Hi! First of all, thx for all those amaising updates!
I want to talk about balancing some more the weapons as i think there is still a big flaw. For every weapons i will first say what is their problems and then what its purpose is in the game.
Chaingun: I think its the most balanced weapon and does exactly what it should do. Slow projectile and short range but good DPS. Powerful in close range. NEXT!
Laser: Like chainguns, lasers are pretty much balanced. Instant long range shooting but takes energy and DPS is medium. Good for anything close to long range. Follow me on the next line
CANNON: I hate how much they are bad and how much i want them. They need to have more punch and a faster projectile. I understand the projectile speed is the same as the chaingun so you can combo them but it dont work that way. A cannon should also make a more satisfying sound than: "ffiiioooouuut". Damage should be boosted by at least 60% or AOE (Area Of Effect) should be added. Projectile speed should be arround 100%+ more to achieve long range shot. At the moment a cannon is: Bad dps/dpm, overheat for more fun, 30km of fun range that takes like 15 sec to achieve... Fffiiooooouuuutt!
Plasma: Why they always cost so much? Plasma magic! They are great weapon to destroy shields at short-mid range and medium damage to hull. Takes energy to fire.
Pulse: Why... I kinda guess its op vs other players that dont cover their main components but thats it. Other than that its decorative. Useless. Using it vs npc is like using a water bubble gun. Damage should get boosted OR it should have same stats as a chaingun but with overheat. Shooting 80% of the time through shield is ok but not at the cost of 90% of the DPS of "other" weapons. 75-95% chance ignoring shields, super low DPS, short range. ps: personal taste... They look great!
Launcher: Those are... Special. Its the worst but yet the best. Why super slow projectile combo with 30km range? The guy is not even in the same galaxy anymore! It also overheat and dont do that much damage too! *Slap on my cheek* When made or a ?rarer? rarity combined with seeker!! Now you might have something! Maybe. When you finally one that is good with seeking missile, i feel like its more for support that DPSing. Overheat is long to cool for not so much damage. Cooling should be 30% less || Damage should pack more push. + When not seeking, missile speed should be 200% faster. (2250m/s) Super slow projectile (750m/s), medium DPS but overheat so DPM is bad, super long range but 30km at 750m/s is 40 SECONDS! Even 7.5km is 10 sec! At the end of the day, SOME can have seeking missile and can give a good push in you enemy face.
Lightning: Great and balanced weapon. Instant long range shooting lightning strike at your shield destroying it but will do much less damage to your hull. Its also not that accurate at long range but still. Takes energy to fire. Wont do nothing on stone.
Tesla: The gun that says no to your shield but in exchange of energy and range! It has it short range and for good reasons! Shield is energy so energy cant melt but this puppy will make it melt! PS: Prepare extra batterie billy!
BOLTER: *Face palm* Why isnt it same as the plasma? Why its always cheap? The bolter is the plasma but for hull instead of shield and its the complete opposite. It never cost a lot to make (plasma is always millions), its dps to hull is ok (but has overheat so DPM is sheet(plasma dont)), tho it have mid/long range. Its damage should be 40% more with a 50% less cooling time. Having bolter feel like you never shoot and when it does, it dont feel like its powerful for that short time.
Railgun: Now THAT is a ship destroyer! It is so well thought. Instant super long range shooting and deal lots of damage if not extreme damage due to penetrating shot. Say it has 9 block of penetration with 10,000dmg then its going to do 10k on shield but landing good shot that will travel trough 9 blocks will do 90k damage BUT! If it touch an armored hull it will stop the shot.
Point chaingun: Nothing to say. Its perfect except for the ai turret shooting on ally.
Force, Repair, Point laser, Flack. Those 4 turret i havnt used a lot but i am planning on trying them soon.
Extra message: Good job for the mining update! It really feels better and like you actually do something. It also put more to use the AI ships (except telling them to rafine more than 5 min of rafining cause the station will just push him away and he wont be able to collect it back).
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maxdax5
Hi! First of all, thx for all those amaising updates!
