The Weapons System (Modifiers Included)

Okay, look. I know some of you think this new weapon system is great and how awesomely incredible it is at getting everything balanced etc etc, and I respect that. Yep, I’m not going to start yelling at you for something you like this time. This doesn’t mean I’m going understand how in the flaming heck you actually do like it, though, so that hasn’t changed.

 

I’ll cut to the chase.  Most of you will have taken note of my opinion of patch 0.9.0. For those who didn’t:

 

 

 

Hate is an understatement. Loathe is an understatement. Despise with all my being is a gross understatement. I feel like the developers went and took everything I liked about this game and screwed it over. Big time. They snapped all of it over one knee, tossed it into the back of a van and sent it off to God knows where so I can never see it again. The old SCon I knew and loved is now just a memory. A fast-fading one as well, now I’ve quit the game entirely and decided to waste my time on something where I know my hopes won’t be dashed, like XCOM.

 

But the one thing that really went and ruined it above everything else? The weapon system overhaul. Devs said they had this in the works. I loved how the old one functioned, though. I could put any ship in any firing distance I wanted and use it, even if not completely efficiently. I could use pulse lasers on frigates (the new ones are a joke, btw), hail plasma cannons on an interceptor (positron cannons are also horrible. Slow barrels are not for the hail plasma) to deal some serious damage at any range, and then put absolutely anything I wanted depending on my mood on a fighter. If I wanted assault plasma cannons, I used them. If I wanted rapid fire railguns, I used them. I used anything I wanted.

 

0.9.0 destroyed this.  Customisation is - for me - a must. It precedes everything. Functionality, usability and graphics don’t matter when I have very limited options. 4 guns per class? All but one made for a specific range? You have to be kidding me. The old system gave me a plethora of choices - 12 to be exact - and I loved that. 3 short-ranged, 6 mid-range, and 3 long-range. I say 6 mid-range as the Heavy varieties essentially had the same range as their assault counterparts, about 3-4km, but that’s besides the point. This massive choker on weapons is just the worst change made in the entire patch.

 

…Except for the modifier changes. I hate this change even more, if that’s even possible. Just… Why? One question mark isn’t sufficient. WHY???

Did anyone find these lacking in any way?

Cause I didn’t.

 

Weapon modifiers were meant to help us respond to changes on the battlefield by switching them out when we needed them. Now we’re stuck with a piece-of-crap ammunition slot that has hardly any use. Why would I spend 2000 hard-earned credits on something that lasts one match?

 

Damage changers were not that bad either. At least it gives you a penalty to your damage when you switch types. I got about an extra 50 or so damage from the needle system. Not a big boost, but it’s there. Plus, it becomes kind of useless in T3 against hull-tankers who stick reactive armour on their ships. Better off using EM damage, so I’d swap it out for a booster circuit, maybe. Then I could have a supernova deflector and a booster circuit. One to kill faster ships, the other to obliterate the ones that dare sit still for even a second.

 

So, I still do call for a rollback on the weapons and modifiers system. That will not change. But, this is in the suggestions subforum, correct? And the old system still had quite a few kinks to iron out.

 

I’ll try and offer my advice here.

 

Let’s begin with going over those roles.  Yes, I understand the concept of Frigate = Long, Fighter = Mid, Interceptor = Short. However, this still doesn’t mean we shouldn’t get the chance to use long range weapons on an interceptor. They don’t have to be up-close dog fighters, they can strafe from a little further away. And even though stabilised rails and hail plasma cannons lose a little efficiency up close, they can still be very deadly in the right hands. In 3 seconds, you could deal - with RFPs - about 800 damage. I could hit you for 1500 (both are heavily rounded values done through testing). That’s 700 additional damage. But, I need to be accurate. It’s up to player choice. I would, personally, prefer rapid plasma cannons, but that’s me.

 

Now, if you want people to use certain kinds of weapons, then give us a reason. The meta was stabilised railguns, back then. Frigates using them? That’s fine. Everything but interceptors using them (and even they used rapid fire railguns)? No. You need to persuade us to use certain kinds of weapons.

