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- Jun 29, 2013
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With AM Cannons, one can safely assume that the Speed values are in meters per second, but what are the values in missiles supposed to mean? Are they just some arbitrary number that's thrown out and means absolutely nothing?
With a 10x10x10 cube of BB missile arrays and all stats reduced to 1%, with the remainder dumped into Speed, any ship is still easily capable of outrunning the missile as opposed to outmaneuvering it. I tested this by having a thrust-to-mass ratio on my own ship of roughly 1:2, meaning its acceleration is horrifying. Fire a max speed missile and catch up to it within seconds.
The values for missiles should have a much, MUCH wider range than they do right now. As it stands, if you min-max a missile array for any given value other than blast radius and possibly damage (to reach 400, where you're all set), you're shooting yourself in the foot because it's quite literally doing nothing to help.
Reload speed can't be adjusted effectively without hundreds of missile array blocks. Speed can't be adjusted to mean anything (at 1,000 blocks, you'd think that a max speed missile would at the very least be 10x faster than a 1 block missile - rather than 0.5 m/s faster). Distance increases the distance and potentially time that the missile will float around, but that's worthless if it's impossible to hit with it in the first place.
AM cannons have the same issue, though to a much less noticeable extent as AMCs improve in all areas drastically as you add more blocks (to a point - but their efficiency is far greater than missiles).
tl;dr - Weapon adjustment values need to do something. Reduce a value to 0% and it represents 0% output in that aspect, but at 1%, it's more like 50% capacity for that aspect. You can never double your fire rate by halving your damage for any weapon, for instance. You can't actually gain anything by nerfing other aspects of your guns.
With a 10x10x10 cube of BB missile arrays and all stats reduced to 1%, with the remainder dumped into Speed, any ship is still easily capable of outrunning the missile as opposed to outmaneuvering it. I tested this by having a thrust-to-mass ratio on my own ship of roughly 1:2, meaning its acceleration is horrifying. Fire a max speed missile and catch up to it within seconds.
The values for missiles should have a much, MUCH wider range than they do right now. As it stands, if you min-max a missile array for any given value other than blast radius and possibly damage (to reach 400, where you're all set), you're shooting yourself in the foot because it's quite literally doing nothing to help.
Reload speed can't be adjusted effectively without hundreds of missile array blocks. Speed can't be adjusted to mean anything (at 1,000 blocks, you'd think that a max speed missile would at the very least be 10x faster than a 1 block missile - rather than 0.5 m/s faster). Distance increases the distance and potentially time that the missile will float around, but that's worthless if it's impossible to hit with it in the first place.
AM cannons have the same issue, though to a much less noticeable extent as AMCs improve in all areas drastically as you add more blocks (to a point - but their efficiency is far greater than missiles).
tl;dr - Weapon adjustment values need to do something. Reduce a value to 0% and it represents 0% output in that aspect, but at 1%, it's more like 50% capacity for that aspect. You can never double your fire rate by halving your damage for any weapon, for instance. You can't actually gain anything by nerfing other aspects of your guns.