So, i've looked around, i actually tried before coming here: What do the new effects do? Heat active vs passive? EM active vs Passive? Kinetic Active vs Passive?
Far as I can tell:Thought I'd rather ask here than to start a new thread in Game Support.
Is there a more definite answer at this point as to what are the specific effects of the Heat, Kinetic, and EM damage types?
I was too lazy/uninterested so far to experiment with either the new tertiary effect systems or the basic weapons (which seem to have ratios of the aforementioned three damage types ascribed to them by default too).
I just did a test with a 1463 block cannon with a size-matched beam secondary and effect for all three effect types in a 1:1:1 ratio. Damage per projectile was just over 2.6 million.Sachys Dr. Whammy Spartan-228
Thank you all.
I have a few other question marks about weapons if any of you have/would like to share this kind of info.
I seem to recall that the explosive effect used to increase the blast radius of missiles and cannon projectiles regardless if they hit armor or system blocks - while Pierce and Punch were specialized on armor - so if the new Heat and Kinetic effects both increase armor damage, than what's with the claim that each of the new damage types favor one of the armor/system/shield trio?
Is it that each have a minor/moderate/severe effect on each type of these three possible targets? Do any of you guys have a full table of the specific combinations?
Also could someone provide a word of elaboration about how the new damage types or the different weapon combos relate to the new "acid damage" and "over-penetration" mechanics?
I believe there is a way: make like 50 different cannons with different computers all in a line and fire all of them at once(either logic or them being on a turret).I've experimented with cannons with damage ranges between 40 and 40 million. They do great against shields provided you can hit the target but no matter how powerful the weapon is on paper, there does not seem to be a way to increase the penetration of a cannon beyond a certain limit imposed by the acid effect.
Regarding multiple outputs; I've already tried that. I was not impressed with the result in comparison to other weapons with a similar setup. Also, not a fan of the the size of the system in comparison to its damage output capability.I believe there is a way: make like 50 different cannons with different computers all in a line and fire all of them at once(either logic or them being on a turret).
Or you could just use beam like the others.
Once people start discovering more of the depths of the rules system etc, we need to get schine to make all the good, sensible stuff default, not derpy!The cannon penetration (and most likely, others) can be modified via config for more realistic damage effects if desired.
Agreed. I'll have to take a closer look at the rules when I have time As of now, they are very similar to scripting language or rule sets for MS Outlook. "If X is Y and if A is B, then Z..." Simple but not...Once people start discovering more of the depths of the rules system etc, we need to get schine to make all the good, sensible stuff default, not derpy!