Kinetic damage is physical damage, like a projectile. Why doesn’t the collision compensator increase kinetic resistance? This is a BIG problem with the game.
but its not
Because this is a game and the developers can bend physics nine different directions to screw it and nobody ought to care as long as it stays balanced and fun.
Kinetic damage is physical damage, like a projectile. Why doesn’t the collision compensator increase kinetic resistance? This is a BIG problem with the game.
Because of the logic that gives you the same damage from Jerico LRF torpedo no matter if you explode near the ship or pin your warhead into the hull of the enemy. Kinetics means nothing here.
Same with coil mortar and other AoE stuff. Does not matter if your shell hits directly or with the edge of explosion. Damage is the same.
P.S. Not saying it is good. It is as it is.
Kinetic damage is physical damage, like a projectile. Why doesn’t the collision compensator increase kinetic resistance? This is a BIG problem with the game.
Because guns are HIGH SPEED projectiles. Collision compensator is for (relatively) low speed impacts.
Because of the logic that gives you the same damage from Jerico LRF torpedo no matter if you explode near the ship or pin your warhead into the hull of the enemy. Kinetics means nothing here.
Same with coil mortar and other AoE stuff. Does not matter if your shell hits directly or with the edge of explosion. Damage is the same.
P.S. Not saying it is good. It is as it is.
There are actually 3 damage levels you can get on a JLRF torp. Hitting a ship with the fringes of the explosion gets minimal damage while hitting the ship directly gets an increase. Every range in between is regular damage. Can’t remember specifics though. It’s been a long night.
Kinetic damage is physical damage, like a projectile. Why doesn’t the collision compensator increase kinetic resistance? This is a BIG problem with the game.
You have a very odd perception of what constitutes a big problem…
Collision compensator -> Increases kinetic resistance - Nope
High kinetic resistance -> Reduced collision damage - Yes
Why not for all 2 points of kinetic resistance also 1% reduced collision damage? Also if you run on adaptives, so 100 against kinetic - 50% reduced collision damage. Only kinetic resistance on hull counts.
Because guns are HIGH SPEED projectiles. Collision compensator is for (relatively) low speed impacts.
BUT it should still do something.
No it shouldn’t…
BUT it should still do something.
Why?
Because guns are HIGH SPEED projectiles. Collision compensator is for (relatively) low speed impacts.
Exactly.
Collision compensator -> Increases kinetic resistance - Nope
High kinetic resistance -> Reduced collision damage - Yes
Why not for all 2 points of kinetic resistance also 1% reduced collision damage? Also if you run on adaptives, so 100 against kinetic - 50% reduced collision damage. Only kinetic resistance on hull counts.
That is a good idea, but 2 points of resistance for 1% collision reduction is a bit high. Players could easily use this to prevent all collision damage. Something along the lines of maybe 4 points of resist to 1% collision damage would be much more balanced. Using 2 points for 1% combined with a collision comp would negate most, if not all collision damage. Overall, I’d say the system is fine as it is.
Yeah, and screw the collision compensator then. In theory, shields SHOULD take the damage and hull should take it much better. Can I get a forwarded to the devs thing?
It is intended as it is now.