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Re: Current Weapon Balance

Posted: Mon Mar 04, 2013 6:20 am
by Siretu
I understand what you mean. The energy cost of broadsides really has to be increased. The energy cost is so low because it's from a time where broadsides were much less powerful.

Re: Current Weapon Balance

Posted: Mon Mar 04, 2013 2:01 pm
by Tempest
in situations such as those <50k en i always have weapons go to triple burst and only after the enemy activates their shield boost, after the boost disappears the 50% temporary boost to shields will have been gone and its the perfect chance to use up that extra weap cap and put out the extra damage that will grant you the victory, i like to avoid telling NOBODY to go onto weapons when we have the guy, rather be as intelligent with the power that you have as possible.

Re: Current Weapon Balance

Posted: Sat Mar 09, 2013 8:49 am
by Corinthian
Thank you for balancing the Broadsides. I estimate they are close to where they need to be. The change has made power settings, and engagement tactics, much more dynamic.

I will do a full analysis of energy expending weapons vs shield & hull in couple of weeks.

Re: Current Weapon Balance

Posted: Thu Mar 14, 2013 12:16 am
by DumbMarine
Okay, at the moment I think the pentashot laser weapon is in trouble. The issue is it's extremely difficult to take down your opponent's 400 GW shields (without yamato/missile spam) without running out of weapon power first. You are better off never, ever getting the pentashot, more or less.

Prior to the broadside nerf, you could use the pentashot to do a crapton of fast damage to the BC, then use the broadsides with 100 GW weapon energy to finish the job, however now running out of weapon power means your broadsides stop working, and you pretty much become incapable of doing damage to the enemy BC at this point. Not using pentashot means you pump like twice as much damage into the BC during a fight (which absolutely blows away any extra shield regen the BC would have from being killed with a slower weapon).

The pentashot isn't preferrable to use against small ships either, it's difficult to get all 10 lasers in vs triple shot, and excessive use of pentashot means your weapon capacitor gets depleted trying to fight a wraith.

Re: Current Weapon Balance

Posted: Thu Mar 14, 2013 9:32 am
by Caladbolg
The laser should get +4 dmg vs shields and -4 vs hull. This could also help Kinetic come back into the game

Re: Current Weapon Balance

Posted: Thu Mar 14, 2013 5:01 pm
by Red-Rocket
i think lazers should be a low powered low damage=all types that you can revert to if you run out of wep power, problem is, we only have 1 other consistent weps (kinetics) that does damage

Re: Current Weapon Balance

Posted: Fri Mar 15, 2013 3:03 am
by Tempest
i firmly believe that lasers can use a buff to shield damage and an equall nerf to hull damage. calad is correct in saying it would bring attention in the direction of kinetics. this would also negate people pumping major power into shields and nothing into anything else for the purpose of emptying the weapon cap while taking no hull damage.

Re: Current Weapon Balance

Posted: Fri Mar 15, 2013 9:58 am
by Siretu
The reason I don't want to balance lasers into an anti-shield weapon is that I want to bring the game in a direction where there's more weapon types(including an anti-shield weapon) and where it's possible to hull tank in battles (so that the anti-shield weapon isn't the obvious choice).

Re: Current Weapon Balance

Posted: Fri Mar 15, 2013 11:58 am
by Tempest
in that case i have no complaints, im looking forward to that

Re: Current Weapon Balance

Posted: Fri Mar 15, 2013 4:01 pm
by Red-Rocket
same