan + aesthetic beam effect. Which means having damage beams really isnt worth it. After all, why have different weapon types if the only difference between them is their SFX appearance?
2)
So, since making the weapons work the same isnt a fun option, instead the devs should strive to make damage beams more unique and different compared to the other weapons. Make their functions and uses completely different.
For some good ideas on making them unique, I source the Homeworld games on this one. In that game, capital ships basically had the same kind of weapons that we have, with missiles, beams, and cannons. The "Ion Cannon" (Homeworld's equivalent of Starmade's damage beam) weapon type was very powerful, but took a long time to reload compared to mass drivers (their equivalent of our cannons) but did immensely more damage. So basically damage beams would become more siege-oriented weapons on their own, compared to being basically the same as cannons.
However, this kind of siege-setup for damage beams also raises questions about how its secondary and tertiary effect applications would work in turn. How would it behave then with pulse slave-links? Would that simply make it an even MORE powerful siege cannon?
3)
I'm opting to settle for a more middle-of-the-road option. Make them have a better range, but not as good as AMCs, but make them have slightly greater accuracy with AI than AMCs. They should also use more power, because right now they literally use nearly none at all. I think this alone should both equally specialize them without making them too OP. This, Option 3, seems to me as the best way to go about fixing damage beams.
Why?
Let me give you an example.
I have a turret design which i have made several different versions of, that use different weapon fill-outs on the inside.
I compared an AMC-AMC-overdrive setup of the turret to a Beam-AMC-overdrive setup of the turret. Both did the same DPS, and shot pretty much the same way. They also had exactly the same accuracy, so the Beam-AMC setup hit its targets just as often as the AMC-AMC turret did.
The beam turret therefore is very useless compared to the cannon. It has half the range (as thats the way the devs made it) and DOESN'T EVEN COME CLOSE to making up for its crappy range with its equally-crappy accuracy and supposed "superiority" as a hitscan weapon.
There is no incentive to use beam weapons therefore, considering that you can achieve the same DPS and accuracy with a cannon turret at TWICE the range of the beam cannon. It is very easy for an AMC-equipped warship to pick off a damage beam-equipped warship from a distance. And since damage beams do the same DPS as AMCs, there is still no incentive to have a mix of both beams and AMCs, aside from the fact that beams use practically no energy (though i'm 99% sure that's a bug)
Here's a pic of the crappy job my beam cannon was doing against targets. It doesnt really show much but you can see its having some real accuracy issues:
So how can this crappy weapon balance be solved? There are three main options I can think of:
1)
The solution that probably comes to mind first is to give cannons and beams the same ranges. Making them equal, however, would hence mean that there is nothing really special about beams as they are (mostly already) then the same in functionality as the cannon, aside from the hitscan + aesthetic beam effect. Which means having damage beams really isnt worth it. After all, why have different weapon types if the only difference between them is their SFX appearance?
2)
So, since making the weapons work the same isnt a fun option, instead the devs should strive to make damage beams more unique and different compared to the other weapons. Make their functions and uses completely different.
For some good ideas on making them unique, I source the Homeworld games on this one. In that game, capital ships basically had the same kind of weapons that we have, with missiles, beams, and cannons. The "Ion Cannon" (Homeworld's equivalent of Starmade's damage beam) weapon type was very powerful, but took a long time to reload compared to mass drivers (their equivalent of our cannons) but did immensely more damage. So basically damage beams would become more siege-oriented weapons on their own, compared to being basically the same as cannons.
However, this kind of siege-setup for damage beams also raises questions about how its secondary and tertiary effect applications would work in turn. How would it behave then with pulse slave-links? Would that simply make it an even MORE powerful siege cannon?
3)
I'm opting to settle for a more middle-of-the-road option. Make them have a better range, but not as good as AMCs, but make them have slightly greater accuracy with AI than AMCs. They should also use more power, because right now they literally use nearly none at all. I think this alone should both equally specialize them without making them too OP. This, Option 3, seems to me as the best way to go about fixing damage beams.
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