So I wanted to talk a little about the new weapons not in the news section.
We don't know much beyond this image and a few brief replies to comments. I for one am really excited for this addition, it seems like the best way to add many weapon types (in Total:30) without adding a ton of new modules to the game.
Cannons will probably act as they are now, we don't know what the new default missile will be, beams will be instant travel, pulsars will send out a bubble of damage and mines... well we know nothing about how they function. In addition to these five base weapons we will have 25 hybrid combinations.
It's not current clear exactly the extent the slave will have on the master. We know that they seem to be made to change a specific stat but will they effect other stats as well? Do we make a cannon deal a specific amount of damage and add beam slaves on until we have a desired range or will the slaves effect all stats but have higher impact on their specific stat?
Weapon Types Explained, (Warning Contains Conjecture)
Cannon: Current cannon we know and love/hate
Rapid Cannon: Machine guns/ Gattling guns, who won't love these
Shotguns: Spread shot originating from the output, more slaves = more "pellets"
Sniper Cannon: Long range cannons, I'm not sure how effective these will be as you can only really shoot as far as you can see.
Artillery Cannon: I'm assuming "Slower, Stronger" refers to lower rate of fire and higher damage, I am excited for this one but I do feel that this needs some splash damage effect or "Hull Absorption" to really set itself apart from the other cannons
Flack Cannon: I think this will act much like the shotgun but the spread effect will occur after a set distance instead of at the output and spread in all directions
Complex Projectile: It's unknown as to how the "complex projectile" and it's slaves will track targets.
Rapid Dumbfire Missiles: Fast firing Rockets. Hopefully missiles will be more effective and volleys of rockets will be effective at taking down large targets, perhaps not as fast as cannons would due to their explosive effect once shields are down but still be able to do it eventually. Or of course you could drop the shields and switch to your ships rocket pods.
Swarm Missiles: Many small missiles, tracking characteristics unknown (perhaps IR/ SD-KB guidance but it would need to be severely improved to actually track hostile targets)
Tracking Long Missiles: I hope these will be better than our current SD:BB, the missile speed is speed is pathetic. Actually I imagine a missile modified with a laser would act like an laser guided missile where you track it to the target with your reticule.
Heavy Hulk Missiles: Doomsday weapons of the past? Tracking unknown (this could end up being the SD-BB replacement, actively tracks targets but kind of slow)
Sleeper Missiles: Fires a missile, missile waits, missile tracks target. (I have not Idea how these will ultimately work)
Beam: "Beams will, as their name implies, visually function like lasers/beams. They will pulse every time a damage tick occurs. (Instead of a constant beam.)"
Rapid Burst Laser: Pulses quickly due to short cool down
Broad, Needle Shotgun laser: uh... I guess this will fire in a cone of smaller beams.
Long-Range Laser/Maser: Really reach out and burn somebody
Heavy Siege Laser: High Damage Laser. Being "Siege" I feel that this one would be neat if the visual stayed on as long as the beam was being fired, it would still have the same damage tick but it would be visibly constant.
Massive Charge Laser: I feel that this is the most anticipated laser and probably the best explained. The laser will not fire immediately on attack but instead will build a "charge" Once the mouse button is released the weapon will fire dealing all its damage. Limits on charge will probably be put in place to prevent fighters from charging for an hour and then taking down a capitals shields on one massive shot. I'm also curious to see how AI will handle this. Perhaps we will need more AI settings to control aspects like this.
Pulsars: Like it is now, but instead of pushing things away from you it will deal damage
Rapid Pulse: I just assume less cool down
Carpet - Bombing Small Pulses: Is it true are we finally getting Bombs?! How will they work?! ... This will probably be just a series of small pulses over time when triggered.
Long-Range Neutron Pulsar: Longer range, not sure what neutron denotes.
High-Power Nova Pulsar: Lots more damage dealt I assume
Proximity Pulses: I feel that this one will be a weapon you trigger, and then it will emit when something gets close to you. Like you have this on a slower capital, and as soon as a wave of fighters approach, BOOM!
Mine Layer: It's only been stated that there will be a hard cap on the number of mines in each sector. What mines look like and exactly how they function is unknown.
Line-Layer Mines: Either this drops mines fast as you fly or drops a single line all at ones
Grid Pattern Minelayer: Sets up the mines in a specific pattern over wider area
Massive Radius Tsar Bomba: Large area of effect mine
High-Power Nova Mines: High damage
Chaff Cluster Timed Mines: This seems like it's a weapon to help you flee from a pursuer, the mine will drop and detonate like the flak cannon
More unknowns:
How will the current "shotgun" setups of cannons be addressed in this update?
Is a 50/50 split of master slave always the best way to go or is there benefits to having a larger maser/smaller slave or the slave being the larger of the two systems? Or is it like I mentioned above where you just use the slave to tune your weapon to a single desired stat?
Feel free to add your own conjecture and I'd love to see some of the smaller details cleared up by the officials but many of the finer workings of the system may not even be known to Calbiri, Schema, Omni at the moment. If that is the case our conjecture may even effect the final design.
