- Joined
- May 5, 2014
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- 240
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- 191
So I've been spending a few days here and there working on a massive ship I got some inspiration for, and this morning started working on it's main gun. The concept I wanted to follow was for it to be an anti-titan coilgun, using a cannon master, linked to a beam slave and an explosive effect, this fits with the theme of super long range magnetic accelerator weapons that deliver massive kinetic energy to the impact area without actually using explosive chemicals.
I built the main gun with this set up, a 600 meter long quad-barrel cannon with an alpha damage of 1.4 million on each of the 4 projectiles. But I discovered that even with 100% explosive effect it still only damaged the blocks directly touching the impact blocks, and with the changes to peirce and punch there is a 7 block limit on penetration depth. It took me almost 15 minutes to completely destroy a small asteroid about 1% the mass of the actual weapon itself, and when I tested it on one of my smaller ships the damage to the superstructure was laughable at best. I must note as well that my current build's hull is designed to throw off explosive and punch effects in that the blocks are never touching more than 2-3 others, in some cases only 1, with voids in between hull layers that render punch and peirce completey inneffective. I would be surprised if with the current weapon balance that any conceivable weapon could penetrate fully through my hull before shields recharge or I escape.
So I ask, how do you create a weapon that can do respectable damage to the hulls of titan-class ships? Missiles are obsolete against titans since they will have enough point defense countermeasures over such a large hull area that impacts are rare if not impossible.
Titan-class weapons seem to be in a very bad place right now, doesn't matter how big you make them, the damage will only hurt shields, my 300k block AMC does about the same damage to a hull as a 1k block AMC of the same configuration. That can't be okay from a developer standpoint surely?
I feel like in a Titan vs Titan fight, the winner will be the last one left awake at the end of a very long day.
Sorry for the long rant, I'm just very unhappy that days of excited planning for my ship have been for naught.
I built the main gun with this set up, a 600 meter long quad-barrel cannon with an alpha damage of 1.4 million on each of the 4 projectiles. But I discovered that even with 100% explosive effect it still only damaged the blocks directly touching the impact blocks, and with the changes to peirce and punch there is a 7 block limit on penetration depth. It took me almost 15 minutes to completely destroy a small asteroid about 1% the mass of the actual weapon itself, and when I tested it on one of my smaller ships the damage to the superstructure was laughable at best. I must note as well that my current build's hull is designed to throw off explosive and punch effects in that the blocks are never touching more than 2-3 others, in some cases only 1, with voids in between hull layers that render punch and peirce completey inneffective. I would be surprised if with the current weapon balance that any conceivable weapon could penetrate fully through my hull before shields recharge or I escape.
So I ask, how do you create a weapon that can do respectable damage to the hulls of titan-class ships? Missiles are obsolete against titans since they will have enough point defense countermeasures over such a large hull area that impacts are rare if not impossible.
Titan-class weapons seem to be in a very bad place right now, doesn't matter how big you make them, the damage will only hurt shields, my 300k block AMC does about the same damage to a hull as a 1k block AMC of the same configuration. That can't be okay from a developer standpoint surely?
I feel like in a Titan vs Titan fight, the winner will be the last one left awake at the end of a very long day.
Sorry for the long rant, I'm just very unhappy that days of excited planning for my ship have been for naught.