I want to talk about balancing some more the weapons as i think there is still a big flaw. For every weapons i will first say what is their problems and then what its purpose is in the game.
Chaingun: I think its the most balanced weapon and does exactly what it should do. Slow projectile and short range but good DPS. Powerful in close range. NEXT!
Laser: Like chainguns, lasers are pretty much balanced. Instant long range shooting but takes energy and DPS is medium. Good for anything close to long range. Follow me on the next line
CANNON: I hate how much they are bad and how much i want them. They need to have more punch and a faster projectile. I understand the projectile speed is the same as the chaingun so you can combo them but it dont work that way. A cannon should also make a more satisfying sound than: "ffiiioooouuut". Damage should be boosted by at least 60% or AOE (Area Of Effect) should be added. Projectile speed should be arround 100%+ more to achieve long range shot. At the moment a cannon is: Bad dps/dpm, overheat for more fun, 30km of fun range that takes like 15 sec to achieve... Fffiiooooouuuutt!
Plasma: Why they always cost so much? Plasma magic! They are great weapon to destroy shields at short-mid range and medium damage to hull. Takes energy to fire.
Pulse: Why... I kinda guess its op vs other players that dont cover their main components but thats it. Other than that its decorative. Useless. Using it vs npc is like using a water bubble gun. Damage should get boosted OR it should have same stats as a chaingun but with overheat. Shooting 80% of the time through shield is ok but not at the cost of 90% of the DPS of "other" weapons. 75-95% chance ignoring shields, super low DPS, short range. ps: personal taste... They look great!
Launcher: Those are... Special. Its the worst but yet the best. Why super slow projectile combo with 30km range? The guy is not even in the same galaxy anymore! It also overheat and dont do that much damage too! *Slap on my cheek* When made or a ?rarer? rarity combined with seeker!! Now you might have something! Maybe. When you finally one that is good with seeking missile, i feel like its more for support that DPSing. Overheat is long to cool for not so much damage. Cooling should be 30% less || Damage should pack more push. + When not seeking, missile speed should be 200% faster. (2250m/s) Super slow projectile (750m/s), medium DPS but overheat so DPM is bad, super long range but 30km at 750m/s is 40 SECONDS! Even 7.5km is 10 sec! At the end of the day, SOME can have seeking missile and can give a good push in you enemy face.
Lightning: Great and balanced weapon. Instant long range shooting lightning strike at your shield destroying it but will do much less damage to your hull. Its also not that accurate at long range but still. Takes energy to fire. Wont do nothing on stone.
Tesla: The gun that says no to your shield but in exchange of energy and range! It has it short range and for good reasons! Shield is energy so energy cant melt but this puppy will make it melt! PS: Prepare extra batterie billy!
BOLTER: *Face palm* Why isnt it same as the plasma? Why its always cheap? The bolter is the plasma but for hull instead of shield and its the complete opposite. It never cost a lot to make (plasma is always millions), its dps to hull is ok (but has overheat so DPM is sheet(plasma dont)), tho it have mid/long range. Its damage should be 40% more with a 50% less cooling time. Having bolter feel like you never shoot and when it does, it dont feel like its powerful for that short time.
Railgun: Now THAT is a ship destroyer! It is so well thought. Instant super long range shooting and deal lots of damage if not extreme damage due to penetrating shot. Say it has 9 block of penetration with 10,000dmg then its going to do 10k on shield but landing good shot that will travel trough 9 blocks will do 90k damage BUT! If it touch an armored hull it will stop the shot.
Point chaingun: Nothing to say. Its perfect except for the ai turret shooting on ally.
Force, Repair, Point laser, Flack. Those 4 turret i havnt used a lot but i am planning on trying them soon.
Extra message: Good job for the mining update! It really feels better and like you actually do something. It also put more to use the AI ships (except telling them to rafine more than 5 min of rafining cause the station will just push him away and he wont be able to collect it back).
Steam user: Maxdax5
Have a nice day my fookers! :)
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