Worthy Destroyer Weapons

Destroyers are to SC what tanks are in most other games, big, slow, destructive, and meant to be the backbone of their team. HOWEVER compared to tanks in most games destroyers are basically equipped with light machine guns and light grenades. They need a powerful weapon that is worthy of being used by a tank, but isn’t so powerful as to make them gods.

I suggest adding a Magnetic Accelerator Cannon to the destroyer’s main weapon arsenal. The MAC in practice is not much different than the Gauss cannon currently used by fighters, with some upgrades and drawbacks for balancing sake. The MAC must be charged before each shot is fired, and the weapon cannot be fired again for 5 seconds but can begin recharging for the next shot immediately. Unlike the fighter variant the projectiles fired are explosive and deal Kn damage, the amount of which is roughly equal to that dealt by a Doomsday missile. The MAC’s recoil is so substantial that when fired the destroyer is launched at 10 m/s in the opposite direction of fire, meaning that if a destroyer captain is not careful they could knock themselves out of cover, or if really unlucky end up pinwheeling around trying to compensate for repeated firings at odd angles.

Because there’s no such thing as a reasonable limit to alpha damage. Bye-bye, well built interceptors – you got oneshot. You too, fighters – lot of you guys, as well.

What’s wrong with it? Limit the projectile speed.

1 hour ago, RennieAshII said:

What’s wrong with it? Limit the projectile speed.

Photon torpedo is pretty slow too, yet one shooting is a very common thing and it even has a energy consumption and a cool-down

Big alfa dmg is bad, it kills the dynamic of the game.

3 hours ago, xKostyan said:

Photon torpedo is pretty slow too, yet one shooting is a very common thing and it even has a energy consumption and a cool-down

Big alfa dmg is bad, it kills the dynamic of the game.

Especially in T4 dreadnought battles. LRFs can be consistently hit from 10km away, often taking away most of their health (since they’re usually built for thermal, not EM resist), making it an easy target for the enemy LRF.

you gotta take into account that photon has a big trigger radius even at CQCs. Making it explode with direct hits at 1km would reduce a lot its effectiveness at CQC.

Papi, it doesn’t really matter how slow a projectile is if it one-shots half the ships in the game. It’s less “Does this take enough skill to have such a high reward?” And more “If a projectile accidentally hits an enemy, how much will they call BS?”. For example, in PS2, you know that the NC has a lot of new players playing sniper – there’s hundreds of them sitting around, and every one of them has the capability to one-shot anybody with a lucky headshot. They’re going to get one, collectively, and someone is going to die suddenly with no warning.

depends on the value you give to skill: skill to use and skill to avoid. Considering the average playerbase…its not good xD

We’re trying to stick destroyers with their own modules and weapons. It’s a kind of another gameplay with them, so I guess no need to make some things common with other classes. New modules with original mechanics may appear though) 

Btw, I can’t speak much about, but looks like new destroyers may come earlier than expected ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

20 minutes ago, CinnamonFake said:

We’re trying to stick destroyers with their own modules and weapons. It’s a kind of another gameplay with them, so I guess no need to make some things common with other classes. New modules with original mechanics may appear though) 

Btw, I can’t speak much about, but looks like new destroyers may come earlier than expected ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

Earlier?Then I guess you might be able to predict when the new set of Broker tasks might start for the totally-not-random new resource.

Or tell us the name for one of them?

18 hours ago, StatueofLibroty said:

Papi, it doesn’t really matter how slow a projectile is if it one-shots half the ships in the game. It’s less “Does this take enough skill to have such a high reward?” And more “If a projectile accidentally hits an enemy, how much will they call BS?”. For example, in PS2, you know that the NC has a lot of new players playing sniper – there’s hundreds of them sitting around, and every one of them has the capability to one-shot anybody with a lucky headshot. They’re going to get one, collectively, and someone is going to die suddenly with no warning.

What do you fear?

The Q.Q from sucker?

Or the Q.Q from ‘Pros’?

1 hour ago, xXThunderFlameXx said:

Earlier?Then I guess you might be able to predict when the new set of Broker tasks might start for the totally-not-random new resource.

Or tell us the name for one of them?

I guess the “Earlier” is stage 6 of the event, built with live crystals…

4 hours ago, CinnamonFake said:

We’re trying to stick destroyers with their own modules and weapons. It’s a kind of another gameplay with them, so I guess no need to make some things common with other classes. New modules with original mechanics may appear though) 

Btw, I can’t speak much about, but looks like new destroyers may come earlier than expected ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

They were expected in may 2016… so yeah…

5 hours ago, Lord_Xenon said:

What do you fear?

The Q.Q from sucker?

Or the Q.Q from ‘Pros’?

Neither. I’m just not in favor of making a weapon that any nub can get a lucky shot with and instakill someone unlucky.

2 hours ago, StatueofLibroty said:

Neither. I’m just not in favor of making a weapon that any nub can get a lucky shot with and instakill someone unlucky.

Also the Q.Q from ‘Pros’.

8 hours ago, Lord_Xenon said:

Also the Q.Q from ‘Pros’.

I assure you, it’d be far from just “pros”, as you put it, that would be complaining. But again, that’s not what I care about – lucky shots shouldn’t instakill someone, period.