Disclamer: All numbers and formula presented in the post are purely there as examples.
Its a fairly simple idea that could make pulse a viable and interesting weapon within the meta, the main focus of the suggestion is to make pulses useful in combat without incuring the heavy performance loss usually incured by simulating large explosions; the idea can be split into a few key points:
Secondary slaves would likely keep their current reloads and aproximate range modifiers, for example pulse/cannon going at once a second would be near constant but unlikely to extend very far beyond the ship itself while pulse/pulse is what you'd use if you wanted your titan to be capable of blasting an entire sector.
For the sake of completeness the new pulse would interact with tertiaries in the following ways:
Its a fairly simple idea that could make pulse a viable and interesting weapon within the meta, the main focus of the suggestion is to make pulses useful in combat without incuring the heavy performance loss usually incured by simulating large explosions; the idea can be split into a few key points:
- Pulse no longer does any kind of block damage, ever. (This means no block calculations and no lag, simply apply X shield damage to ships inside the radius)
- Pulse radius is now based on ship mass, as a quick example say 5 radius per 1k mass.
- Shield damage is applied to the closest ship first with any remaining damage being passed onto the second ship and so on.
Secondary slaves would likely keep their current reloads and aproximate range modifiers, for example pulse/cannon going at once a second would be near constant but unlikely to extend very far beyond the ship itself while pulse/pulse is what you'd use if you wanted your titan to be capable of blasting an entire sector.
For the sake of completeness the new pulse would interact with tertiaries in the following ways:
- EMP: Afflicted ships suffer a shield gen outage in addition to the shield damage as long as their shields are above 10% If the target goes from 50%+ shields to 0% in a single hit then the pilot loses stearing for 1 second (This would allow for low level stunning while elimenating any chance of stunlocking)
- Explosive: 20% radius increase
- Ion: Double damage, 50% radius decrease
- Overdrive: Tripple damage, hextuple power-consumption
- Piercing: Ignores 50% of defensive ion effect
- Punch: [not sure on this one]
- Push, pull and stop: Applies the appropriate momentum effect instead of damage