primary damage beams use crystals to optimize distance

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    hello

    recently I started to invest some time getting to know the damage beam

    not as a second weapon but as a primary one
    and the one thing I noticed is its lack of distance

    now I can suggest a buff but that be to easy

    what if

    we instead use these nice color crystals to adjust its wave length
    kinda way eve online uses them

    in the spectrum of the rainbow scaling from
    high damage short distance violet
    to
    low damage long distance red

    using no crystals keeps the beam as it is now

    hoping for your feedback ill await.

    best regards,
    wanzer.
     
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    Napther

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    Or perhaps we just push the default settings to make beams either match the range on a cannon, or fall short of that. As it is, Interior stops beam ray traces through system blocks, has much shorter range, and generally sucks VS armour. Cannons have none of these issues, therefore beams should get at least 3/4 a sector, or 1 sector range
     

    MeRobo

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    Or we keep colors as a purely decorative part of the game, don't limit creativity and do what Napther said to get better beams.
     
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    I agree with Robo. Beams' ineffectiveness against armor is a bug, and should be fixed. However, increased range might be a good idea. It just seems like a beam should be a sniping thing.
     
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    The reason beams have shorter range than cannons is for balance. Beams hit their target instantly which makes them more accurate at long range. A cannon shot has to travel the distance between ships and even though it's faster than a missile it still takes time to hit the target. A max range cannon can fire further than a max range beam but it can be dodged whereas a beam is pretty much guaranteed to hit every time.
     

    Thalanor

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    Thing is, in the puny range that beams have, cannons would hit their mark just as well. Half range is too much of a punishment for the hitscan benefit which doesn't even have notable advantages that close.
     
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    The reason beams have shorter range than cannons is for balance. Beams hit their target instantly which makes them more accurate at long range. A cannon shot has to travel the distance between ships and even though it's faster than a missile it still takes time to hit the target. A max range cannon can fire further than a max range beam but it can be dodged whereas a beam is pretty much guaranteed to hit every time.
    well instead of decreasing the range
    why not decrease the damage over distance?

    so at close range the full blast as when at the far end its hitting for what ? 50%?
     
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    well instead of decreasing the range
    why not decrease the damage over distance?

    so at close range the full blast as when at the far end its hitting for what ? 50%?
    Good idea. I'd say 100% effectiveness up to their current range and then a linear drop to 0% at cannon range.
     
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    Another option would be to tweak support systems. Push and pull suck as support systems. Perhaps allow them to be used as a "beam defense" support system, in the same way that piecing counters cannon shots, this would counter beam shots.