Weapon Balance

We defentily need some gun rebalancing:

 

  • Heavy Lasers are far too powerful, especialy with range mod(s) on a frigate. The are an instant hit while having very good dps, perfect to kill interceptors. Overall far to powerful.

  • All Railguns are basicly useless on T2, there is no point in using them.

  • Plasma Weapons have the ability to shift between shild killer and hull killer and even get +dmg vs both… However I think that plasma weapons are very well balanced, well the heavy plasma is still far to useless…

 

  • Missiles are to week, especially the homing ones. Maybe add an anti interceptor missile with less dmg but + speed/turning speed.

  • Add solwer homing missiles that can’t be “flared” so that you have to evade them.

Nryrony, think they’re all fairly similar, Long range lasers = Stabilised Railguns = Hail Plasma, Pulse Lasers = Rapid fire railguns = Rapid fire plasma?

 

Lasers suffer in close combat where you have to keep the beam on target for a while before it burns through as opposed to the “package” unload of the railgun or the plasma guns. At close range, a rapid fire railgun quad barrel shot really looks like a shotgun blast, hard to dodge. So it’s all situational as to what is best.

My point is I’m not talking about sniper lasers - I’m talking about heavy lasers with range mod.

That is a 400dps weapon with an optimum rang of 5600 At least with some cheap mods.

 

Compared to this, all sniper weapons are utterly useless, unless you want to hit at really extreme ranges, where you won’t hit anything moving unless its a frigate and even if you hit it won’t do much dmg.

 

 

But back to “basic” weapons:

 

Plasma can hardcouter shilds and hull while having good dps, but lacks speed and precision. A decent weapon, well you won’t hit interceptors with it but overall OK.

 

However, compared to this railguns lack dps and can’t hardcouter both wich makes them inferior. Even though they have a speed and precision bonus, its just not enough.

 

 

And about heavy weapons: The laser is an instant weapon with the ultimate precision, yet its the most easy to control heavy weapon. Even at close ranges the laser preforms well while especially the Plasma feels to clumsy. The Plasma as a DPS advantage, wich is ok for all of its downsides, however the railgun has no upsides compared to the laser.

I know that right now , railguns shoot like normal guns,  railgun should be much faster than this.  

 

Introduce  conventional guns,  Kinetic / heat

rail guns kinetic/em

plasma EM

laser Heat

 

imo this is the best 

You have to define conventional…in this case I am guessing that you mean a propellant based mass projectile.  Hurm…balancing could be a pain there though and what would make it different?  Would it have high ROF, Low Damage, may be a magazine that runs down and has to be reloaded?

 

Or may be it would be a thumper style, a high caliber high damage LOW ROF gun that has HUGE alpha.  Chemical weapons would probably have slower then average projectile velocity depending on what the propellant is…it could just be water that is excited to a plasma state through electrical discharge…they are working on that.

 

Though I could see it as being a jack of all trades, just load in the right ammo (AP, HE, or EMP) and off you go blasting away.  But still it would become the favorite in that case.

 

No I think the best way is to make the weapons more distinctive.  Plasma and Lasers should have more damage falloff due to their energetic natures.  Railguns should have almost no damage falloff because a body in motion says in motion.  On top of that weapons could also have special activation’s that overheat the weapon.  May be a railgun could get something akin to an overdrive, but it increases the heat production.  Plasma could get a high energy charge where the plasma is heated even further or made more energetic, higher single alpha damage.  Lasers could could have a charged particle mode where the beam fires a stream of charged particles down the beam to do added thermal damage for an alpha strike.

 

There are many more ways to add difference to a weapon then just to add a new weapon class that would screw up balancing.

Well considering Lasers are light beams… they aren’t traveling far enough to have DMG drop off. Secondly plasma will theoretically eat through most all types of materials it touches, so space debris won’t really affect it much. 

 To the guy who suggested that rail guns be faster… You should go look, and do some research on what a rail gun is, and how it shoots. As unrealistic as this game already is, making a rail gun shoot incredibly fast is… loony toon, willy wonka stuff.

 And to the OP, sounds like you don’t like the BALANCE of the game. I mean BALANCE, not IMBALANCE. They do thermal, and can put lenses on them to do EM in T2… My T2 Pulse lasers do over 400dps… I’ve been countered plenty of times. The closer someone gets to me, the more screwed I get.

Well considering Lasers are light beams… they aren’t traveling far enough to have DMG drop off. Secondly plasma will theoretically eat through most all types of materials it touches, so space debris won’t really affect it much. 

 To the guy who suggested that rail guns be faster… You should go look, and do some research on what a rail gun is, and how it shoots. As unrealistic as this game already is, making a rail gun shoot incredibly fast is… loony toon, willy wonka stuff.

 And to the OP, sounds like you don’t like the BALANCE of the game. I mean BALANCE, not IMBALANCE. They do thermal, and can put lenses on them to do EM in T2… My T2 Pulse lasers do over 400dps… I’ve been countered plenty of times. The closer someone gets to me, the more screwed I get.

 

Actually a rail-gun  is a rapid fire gun , the concept of a slow fire gun is a scify concept, but so much for realism, really don’t care. Frankly i do like the spread mechanic of it, being almost 100% precise if shot slower, while still having the option to “rapid-fire”. - assault-rail-guns at least. Just find it a bit weak compared to laser, since the dps is virtually the same yet the laser is instant and 100% precise.

