Oh yeah todays build is spot on with the cannon speeds (IMHO) or as far as I can tell with my limited testing. The damage profile still seems low though. I have 8 cannons strapped to my fighter and it takes a while to bust the shields on an Isanth, dog fights with similar fighters would be impossible. Similarly I have only two lasers the same size as the cannons on my fighter and I can wipe the Isanths shields away like they were not even there.
Yeah the AMC dps is really low that's what I enjoy the less in these updates.
The basic values are:
damage: 20 per weapon block
distance: 1000 m
speed: 2x server max speed (<-- this have been lowered, with the basic 50km per h max this is bad. with 100 i dunno)
energy consuption: 200 (someone have an explanation for this? per shot?)
But it seems the lasers values have been lowered too and dont go through the shield in the last update (didnt try against isanth). But then the shields are overpowered (but it's useful for testing) so I hope we will get back our old shield dynamic when the testing is over because having to shoot the target continuously until the shield goes down (but still recharging if you loose some DPS) just for a few blocks is a pain. The old shield system was good. You still had the opportunity to recover from a shield failure by dodging if you are fit enough with a low value shield (low recover) but that's were the attacker have an opportunity to take you down. Bigger shields on bigger ships (thoses who can't dodge any shots) will have more massive amount of, but the recover time needs to be higher so you can deal against him with low ROF weapons.
I really enjoy the explosive effect, really deadly, but would not use this on a ship's main weapon because the explosive damage dont affect the shields and the DPS drop to 0 (or 1 maybe) if you have a 1:1 ratio of effect module and weapons(and it's fine like this). The moar explosive weapons will be very useful on some little air-ground turret under my ship maybe with rapidfire. Haha! Die ugly aliens!
I think the EMP effect will be great and the most used of all for the ship's main weapons against shielded ships (if it's still that hard to take a ship's shield down, it will be) but I can't figure what values to put in for testing as the shields are totally OP. So i think the best is to balance this later when every combination of weapons are working and we have our balanced shields back. I think a large enough weapon (a fighter using his fighter-scale weapons against another fighter is a large enough weapon) should be able tu put down the ennemy shields immediately or maybe after 2-3 sec of shooting (sometimes hard to do so because of the randomness of the direction and thrust of the target when fighting) when using MAXIMUM emp module ratio (lowest DPS on blocks) but not as easy with emp 1:2 amc ratio(lower ratio), and difficult without.
I tried to tweak the values on punchtrought effect but could not make it punch, stop or grab a pirate fighter or just a core (not pirate). Does someone success to do it? I really want to make a utility ship for grabbing my stuff around
But I really likes these effects I think they will balance the game in a good way because really little ships have the possibility to be specialized in a deadly way. That could makes them feared when in number superiority or harrassing.
Sorry for my bad english