Weapon Mods should be always on.

As per title, I think weapon mods should ALL be always active, stacking additively.

 

While some values might require adjusting, it achieves several major things:

 

-Expands the ability to customize the weapon(especially in T3 and T4).

-It removes the redundancy issues with certain mods(like increased firing rate and increased damage).

-It adds greater weight to your decisions regarding the mods you chose(you have to commit to your plasma becoming a kinetic weapon).

-It solves most of the issues comming from the ability to swap damage types mid combat(useless Jerico fighter skill, reduced importance of chosing the propper missiles/devices).

-1

 

I prefer the option of changing damage type on a whim.

-1 as well.

If they were mixed you could not switch to between two damage types. Player would go in-game with only one damage type. That would result him to be quite useless to some specific ships.

No sry , i want to keep my switchable dmg-output. May be that the Jericho Fighter needs some love , i dunno. But not on the cost of a good FLEXIBLE tactical option. I dont think missle choses are less important , sure some CAN think this if they want to , but i have to test which type of rocket fits best to my chosen weapon and outfits . And that YOU can think this choses are less important , and ME it’s not, is thx to the flexible weapon mods :wink:

i think the whole point of weapon mods is to add select-able properties to main weapon fire. The actual damage bonus you get from them is secondary to their real purpose of changing damage type / weapon spread / proj speed all of which are modifications that help you deal with specific targets. 

i think the whole point of weapon mods is to add select-able properties to main weapon fire

 

Yes, that’s very cute and all, but if so, why aren’t they at the very least togglable so that I can have my reduced spread AND alternate damage type at the same time?

 

Plus the reason so far to say “no” are exactly the reason I say “yes”.

Being able to swap your damage type freely mid combat makes you less commited to the weapon type you chose, and is the source of most imbalances with the weapons so far.

 

Plasma being able to use both of the weakness types on a whim, on top of having excellent base properties allowing it to disregard other mods, is a PROBLEM.

Lasers have the pin-point accuracy going for them, and since most people load their thermal resistance onto the shields(first thing Jericho and Empire frigates get to chew at),

the EM mod becomes an instant godsend, removing most of their drawbacks.

 

Meanwhile the much more interesting possibility of combining the various mods to achieve a better personalized weapon is at the reach of a hand,

all it would take see it is for people to finally grow out of the kiddie pool that is Tier 2, and actually see the wide variety of mods that’ll never be used because only one can be active at a time.

I have to agree to some extent, swappable damage types are overpowered as xxxx.

 

What the OP suggests might actually be a good idea.

Having all the weapon Mods active at the same time would not be good.  Plasma that could only do Kinetic damage.  Rail Guns that could only do Thermal damage.  Not sure what Lasers get.

 

Also the Devs need to seriously fix the Plasma Weapon Mods.  And when you fix them, change the ones in a players inventory as well and the store.  1 Weapon system to do the damage that is strongest against shields and then a Weapon Mod to change it to the damage that is strongest against hulls.  WTF were you seriously thinking, is my question.

 

A Plasma based weapon system, should never be doing Kinetic Damage.  The material is all ready heated past the point it can be physical in nature, make it do Thermal damage instead. Which would follow science a lot closer. 

 Copied this from Wikipedia to help explain it better.

Matter commonly exists in four states (or phases): solid, liquid and gas, and plasma. . However, advances in experimental techniques have revealed other phases that were previously only theoretical constructs, such as Bose–Einstein condensates and fermionic condensates. A focus on an elementary-particle view of matter also leads to new phases of matter, such as the quark–gluon plasma.[5] For much of the history of the natural sciences people have contemplated the exact nature of matter. The idea that matter was built of discrete building blocks, the so-called particulate theory of matter, was first put forward by the Greek philosophers Leucippus (~490 BC) and Democritus (~470–380 BC).[6]

Albert Einstein showed[7] that ultimately all matter is capable of being converted to energy (known as mass-energy equivalence) by the famous formula E = mc2, where E is the energy of a piece of matter of mass m, times c2 the speed of light squared. As the speed of light is 299,792,458 meter per second (186,282 mi/s), a relatively small amount of matter may be converted to a large amount of energy. An example is that positrons and electrons (matter) may transform into photons (non-matter). However, although matter may be created or destroyed in such processes, neither the quantity of mass or energy change during the process.

 

 

Rail gun mods to change to Thermal Damage, yes.

 

Laser mods to change to EM damage, yes.  As they all ready release Radiation.

Lasers are distinguished from other light sources by their coherence. Spatial coherence is typically expressed through the output being a narrow beam which is diffraction-limited, often a so-called “pencil beam.” Laser beams can be focused to very tiny spots, achieving a very high irradiance, or they can be launched into beams of very low divergence in order to concentrate their power at a large distance.

Temporal (or longitudinal) coherence implies a polarized wave at a single frequency whose phase is correlated over a relatively large distance (the coherence length) along the beam.[3] A beam produced by a thermal or other incoherent light source has an instantaneous amplitude and phase which vary randomly with respect to time and position, and thus a very short coherence length.

Most so-called “single wavelength” lasers actually produce radiation in several modes having slightly different frequencies (wavelengths), often not in a single polarization. And although temporal coherence implies monochromaticity, there are even lasers that emit a broad spectrum of light, or emit different wavelengths of light simultaneously. There are some lasers which are not single spatial mode and consequently their light beams diverge more than required by the diffraction limit. However all such devices are classified as “lasers” based on their method of producing that light: stimulated emission. Lasers are employed in applications where light of the required spatial or temporal coherence could not be produced using simpler technologies.

TerminologyThe word laser started as an acronym for “light amplification by stimulated emission of radiation”;

EM mods to change to Thermal damage, yes. 

 

Sorry about all the science stuff in here, but it should be looked at.

Would be better to expand the system and have active and passives for weapons. 

 

an active toggle to switch damage type. and passives that decrease/increase spread, damage, fire rate, etc. 

 

would also help balance out the power creep between ship classes and Tiers. 

 

Also agreed with the most above. Plasma shouldn’t do Kinetic. should switch to Thermal. rail guns are pretty useless as they are right now. Plasma are just too good. I can think of 0 reasons to use Rail over Plasma. 

Having all the weapon Mods active at the same time would not be good.  Plasma that could only do Kinetic damage.  Rail Guns that could only do Thermal damage.  Not sure what Lasers get.

 

That is the point! If you read my reasoning, you’d maybe even understand why.

 

Also, science =/= gameplay balance.

i can just see it now 2xBooster Circuits + Supernova lol

Dodge this!

-1

 

Making choices is what makes this game great.  

 

If you don’t like switching weapon types play Tier 1.  

 

If you want reduced spread there are passive mods that do exactly what you are asking.  Use those.