Raisinbat
Raging Troll
- Joined
- Dec 29, 2014
- Messages
- 459
- Reaction score
- 269
Just wanted to add this is the biggest reason why all the complaints asking for small turrets to be super powerful need to go in the incinerator.I'd rather face any number of big turrets than a pinpoint-accurate superlaser. I'd have a few more seconds to get away, OR the ship would have to sacrifice internal systems or maneuverability to carry more turrets. Either outcome is acceptable. Superlasers are for killing Admiral Akbar's cruiser, not for hitting the Millennium Falcon. (See Battle of Endor if you don't get the Star Wars reference).
While i agree this will help, it alone cannot fix the mess that is starmade combat. Giving beams a damage penalty over range would do a lot more to negate one of the worst fighter threats, but its also not really a threat because of ai's terrible aim. If beams did 10% damage at 5km range they could have perfect accuracy and it wouldn't be a big deal.This is a new angle on an old problem which is nearly fixed now (see the HP update) and needs one final step and minor tweaking of stats thereafter. Small ships don't need as much firepower because extremely large ships have an HP penalty. However, the penalty is not so severe as to cripple large ships or even make them significantly less powerful. Docked reactors are no longer a thing by default, so power generation is balanced by a risk-reward system. Defense is not yet balanced. Removing firing arcs will do that and the problem will no longer exist. (Also, your turrets will look better when they turn on a target and open fire because they won't start shooting stuff 30-40 degrees out of line with the barrel.)
One thing this thread is missing though is that ai aims at a specific block until it is dead. If this is added without fixing the ai's aim first turrets will fire one tic, destroy their target block then stop firing because they chose a target that's no longer in their field of view.