 

Here’s some general information. The meta in T3?

 

Why? Because people hull tanked. What’s the best thing vs hull? Kinetic.

 

Now here’s the thing. At the time, Jericho Guards were not often used. Again, why? Because shield tanking was not viable. It was very hard to do and you had to expend pretty much all of your passive slots, but then again, you have to do the same for hull tanking. But that’s besides the point.

 

Here are some little nuggets I unearthed when making a shield tank:

 

Using 2 Thermal Modulators, 2 EM Diffusors, Phase Shield set to Kinetic, and an Adaptive Shield (all Mark 3):

Thermal: 102 > 49.5% damage taken

EM: 72 > 58.1% damage taken

Kinetic: 130 > 43.4% damage taken

 

Those are some big reductions.

 

Using 3 EM Diffusors, 1 Thermal Modulator, and above:

Thermal: 64 > 60.9% damage taken

EM: 110 > 47.6% damage taken

Kinetic: 130 > 43.4% damage taken

 

Sacrificing Thermal for EM. Not an attractive prospect, considering nukes, anomaly generators, plasma arcs, etc.

 

Those 2 are interesting, because they both cut 2 damage types below 50% and drop another to about 60. Hull tanking gives you only 2 below 50%. The other is still quite vulnerable. Normally EM. So firing plasma blast after plasma blast at a Styx is actually more efficient than putting stabilised rounds into its hull. These are a few things quite a lot of people miss.

 

And, to be completely honest, Jericho really should have their shield regeneration buffed by about 30%. They’re shield specialists, for Pete’s sake!

 

Anyway, the actual weapon tweaks themselves.

 

There’s a valuable word here:

Persuade.

There has to be something that will _ persuade _ us to use other weapons besides the rail meta. I’ll just skim over some nerfs/buffs that wouldn’t exactly reduce the railgun family’s efficiency, merely make the others stand out slightly.

 

Rapid Fire Railgun

The problem I see with this is that the alpha strike ability it carries is just too powerful. Barely any time passes and you have a triple-charged shotgun with a good degree of accuracy ready to go again.

My suggestion:

Increase the charge time and spread so that the first charge level has about the same spread as the Shrapnel Cannon. You can spam shotgun charges, but they’ll be nowhere near as effective and will force you to get in very close. This also allows for a plasma arc follow up on Covert Ops. But, to compensate, allow the shotgun of spehss more range the higher the charge level is. You now have two options - either stay at about 3000m and use the additional range to maximum effect, or get in very close and spam bullets everywhere so you have a decent chance to hit per shot. Give it overheat as well. No weapon should have no overheat. There is science behind that but we’ll leave that for now.

 

Stabilised Railgun

This was used on damn near every ship imaginable. Good range, excellent damage, and pretty much hitscan capabilities left it a very good weapon in the hands of experienced pilots. Don’t even get me started on the spread on first shot…

My suggestion:

It should fire slower. A LOT slower. Overdrive will not get as much out of it due to the slower speed, and cranking up the damage per shot would help counter that to keep it balanced.

 

There are others I have yet to discuss, but I’m still working on them. Give it time, and this will be complete.

and yes, railguns are everywhere, on fighters at least… fighters need better-suited weapons…

 

I’ve quit the game entirely and decided to waste my time on something where I know my hopes won’t be dashed, like XCOM.

 

hahah. that’s funny. as you speak, i have prepared a list of 28+ bugs in there, some seriously game-breaking :dntknw:

i can’t find the willpower to play that game any more after stuff like:

 

shots hitting the wrong enemy do zero damage, some walls have LOS bugs having to do with low cover, cannot shoot around a low cover corner is misleading, left click door opening bugs, OP plasma weapons, height selection/visibility glitches, crashes/hangs, camera zooms to default each time, teleporting aliens or teleporting shots, other LOS bugs when objects are destroyed or when walking past a doorway, flank doesn’t always remove cover bug, other cover related bugs near ramps, stupid ai doesnt move from burning vehicles if threatened by overwatch… oh i have a list of about 15 more :\

 

seriously… i’ve been 1 square next to a dude, yet he retains full cover… and im standing on his flanking side… (and its not a visual glitch, i moved a second man there and each fired a shot, both missed, they should have had 100% chance to hit) there are clear ways to reproduce most of them… or standing behind a wall in full cover, yet an adjacent low cover makes the wall ‘immaterial’ so it can be seen/shot through, also reproducible in every case where that combination exists… or not being able to shoot around a low cover corner… meh… such a mediocre effort. i played the original xcom and TFTD on commodore or atari or something way back in the days, even have a dosbox version still… so sad to see this garbage.

