Weapon Rework.

Step One: EM, Kinetic and Thermal.

 

EM Weapons should be the “Flamethrowers” of the space, Slow Projectile Speed, Short Firing Range and High DPS, effective in short range combat situations. Kinetic Weapons should be the “Guns” of the space, Fast Projectile Speed, Medium Firing Range and Moderate DPS, effective in medium range combat situations. Thermal Weapons should be the “Lasers” of the space Instant Projectile Speed, Highest Firing Range and Lowest DPS, effective in long range combat situations.

 

DPS:

  • EM > Kinetic > Thermal

Damage:

  • EM > Kinetic > Thermal

Spread:

  • EM > Kinetic > Thermal

Rate of Fire:

  • EM < Kinetic < Thermal

Projectile Speed:

  • EM < Kinetic < Thermal

Firing Range:

  • EM < Kinetic < Thermal

 

Step Two: Shotguns, Flamethrowers/ Machine Guns/Lasers and Cannons.

 

Most of the games, we have 3 Combat Situations that occur frequently in majority of the cases, Short Range Combat, Medium Range Combat and Long Range Combat, better known as Paper, Rock and Scissors Logic, thus, I decided to divide Weapons into 3 Categories; Shotguns for Close Range Combat, Flamethrowers/Machine Gun/Laser for Medium Range Combat and Cannons for Long Range Combat.

 

  • EM Shotgun (Short Range)

  • EM Flamethrower (Medium Rage)

  • EM Cannon (Long Range)

  • Kinetic Shotgun (Short Range)

  • Kinetic Machine Gun (Medium Range)

  • Kinetic Cannon (Long Range)

  • Thermal Shotgun (Short Range)

  • Thermal Laser (Medium)

  • Thermal Cannon (Long Range)

 

Step Three: Interceptors, Fighters and Frigates.

 

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Interceptors Weapons:

  • EM Shotgun (Interceptor)

  • EM Flamethrower (Interceptor)

  • EM Cannon (Interceptor)

  • Kinetic Shotgun (Interceptor)

  • Kinetic Machinegun (Interceptor)

  • Kinetic Cannon (Interceptor)

  • Thermal Shotgun (Interceptor)

  • Thermal Laser (Interceptor)

  • Thermal Cannon (Interceptor)

Fighters Weapons:

  • EM Shotgun (Fighter)

  • EM Flamethrower (Fighter)

  • EM Cannon (Fighter)

  • Kinetic Shotgun (Fighter)

  • Kinetic Machine Gun (Fighter)

  • Kinetic Cannon (Fighter)

  • Thermal Shotgun (Fighter)

  • Thermal Laser (Fighter)

  • Thermal Cannon (Fighter)

Frigates Weapons:

  • EM Shotgun (Frigate)

  • EM Flamethrower (Frigate)

  • EM Cannon (Frigate)

  • Kinetic Shotgun (Frigate)

  • Kinetic Machine Gun (Frigate)

  • Kinetic Cannon (Frigate)

  • Thermal Shotgun (Frigate)

  • Thermal Laser (Frigate)

  • Thermal Cannon (Frigate)

 

Step Four: Missiles, Rockets and Mines.

 

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Step Five: Drones.

 

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Step Six: Laser Guided Missiles.

 

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Step Seven: Weaponized Modules.

 

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Step Eight: ** Learn with Crossout.**

 

Creating weapons and modules for each specific ship is a very exhaustive work, this make weapons and modules repetitive and redundant, a good example of this is the large quantity of “different” weapons but with the same model, just changing a color, thus instead waste time and resources creating unique content every time when release a new ship, learn with Crossout, allow ships of the same ship category use the same weapons and modules.

 

Step Nine: Balance Equation.

 

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Equation:

  • (Survivability) + (Maneuverability) = (Weapon) + (Distance)

Description:

  • (Survivability) = (Hull Volume) + (Shield Volume) + (Hull Resistance) + (Shield Resistance)
  • (Maneuverability) = (Speed) + (Strafe) + (Roll) + (Pitch)
  • (Distance) = ???
  • (Weapon) = ???

This is pretty much how the weapons worked in the open beta… ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

9 hours ago, Scar6 said:

This is pretty much how the weapons worked in the open beta… ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

but, not quiet though, especially when you could equip anything on anything