 

However the concept of a laser that has reduced dps with range sounds interesting +1

 

Concerning plasma and rail-guns, i like the theory that plasma is unprecise, yet more effective while rail-guns are the opposite. Yet atm railguns seem a bit weak, well except the heavy rail-gun, which is actually superior to heavy plasma.

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Well considering Lasers are light beams… they aren’t traveling far enough to have DMG drop off. Secondly plasma will theoretically eat through most all types of materials it touches, so space debris won’t really affect it much. 

 To the guy who suggested that rail guns be faster… You should go look, and do some research on what a rail gun is, and how it shoots. As unrealistic as this game already is, making a rail gun shoot incredibly fast is… loony toon, willy wonka stuff.

 And to the OP, sounds like you don’t like the BALANCE of the game. I mean BALANCE, not IMBALANCE. They do thermal, and can put lenses on them to do EM in T2… My T2 Pulse lasers do over 400dps… I’ve been countered plenty of times. The closer someone gets to me, the more screwed I get.

 

To the guy who things that I’m suppose to do research on railguns well… I did it!! and posting results for your information, (dont feel ashamed you did not know better) 

 

 

Muzzle velocity of 50 cal sniper rifle is    853 m/s (2,799 ft/s). Effective range, 1,800

 

<<drum roll please>>

 

_In the late 2000s, the U.S. Navy tested a railgun that accelerates a 3.2 kg (7 pound) projectile to approximately 2.4 kilometres per second (5,400 mph)  _In case if you do not understand 2.4 kms is 2400 m/s More than twice the speed of a 50 cal sniper rifle… shooting not 50 cal rounds but 7 pound chugs of steel… I think I have my point.

 

Your turn guy

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To the guy who things that I’m suppose to do research on railguns well… I did it!! and posting results for your information, (dont feel ashamed you did not know better) 

 

 

Muzzle velocity of 50 cal sniper rifle is    853 m/s (2,799 ft/s). Effective range, 1,800

 

<<drum roll please>>

 

_In the late 2000s, the U.S. Navy tested a railgun that accelerates a 3.2 kg (7 pound) projectile to approximately 2.4 kilometres per second (5,400 mph)  _In case if you do not understand 2.4 kms is 2400 m/s More than twice the speed of a 50 cal sniper rifle… shooting not 50 cal rounds but 7 pound chugs of steel… I think I have my point.

 

Your turn guy

 

I think you mistook his statement.  He said rapid fire and not projectile velocity.  Simply put a railgun is just that, a pair of rails with a huge amount of energy running to them.  The rails are far enough apart that they do not arc…to much.  But when you put a metallic object between the rails the bridging of the gap creates a magnetic field both suspending the slug and accelerating it between the rails to the end point.

 

In truth the only thing that keeps a rail gun from not firing is two things, lack of electricity and lack of ammo.  In this game the weapons systems should have more then enough energy to allow a constant rate of fire.  More then likely they would not have to rely on capacitors as the craft have enough power generation for shields and other goodies.  So that just leaves ammo, with a constant flow of electricity you just need to feed metallic slugs in as fast as you can, the moment they can be an electrical bridge off they go, ZOOM!  So if you can feed in slugs fast enough you could create a stream of metallic death.

 

Railguns are cool…I have plans to build one from parts you can easily buy.  Hehehe, though…my wife says I am not allowed to due to the electric bill.   :learn:

 

Oh and using what you found, assuming that your rails are about two meters in length and the slug accelerates to 2400m/s and that you could only have one slug between the rails at a time, then you can infer a rof of apx 1,200 rounds per second with a sustainable rate of electricity.  Yup…that is allot of death, though you still have to worry about the EMP created with each shot…heh.

Besides weapon balance, hitting an interceptor with a non laser seems to be virtually impossible. Well unless you are piloting one and are at close range.

I realize they are called interceptors for a reason, but each ship should have a viable way of defending/killing an interceptor.

Any suggestions?

Besides weapon balance, hitting an interceptor with a non laser seems to be virtually impossible. Well unless you are piloting one and are at close range. I realize they are called interceptors for a reason, but each ship should have a viable way of defending/killing an interceptor. Any suggestions?

 

Us slowing modules to reduce their speed and hit them with a rapid fire weapon or missiles.  I do not have allot of issues taking out Inter.

Agreed with the poster. Anyone who has a T3 ship equipped with T3 weapons should not be allowed in the game with T2s or less. Abilities are also screwed up too since the ships with them have tons of health and can easily take down fighters that go after them.

missiles projecting needs ALOT of adjustment, it moves way too slow and are way too oftend hitting something else then the target.

 

lasers seems fine.

 

railguns need serious help, too hard to hit with them and way too low dps for it.

plasma kinda suffer from the same issue, its hard to hit with them and the dps doesnt make up for it compared to lasers, especially in dogfights.

 

in general the movement speed of ships compared to projectiles is totally out of wack o.O

 

projectiles speed should be crazily increased to allow for a reasonable aim at med/long range, right now everything over 1-1,5km is just impossible to hit vs a decent pilot.

 

if you aim perfectly and take into consideration the speed and direction of the ship, you should hit unless he does something crazy like afterburn in the opposite direction when you shoot.

 

Well you can actually increase the projectile speed quite a bit through mods. However, for its range an dps the laser is still superior. Note that weapon spread can actually be helpful if you try to hit an interceptor.

 

Concerning Rail-guns, the rapid-fire and the heavy rail-gun seem to be viable, the others need tweaking.