 

it’s more of an exercise in knowing how to defeat the game’s bugs and shortcomings more than anything else… or how to exploit the ai. plus it was dumbed down to oblivion… strategy phase is non-existent pretty much reduced to a ‘satellite game’.

hahah. that’s funny. as you speak, i have prepared a list of 28+ bugs in there, some seriously game-breaking :dntknw:

i can’t find the willpower to play that game any more after stuff like:

 

shots hitting the wrong enemy do zero damage, some walls have LOS bugs having to do with low cover, cannot shoot around a low cover corner is misleading, left click door opening bugs, OP plasma weapons, height selection/visibility glitches, crashes/hangs, camera zooms to default each time, teleporting aliens or teleporting shots, other LOS bugs when objects are destroyed or when walking past a doorway, flank doesn’t always remove cover bug, other cover related bugs near ramps, stupid ai doesnt move from burning vehicles if threatened by overwatch… oh i have a list of about 15 more :\

That’s a good thing  :)wt

EDIT: This might be a problem with your game. I experience none of these bugs.

Why? Because people hull tanked. What’s the best thing vs hull? Kinetic.

My military RFP with the needle deflector could pound out some kinetic damage.  I would get 2k crits on RFR.  The RFR got me more kills than assists.  Stab rails were snipers and high damage per hit.  I think they were just more likely to get that final shot for a kill which improves the score.  Plasma and lasers could still deal a lot of damage, but the kill shots were more likely to come from rails and missiles.

My military RFP with the needle deflector could pound out some kinetic damage.  I would get 2k crits on RFR.  The RFR got me more kills than assists.  Stab rails were snipers and high damage per hit.  I think they were just more likely to get that final shot for a kill which improves the score.  Plasma and lasers could still deal a lot of damage, but the kill shots were more likely to come from rails and missiles.

So everyone used railguns.

 

Giving Jericho a viable shield tank (including the aforementioned shield regen boost) would give rail users a headache.

 

I can deal out killing shots with a hail plasma like candy. TBH, it’s better than the stab rail in that respect. I pull 3000 damage per shot out of that thing.

TBH the new synergy system remains as my only serious gripe. I have mixed feelings about the new weapons syetem. On one hand, I can’t find anything to equip my Crus Q with (coil mortars just don’t quite work out in T2 on a guard). On the other hand my Templar AE is doing well though, thanks to the better projectile speeds and the larger number of turrets. I’m flying it like a gunship and it’s not as shabby as I initially thought.

 

The new weapon system does throw in some really interesting concepts: the coil mortar is something I hope will stay. It’s just… irreplaceable. But the lack of choices is still a serious drawback. I still like to use assault rails on my Crus Q. I still prefer melee combat with my Fox-M. True, I’ll get used to the new weapons, but “used to it” does not equate to “like it”. 

 

Just a suggestion here that came to mind: it’s still possible to balance the old weapons according to ship classes. (I’m no programmer, so this might come across as a rather crude solution. And it’s not a very polished idea, so pardon me if it’s not that great a solution.) Individual ships can have a damage modifier (like how Imperial vessels have a passive ship bonus to damage) that allows fine tuning of damage numbers. Say for instance, a single shot from a railgun does 100 damage. Going by the old method of damage calculation (using the number of turrets) intys should deal 200 damage with one shot, fighters and most frigates 400, and LRFs 600. If it is deemed that intys do too little damage, and LRFs too much, all intys could have a hidden damage bonus, and LRFs a hidden damage penalty. If need be, other parameters like weapon range or projectile speed could be changed: an inty’s hail plasmas might have slightly less range and projectile speed as compared to an LRF.