We don't know much beyond this image and a few brief replies to comments. I for one am really excited for this addition, it seems like the best way to add many weapon types (in Total:30) without adding a ton of new modules to the game.
Cannons will probably act as they are now, we don't know what the new default missile will be, beams will be instant travel, pulsars will send out a bubble of damage and mines... well we know nothing about how they function. In addition to these five base weapons we will have 25 hybrid combinations.
It's not current clear exactly the extent the slave will have on the master. We know that they seem to be made to change a specific stat but will they effect other stats as well? Do we make a cannon deal a specific amount of damage and add beam slaves on until we have a desired range or will the slaves effect all stats but have higher impact on their specific stat?
Weapon Types Explained, (Warning Contains Conjecture)
Cannon: Current cannon we know and love/hate
Rapid Cannon: Machine guns/ Gattling guns, who won't love these
Shotguns: Spread shot originating from the output, more slaves = more "pellets"
Sniper Cannon: Long range cannons, I'm not sure how effective these will be as you can only really shoot as far as you can see.
Artillery Cannon: I'm assuming "Slower, Stronger" refers to lower rate of fire and higher damage, I am excited for this one but I do feel that this needs some splash damage effect or "Hull Absorption" to really set itself apart from the other cannons
Flack Cannon: I think this will act much like the shotgun but the spread effect will occur after a set distance instead of at the output and spread in all directions
Complex Projectile: It's unknown as to how the "complex projectile" and it's slaves will track targets.
Rapid Dumbfire Missiles: Fast firing Rockets. Hopefully missiles will be more effective and volleys of rockets will be effective at taking down large targets, perhaps not as fast as cannons would due to their explosive effect once shields are down but still be able to do it eventually. Or of course you could drop the shields and switch to your ships rocket pods.
Swarm Missiles: Many small missiles, tracking characteristics unknown (perhaps IR/ SD-KB guidance but it would need to be severely improved to actually track hostile targets)
Tracking Long Missiles: I hope these will be better than our current SD:BB, the missile speed is speed is pathetic. Actually I imagine a missile modified with a laser would act like an laser guided missile where you track it to the target with your reticule.
Heavy Hulk Missiles: Doomsday weapons of the past? Tracking unknown (this could end up being the SD-BB replacement, actively tracks targets but kind of slow)
Sleeper Missiles: Fires a missile, missile waits, missile tracks target. (I have not Idea how these will ultimately work)
Beam: "Beams will, as their name implies, visually function like lasers/beams. They will pulse every time a damage tick occurs. (Instead of a constant beam.)"
Rapid Burst Laser: Pulses quickly due to short cool down
Broad, Needle Shotgun laser: uh... I guess this will fire in a cone of smaller beams.
Long-Range Laser/Maser: Really reach out and burn somebody
Heavy Siege Laser: High Damage Laser. Being "Siege" I feel that this one would be neat if the visual stayed on as long as the beam was being fired, it would still have the same damage tick but it would be visibly constant.
Massive Charge Laser: I feel that this is the most anticipated laser and probably the best explained. The laser will not fire immediately on attack but instead will build a "charge" Once the mouse button is released the weapon will fire dealing all its damage. Limits on charge will probably be put in place to prevent fighters from charging for an hour and then taking down a capitals shields on one massive shot. I'm also curious to see how AI will handle this. Perhaps we will need more AI settings to control aspects like this.
Pulsars: Like it is now, but instead of pushing things away from you it will deal damage
Rapid Pulse: I just assume less cool down
Carpet - Bombing Small Pulses: Is it true are we finally getting Bombs?! How will they work?! ... This will probably be just a series of small pulses over time when triggered.
Long-Range Neutron Pulsar: Longer range, not sure what neutron denotes.
High-Power Nova Pulsar: Lots more damage dealt I assume
Proximity Pulses: I feel that this one will be a weapon you trigger, and then it will emit when something gets close to you. Like you have this on a slower capital, and as soon as a wave of fighters approach, BOOM!
Mine Layer: It's only been stated that there will be a hard cap on the number of mines in each sector. What mines look like and exactly how they function is unknown.
Line-Layer Mines: Either this drops mines fast as you fly or drops a single line all at ones
Grid Pattern Minelayer: Sets up the mines in a specific pattern over wider area
Massive Radius Tsar Bomba: Large area of effect mine
High-Power Nova Mines: High damage
Chaff Cluster Timed Mines: This seems like it's a weapon to help you flee from a pursuer, the mine will drop and detonate like the flak cannon
More unknowns:
How will the current "shotgun" setups of cannons be addressed in this update?
Is a 50/50 split of master slave always the best way to go or is there benefits to having a larger maser/smaller slave or the slave being the larger of the two systems? Or is it like I mentioned above where you just use the slave to tune your weapon to a single desired stat?
Feel free to add your own conjecture and I'd love to see some of the smaller details cleared up by the officials but many of the finer workings of the system may not even be known to Calbiri, Schema, Omni at the moment. If that is the case our conjecture may even effect the final design.