When equipping a ship, namely a weapon on it, when you check stats you see dps x, damage x etc etc. They show for ONE turret. Actual damage is then multiplied by the amount of turrets your ship has. Then each turret has itās own aim which is why spread mechanics are in the game. So if you shoot the bullet of one turret can hit your target while the bullet of the other turret flies past and misses, so damage differs with each shot.
In other words, itās not just cosmetics.
If you want for example to make a difference in cosmetics i would first go with LRF model change, so guards and engies can then have all 6 slots occupied with guns and stats rebalanced to match the 6 gun layout and give LRFs a model with more guns, namely 8 and a stat balance do dish out the intended 50% extra base damage due to turret amount. The problem here is in the ship models at first (visual turret hardpoints), THEN the rest.
Bottom line: i agree to see 6 nice guns on frigs, but keep the balance before tweaking weapon / ship stats further, wait for new feedback.
PS: if the model change is approved, we could start (a contest for?) drawing 8-gunned LRF sketches in line with the current faction styles. What do you think?
When equipping a ship, namely a weapon on it, when you check stats you see dps x, damage x etc etc. They show for ONE turret.
No they donāt. As long as you check from the equipment screen they show for the sum of all turrets. Only data in warehouse is raw single-turret.
Then each turret has itās own aim which is why spread mechanics are in the game. So if you shoot the bullet of one turret can hit your target while the bullet of the other turret flies past and misses, so damage differs with each shot.
In other words, itās not just cosmetics.
That part is correct, but would also help alleviate some of the imbalances some ships have due to model shape/gun placement.
ā¦No they donāt. As long as you check from the equipment screen they show for the sum of all turrets. Only data in warehouse is raw single-turretā¦
So some stuff changed. Ok.
That part is correct, but would also help alleviate some of the imbalances some ships have due to model shape/gun placement.
Yep, especially with Coil Mortars which switch between guns. If the gun is on the other side than the enemy ship it wonāt shoot at all.
I already forwarded something about this to the devs in the first week of july. That mean BEFORE the 0.9.0ā¦
Re-explain it during the patch discussion 0.9.0 with more specifications.
Explaining how this was impacting the blindSpots/Firing mechanics on frigates.
But nobody trusted me.
The concept of āship rotationā must be extremely difficult for you peopleā¦
Of course, because only the Ira Deus/Alligator M/ Honor/Harpy can rotate enough Quickly to realign it mortar. (Hidden bonus: rotation speed / Strafe speed / both of them).
You have tottaly no idea how the new frigās weapons impacted the gameplay.
If we increase Engi/Guard turrets to 6, then we would need to increase LRF turrets to 9 to achieve the same DPS balancing results. Then simply nerf the attack speed gain per turret. I like this idea.
Of course, because only the Ira Deus/Alligator M/ Honor/Harpy can rotate enough Quickly to realign it mortar. (Hidden bonus: rotation speed / Strafe speed / both of them).
You have tottaly no idea how the new frigās weapons impacted the gameplay.
I do know exactly how the new guns have affected gameplay. I also know how to roll my own xxxx ship so ALL guns come to bear on the enemy, so I KNOW Iām dealing full damage. Godamnit, man, even my Crus-S knows how to do a barrel roll.
I know how to do a barrel roll as well, but it was one thing when i was shooting my stab rails over the lead indicator pre-0.9.0 and it is another story when my gun decides to sleep.
I think basically frigates were meant to be like base stars (like I hope dreadnought will be)
Hope to see some real turret salvos once they appear !
Sadly, frigates do not have place in battles like that. The actual frigates are the ādreadnoughtsā. I can only see interceptors with different roles (Dogfight, Assassin(kills valuable fighters) and Nuke to take down parts of the frigate.)
Fighters : Command that helps up the fighters (may also be a target painter, but that defeats the Recon inti purpose). A gunship that hits frigateās turrets and any inti that comes in its way and tackler that helps out the inti vs inti fights.
I know how to do a barrel roll as well, but it was one thing when i was shooting my stab rails over the lead indicator pre-0.9.0 and it is another story when my gun decides to sleep.