Individual tweaks on a subclass level is on my list, actually.

I played railguns before with occasional plasma, I play railguns now. I will play railguns later. When I read the whole post I may add my opinion about your opinion.

TBH the new synergy system remains as my only serious gripe. I have mixed feelings about the new weapons syetem. On one hand, I can’t find anything to equip my Crus Q with (coil mortars just don’t quite work out in T2 on a guard). On the other hand my Templar AE is doing well though, thanks to the better projectile speeds and the larger number of turrets. I’m flying it like a gunship and it’s not as shabby as I initially thought.

 

The new weapon system does throw in some really interesting concepts: the coil mortar is something I hope will stay. It’s just… irreplaceable. But the lack of choices is still a serious drawback. I still like to use assault rails on my Crus Q. I still prefer melee combat with my Fox-M. True, I’ll get used to the new weapons, but “used to it” does not equate to “like it”. 

 

Just a suggestion here that came to mind: it’s still possible to balance the old weapons according to ship classes. (I’m no programmer, so this might come across as a rather crude solution. And it’s not a very polished idea, so pardon me if it’s not that great a solution.) Individual ships can have a damage modifier (like how Imperial vessels have a passive ship bonus to damage) that allows fine tuning of damage numbers. Say for instance, a single shot from a railgun does 100 damage. Going by the old method of damage calculation (using the number of turrets) intys should deal 200 damage with one shot, fighters and most frigates 400, and LRFs 600. If it is deemed that intys do too little damage, and LRFs too much, all intys could have a hidden damage bonus, and LRFs a hidden damage penalty. If need be, other parameters like weapon range or projectile speed could be changed: an inty’s hail plasmas might have slightly less range and projectile speed as compared to an LRF.

 

The Synergy system and the Premium ships is really my major complaint at the moment. As long as that is the first thing addressed, then I know changes to the weapon systems will follow suit.

 

However, I also HATE the new weapon system. If they say it was revamped for balance issues, well I just don’t get it because most of the new weapons suck…hard. I loved the old system. You want to talk about a game of skill, well 0.85 was definitely about skill. I like that I had to have my plasma cannon on then switch to the kinetic modifier mid battle once his shields were down. It was fun figuring out your opponent mid battle. The game really is just point and shoot now. No real depth to it at all.

 

I never understood why there couldn’t be a base set of weapons that all ships can use, then have class specific weapons like the Singularity Canon for fighters and the Coil Mortar for Frigs. I just didn’t like to see the Dev’s remove choice from pilots. It would have been kind of cool to see it like this:

 

  1. Base weapons every ship class can use

  2. Specialized weapons available only to ships in that class

  3. Modifiers for weapons that weren’t specifically meant for a ship class built in to the weapon (like thermal damage increased by 10% when used with a Cov Ops, or Plasma speed increased by 10% when used on a Gunship). Basically having weapons with base stats, but modifiers built in to weapons for specific ship classes that the Dev’s wanted to see these weapons fitted on.

 

I think it is safe to say, each pilot approaches their ship differently. Some are the run n’ gun types, others are the turtle up and defend types. Let them have weapons they are comfortable flying with, even if they don’t do an excessive amount of damage, because it suits their play style. I hope down the road this is reconsidered as it was what made the game so fun. I mean it’s still fun, just not as much depth to the game as there was potential for, and each and every patch seems to be moving away from that.

Okay, look. I know some of you think this new weapon system is great and how awesomely incredible it is at getting everything balanced etc etc, and I respect that. Yep, I’m not going to start yelling at you for something you like this time. This doesn’t mean I’m going understand how in the flaming heck you actually do like it, though, so that hasn’t changed.

 

I’ll cut to the chase.  Most of you will have taken note of my opinion of patch 0.9.0. For those who didn’t:

 

It just sucks. Real hard.

