"A degenerate strategy is a way of playing a video game that exploits an oversight in gameplay mechanics or design. Degenerate strategies apply to player-versus-player (PvP) as well as player versus environment (PvE) games. Degenerate strategies do not break the rules of a game like a code or a cheat, but they do prevent the game from being experienced in the manner intended by the game designer."
Starmade is currently the victim of degenerate strategy. Here's a list why.
So, Starmade community. Let's discuss. Do you see any problems with degenerate strategy in Starmade? Do you disagree with me and find all or most weapons to currently be viable? Or do you agree with my points but not my suggestions for correcting it? Whatever your stance is, please, speak up, because the Starmade devs really need to look at combat, in my opinion.
Starmade is currently the victim of degenerate strategy. Here's a list why.
- Cannon/Cannon is the only cannon choice that anyone with brains would use. It is more effective with punch/pierce than any other cannon type, has no long reload time penalty compared to the other cannon types, has no penalty for missing due to extreme projectile spam, has the same range as every other cannon type except Cannon/Beam. The issues with this have only been exaggerated now that punch has been majorly nerfed. They don't have the hitscan of beams, but due to the high speeds on most servers, this is rarely an issue.
- Missile/Missile is the superior missile weapon for non-team engagements. It is lock on with no lock on time needed, fires a large number of missiles which essentially make it immune to PD, can be logic-fired in shotguns with no power or lack of focus penalty, and can easily annihilate drone swarms and ships with heavy turreting. Simply put, anyone who doesn't use Missile/Missile for a ship that engages in solo fights needs to rethink their weapon layout.
- Missile/Beam is the only viable missile type for team engagements. It has lock on, high alpha, and has no lock on time for turrets. However, it suffers against jamming ships, highly mobile ships, and ships with high amounts of turrets. It has every advantage over dumbfire missiles, as you can simply slave a beam computer to a normal dumbfire and have identical stats plus lock on capabilities.
- Shields are the only viable defensive strategy. I realize this is being looked at with the HP update, but as the game currently has this issue, I felt it should be included.
- Drones. Drones can easily take down something with only 20% of the mass. They are difficult to set up, having high resource cost, and are weak to swarmer missiles, however.
This isn't a suggestion thread, it's a discussion thread on the problems with degenerate strategy in Starmade. However, I will include my ideas on how to fix this, to jumpstart some discussion.
To fix cannons, I propose that every cannon type EXCEPT Cannon/Cannon gains an innate explosive and punch effect that scales with damage (which goes beyond the hard and soft caps for those two effects). I also suggest a tighter spread for shotguns, and slightly reduced range for Cannon/Cannon.
To fix missiles, I suggest increased velocity (or perhaps an accelerating projectile) for dumbfire missiles, and that this velocity/acceleration is lost the moment you link a beam computer to it. I also suggest a reduced amount of missiles output by Missile/Missile (maybe 5 instead of 20) and that swarmers only be able to heat seek if they are manually fired to prevent logicboards of swarmers.
To make beams viable, I suggest they have 75% the range of cannons instead of 50%, and that they also gain the innate explosive and punch I described earlier for cannons.
To make pulse viable, I suggest it launches at short range pulse that expands as it flies, instead of the current near-useless melee weapon status it holds.
Hull is going to be more useful in the future with the HP update. That's all I'm going to say on shields vs hull.
To fix drones, I suggest turrets have improved AI to prevent the "target overload" that happens right now and causes drones to be able to destroy even a well turreted ship with relative ease.
To fix cannons, I propose that every cannon type EXCEPT Cannon/Cannon gains an innate explosive and punch effect that scales with damage (which goes beyond the hard and soft caps for those two effects). I also suggest a tighter spread for shotguns, and slightly reduced range for Cannon/Cannon.
To fix missiles, I suggest increased velocity (or perhaps an accelerating projectile) for dumbfire missiles, and that this velocity/acceleration is lost the moment you link a beam computer to it. I also suggest a reduced amount of missiles output by Missile/Missile (maybe 5 instead of 20) and that swarmers only be able to heat seek if they are manually fired to prevent logicboards of swarmers.
To make beams viable, I suggest they have 75% the range of cannons instead of 50%, and that they also gain the innate explosive and punch I described earlier for cannons.
To make pulse viable, I suggest it launches at short range pulse that expands as it flies, instead of the current near-useless melee weapon status it holds.
Hull is going to be more useful in the future with the HP update. That's all I'm going to say on shields vs hull.
To fix drones, I suggest turrets have improved AI to prevent the "target overload" that happens right now and causes drones to be able to destroy even a well turreted ship with relative ease.
So, Starmade community. Let's discuss. Do you see any problems with degenerate strategy in Starmade? Do you disagree with me and find all or most weapons to currently be viable? Or do you agree with my points but not my suggestions for correcting it? Whatever your stance is, please, speak up, because the Starmade devs really need to look at combat, in my opinion.