Weapons Demonstration: News and Discussion

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    Will there be any advancements to mining (being a miner I would love this)
     
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    Again, that was the same issue, Schema adjusted the cannon rate of fire (but not the other stats) to do some testing. This resulted in all the combos of cannons being made completely off balanced :p Im actively shepparding the numbers on the balance sheet, dont worry, on release, the numbers should all work nicely, I'll also post a file seperately just in case something is messed up at the last minute
    Can you talk about what is the balance you are wanting to create, like how the weapon should work and what to expect form scaling it

    don't think so, i mean it's a WEAPONS update
    The salvager and others "Suport" weapons power-drain/suply and repair are going to get upgraded versions with the combo system too. but i dont test then yet to see if they are already there or not
     
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    Again, that was the same issue, Schema adjusted the cannon rate of fire (but not the other stats) to do some testing. This resulted in all the combos of cannons being made completely off balanced :p Im actively shepparding the numbers on the balance sheet, dont worry, on release, the numbers should all work nicely, I'll also post a file seperately just in case something is messed up at the last minute
    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.
     
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    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
     
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    If I'm correct, the regular amcs are now basically shield busters, as they seem to be very ineffective to hull with their slow fire rate, but high damage. Was this intended to make missiles, modded amcs, or the other epicness the hull destroyer?

    Oh yeah and will the missiles, beams and pulses also be tinted when lights are placed under their computers in the future?
     
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    If I'm correct, the regular amcs are now basically shield busters, as they seem to be very ineffective to hull with their slow fire rate, but high damage. Was this intended to make missiles, modded amcs, or the other epicness the hull destroyer?

    Oh yeah and will the missiles, beams and pulses also be tinted when lights are placed under their computers in the future?
    I agree the basic AMC is too slow to be really useful against blocks, except with the explosive effect it could make a deadly AOE because of high damage.
     

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    not sure if this has been suggested but i was wondering if the way beams work could be changed. right now the Beam+Cannon combo operates too much like the normal beam but with a faster damage tick.

    i was thinking that damage beams should fire a pulse naturally and the constant beam should be the trait of the Beam+Cannon combo.

    Damage beams by themselves could operate like a burst rifle. the beam fires and hits the target for a set amount of damage ticks before stopping. more blocks will affect how long the burst lasts (10 blocks= 3 damage ticks, 20 blocks= 5 damage ticks) as well as the total damage. the reload speed with be affected by combining AMCs. eventually with enough AMCs the beam will fire with a constant beam like how they work now.
     
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    not sure if this has been suggested but i was wondering if the way beams work could be changed. right now the Beam+Cannon combo operates too much like the normal beam but with a faster damage tick.

    i was thinking that damage beams should fire a pulse naturally and the constant beam should be the trait of the Beam+Cannon combo.

    Damage beams by themselves could operate like a burst rifle. the beam fires and hits the target for a set amount of damage ticks before stopping. more blocks will affect how long the burst lasts (10 blocks= 3 damage ticks, 20 blocks= 5 damage ticks) as well as the total damage. the reload speed with be affected by combining AMCs. eventually with enough AMCs the beam will fire with a constant beam like how they work now.
    Schema wanted to implement the "laser-beam" first, and add in the "pulsing-beam" after. So you'll wind up with both options, and yes beams now with cannon slaves SEEM pointless, as they only apply damage faster and in smaller numbers, but with how the hit mechanic of beams works, this means you'll have an easier time hitting smaller/fast ships as you move your beam across them. Beams have instant travel, but not instant damage, you'll need to hold the beam on the target ship long enough for this damage to occur, so again, this will be made easier vs smaller ships by using the faster damage applying mechanic of the BEAM/cannon combo.
     
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    If I'm correct, the regular amcs are now basically shield busters, as they seem to be very ineffective to hull with their slow fire rate, but high damage. Was this intended to make missiles, modded amcs, or the other epicness the hull destroyer?

    Oh yeah and will the missiles, beams and pulses also be tinted when lights are placed under their computers in the future?
    You'll have to decide what you find tactically advantageous in certain conditions, I've strived to make tactics the entire point of using various weapon systems, while also trying to not make any one system the best in a given situation.

    You may find this in certain cases, and we will actively take feedback at improving the balance. Until the system is given a final default balance, bugs are fixed, and we release the patch, please try not to make absolute conclusions about the efficacy of particular systems & combinations.

    By the way, anything with an ION effect module linked is now technically a shield buster ;)
     
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    Schema wanted to implement the "laser-beam" first, and add in the "pulsing-beam" after. So you'll wind up with both options, and yes beams now with cannon slaves SEEM pointless, as they only apply damage faster and in smaller numbers, but with how the hit mechanic of beams works, this means you'll have an easier time hitting smaller/fast ships as you move your beam across them. Beams have instant travel, but not instant damage, you'll need to hold the beam on the target ship long enough for this damage to occur, so again, this will be made easier vs smaller ships by using the faster damage applying mechanic of the BEAM/cannon combo.
    so does that mean that the default Beam mechanics will change? or does that mean we will get a new block later called the Pulse-Beam?
     
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    Is the plan still to remove SD-KBs and SD-BBs or are they going to be adapted for the new system as well, I would love to see scattershot and rapid fire SD-BBs.

    Last test I ran the AI also wasn't taking advantage of my SD-BB turrets and my Destroyers unadapted cannon turrets couldn't even kill a default Isanth.
     
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    You'll have to decide what you find tactically advantageous in certain conditions, I've strived to make tactics the entire point of using various weapon systems, while also trying to not make any one system the best in a given situation.

    You may find this in certain cases, and we will actively take feedback at improving the balance. Until the system is given a final default balance, bugs are fixed, and we release the patch, please try not to make absolute conclusions about the efficacy of particular systems & combinations.

    By the way, anything with an ION effect module linked is now technically a shield buster ;)
    you mean emp?
     
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    does anyone know why missiles are so weak or is there a module i need to connect to make them as powerful as before?
     
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    Will the KB/swarm AI no longer target (even if it will hit) ships on the same faction as the one launching the missiles?
     
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    As i not see anyone talking about this. If you put a effect system on a ship an take the computer to the hotbar they will work as a support system. each of the 8 effects will give some boost to the system. The only one i remember right now is the pierce effect give a % on pierce resistence. I don't remember what do it, but other effects is Power Shields, Power Hull. All consume power like the cloak and jamming.
     
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    Very nice, can not wait for this to go live :)

    Sniper cannons could use a little projectile speed increase

    on a different note, weapons pass through docked ships and turrets, while i find this to be quite practicable this also affects power drain beams and thus ended the once popular modular reactor mechanic. Will this be changed again? I remember reading somewhere (i think from schema himself) that it will (atleast for the power drain beams)