 

Hate is an understatement. Loathe is an understatement. Despise with all my being is a gross understatement. I feel like the developers went and took everything I liked about this game and screwed it over. Big time. They snapped all of it over one knee, tossed it into the back of a van and sent it off to God knows where so I can never see it again. The old SCon I knew and loved is now just a memory. A fast-fading one as well, now I’ve quit the game entirely and decided to waste my time on something where I know my hopes won’t be dashed, like XCOM.

 

But the one thing that really went and ruined it above everything else? The weapon system overhaul. Devs said they had this in the works. I loved how the old one functioned, though. I could put any ship in any firing distance I wanted and use it, even if not completely efficiently. I could use pulse lasers on frigates (the new ones are a joke, btw), hail plasma cannons on an interceptor (positron cannons are also horrible. Slow barrels are not for the hail plasma) to deal some serious damage at any range, and then put absolutely anything I wanted depending on my mood on a fighter. If I wanted assault plasma cannons, I used them. If I wanted rapid fire railguns, I used them. I used anything I wanted.

 

0.9.0 destroyed this.  Customisation is - for me - a must. It precedes everything. Functionality, usability and graphics don’t matter when I have very limited options. 4 guns per class? All but one made for a specific range? You have to be kidding me. The old system gave me a plethora of choices - 12 to be exact - and I loved that. 3 short-ranged, 6 mid-range, and 3 long-range. I say 6 mid-range as the Heavy varieties essentially had the same range as their assault counterparts, about 3-4km, but that’s besides the point. This massive choker on weapons is just the worst change made in the entire patch.

 

…Except for the modifier changes. I hate this change even more, if that’s even possible. Just… Why? One question mark isn’t sufficient. WHY???

Did anyone find these lacking in any way?

Cause I didn’t.

 

Weapon modifiers were meant to help us respond to changes on the battlefield by switching them out when we needed them. Now we’re stuck with a piece-of-crap ammunition slot that has hardly any use. Why would I spend 2000 hard-earned credits on something that lasts one match?

 

Damage changers were not that bad either. At least it gives you a penalty to your damage when you switch types. I got about an extra 50 or so damage from the needle system. Not a big boost, but it’s there. Plus, it becomes kind of useless in T3 against hull-tankers who stick reactive armour on their ships. Better off using EM damage, so I’d swap it out for a booster circuit, maybe. Then I could have a supernova deflector and a booster circuit. One to kill faster ships, the other to obliterate the ones that dare sit still for even a second.

 

So, I still do call for a rollback on the weapons and modifiers system. That will not change. But, this is in the suggestions subforum, correct? And the old system still had quite a few kinks to iron out.

 

I’ll try and offer my advice here.

 

Let’s begin with going over those roles.  Yes, I understand the concept of Frigate = Long, Fighter = Mid, Interceptor = Short. However, this still doesn’t mean we shouldn’t get the chance to use long range weapons on an interceptor. They don’t have to be up-close dog fighters, they can strafe from a little further away. And even though stabilised rails and hail plasma cannons lose a little efficiency up close, they can still be very deadly in the right hands. In 3 seconds, you could deal - with RFPs - about 800 damage. I could hit you for 1500 (both are heavily rounded values done through testing). That’s 700 additional damage. But, I need to be accurate. It’s up to player choice. I would, personally, prefer rapid plasma cannons, but that’s me.

 

Now, if you want people to use certain kinds of weapons, then give us a reason. The meta was stabilised railguns, back then. Frigates using them? That’s fine. Everything but interceptors using them (and even they used rapid fire railguns)? No. You need to persuade us to use certain kinds of weapons.

 

Here’s some general information. The meta in T3?

40224960.jpg

Why? Because people hull tanked. What’s the best thing vs hull? Kinetic.

 

Now here’s the thing. At the time, Jericho Guards were not often used. Again, why? Because shield tanking was not viable. It was very hard to do and you had to expend pretty much all of your passive slots, but then again, you have to do the same for hull tanking. But that’s besides the point.

 

Here are some little nuggets I unearthed when making a shield tank:

 

Using 2 Thermal Modulators, 2 EM Diffusors, Phase Shield set to Kinetic, and an Adaptive Shield (all Mark 3):

Thermal: 102 > 49.5% damage taken

EM: 72 > 58.1% damage taken

Kinetic: 130 > 43.4% damage taken

 

Those are some big reductions.

 

Using 3 EM Diffusors, 1 Thermal Modulator, and above:

Thermal: 64 > 60.9% damage taken

EM: 110 > 47.6% damage taken

Kinetic: 130 > 43.4% damage taken

 

Sacrificing Thermal for EM. Not an attractive prospect, considering nukes, anomaly generators, plasma arcs, etc.

 

Those 2 are interesting, because they both cut 2 damage types below 50% and drop another to about 60. Hull tanking gives you only 2 below 50%. The other is still quite vulnerable. Normally EM. So firing plasma blast after plasma blast at a Styx is actually more efficient than putting stabilised rounds into its hull. These are a few things quite a lot of people miss.

 

And, to be completely honest, Jericho really should have their shield regeneration buffed by about 30%. They’re shield specialists, for Pete’s sake!

 

Anyway, the actual weapon tweaks themselves.

 

There’s a valuable word here:

Persuade.

There has to be something that will _ persuade _ us to use other weapons besides the rail meta. I’ll just skim over some nerfs/buffs that wouldn’t exactly reduce the railgun family’s efficiency, merely make the others stand out slightly.

 

Rapid Fire Railgun

The problem I see with this is that the alpha strike ability it carries is just too powerful. Barely any time passes and you have a triple-charged shotgun with a good degree of accuracy ready to go again.

My suggestion:

Increase the charge time and spread so that the first charge level has about the same spread as the Shrapnel Cannon. You can spam shotgun charges, but they’ll be nowhere near as effective and will force you to get in very close. This also allows for a plasma arc follow up on Covert Ops. But, to compensate, allow the shotgun of spehss more range the higher the charge level is. You now have two options - either stay at about 3000m and use the additional range to maximum effect, or get in very close and spam bullets everywhere so you have a decent chance to hit per shot. Give it overheat as well. No weapon should have no overheat. There is science behind that but we’ll leave that for now.

 

Stabilised Railgun

This was used on damn near every ship imaginable. Good range, excellent damage, and pretty much hitscan capabilities left it a very good weapon in the hands of experienced pilots. Don’t even get me started on the spread on first shot…

My suggestion:

It should fire slower. A LOT slower. Overdrive will not get as much out of it due to the slower speed, and cranking up the damage per shot would help counter that to keep it balanced.

 

There are others I have yet to discuss, but I’m still working on them. Give it time, and this will be complete.

 

:facepalm: 

:facepalm: 

Why quote half the thread length just to post that. :dntknw:

 

In any case, I’m ok with the new weapons, we just need more choices, a LOT of them.

:facepalm: 

 

 

Why quote half the thread length just to post that. :dntknw:

 

 

:lol:

Why quote half the thread length just to post that. :dntknw:

 

In any case, I’m ok with the new weapons, we just need more choices, a LOT of them.

 

a) because i can

b) i didn’t quote half the thread, i quoted the whole thread

:facepalm:

I agree with the majority of this.

 

I loved plasma cannons before 0.9 and now they are restricted to interceptions; a ship class I didn’t use them on because rapid fire plasma cannons were better on them anyway because of how quickly you closed in on targets. I want to see a lot of the old flexibility returned next major patch however certain weapon/ship combinations could be restricted for balance purposes. Unless there is a good reason; no weapon (specifically weapon style/function) should be removed in a new patch.

 

e.g. The old rail gun was a more of a sustained fire weapon which was effectively removed in favour of a burst fire one. In this case the old one should remain and the new one should be a new weapon called something like ‘Burst fire Rail gun’ and balanced accordingly with a higher damage in a small amount of time and the low rate of fire one having better sustained damage. This could also could be achieved with ammo that dramatically changes weapon function however this would limit your ammo options and I did not like going down to one ammo type either; it is like they took away part of the game play, not just a slot/module. So more weapon types should be employed to give you a many options a possible.