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Starmade weapons chart
Starmade weapons chart






starmade weapons chart
  1. #STARMADE WEAPONS CHART HOW TO#
  2. #STARMADE WEAPONS CHART FULL#
  3. #STARMADE WEAPONS CHART TRIAL#

It would suit the long range combat hit rate as well. One other thing I noticed is that when firing a big cannon the projectile still looks the same (maybe make rapid fire cannon projectile smaller?) and moves about the same speed, perhaps adding projectile speed increase (lesser than on beam subsystem) to pulse, and adding similar lesser reload speed bonus to beam subsystem with cannons? I don't want main guns to be machine guns, in fact I don't want any capital ship wreckers to be machine guns, but certain halfway option would be nice. Hard caps and cooldowns keep the beam usage in check though, and sort of pace the fight. Might change with the planned movement system though, if spaceships actually take time to get into firing positions similar to say, world of tanks.Īlso, all of my friends were really disappointed when the beam weapon turned out to be hardcapped to such low durations, maybe consider increasing them a bit? I was really hoping for a proper cutting beam that will eat all your power but would last like 5-10 seconds if properly fed Basically just hold down the fire button for delicious, hot laser death and release when you're sufficiently worried about your reactors. With 2 non-rapid fire guns you still end up waiting a good bit in combat which is, with current manouverability, rather lame. maybe increase basic rate of fire for cannons and beams without altering dps? Pulse modified guns should still be useful after that for giant alpha and then switch to other gun while it recharges, currently you can manually rotate guns as long as they aren't heavily cannon modded. I guess it's just the block damage potential of high shots per second giant machineguns compared to anything else except missiles which I think still provide swift killing after shields are gone but I haven't really tested them in action against player ships.

#STARMADE WEAPONS CHART HOW TO#

I wish I had some real good advice on how to develop the weapons so they'd feel better, but I can't seem to think anything really awesome.

#STARMADE WEAPONS CHART TRIAL#

Saves a lot of trial and disappointment to have some spesific uses at hand. Good to hear that I'm not the only one who thinks things aren't quite done yet Also thanks for the suggestions, I'll have to try some out.

#STARMADE WEAPONS CHART FULL#

Piercing cannons also serve well if they are powerful enough to make full use of the piercing effect - when it comes to rapid chip damage this does little good, but apply piercing to a single enormous round (or better still an array of twenty or so cannons firing one powerful shot and you will carve grandly gaping holes in your foe - of course, for sheer structural mayhem you cannot go past missiles, but it's a nice alternative that can also reliably damage shields.įinally, the explosive effect applied to cannons or beams should not be overlooked, but as above a sufficiently powerful weapon should be sued to make best used of the damage spread. However, I have yet to find shields able to withstand even the smaller versions I have fielded (in those cases beam+pulse+overdrive for the truly insane). My old Titan would drain almost all of it's herculean 11'000'000'000 energy to fire it once, at which point it suffers a 60 second or so reload time. I have found Beam + Pulse + (insert desired effect) to be wonderfully powerful, the problem is the absolutely absurd power drain. So basically, what I'm asking is there good, effective weapon combos beside swarmer/seeker missiles and rapid fire cannons? What scale are they good at, should they have any place in a larger ship or more like fighter weapons? Any advice to diversify my ship designs? Mind you, my targets are pirate ishants which have practically no shields, so maybe the big hit guns are good against those, but all in all there seems little in the way of main weapon systems due to the low shots per minute and blocks absorbing damage like they do. Meanwhile the rapid fire cannon has sawed through the hull of the enemy all across the ship and laid waste like the big anti matter guns of old did. And yay, you got like 10 destroyed blocks IF you hit. Sure, good dps and all that, but it's shot, wait wait wait wait, shot. they feel like starter guns firing blanks. I don't know how to properly describe the feeling from beams and non rapid cannons. Maybe I'm just doing it wrong, but since the new ishant swarms (can they be somehow lessened btw? I often get 6-15 hordes right at the beginning.), small ships seem suicidal and large ship guns seem horribly ineffective unless it's missile (swarm seems best) or rapid fire cannon with maybe punchthrough or explosive effect. problem is, most of the combos seem really really bad. Hi all, I returned to the game after a long pause to check out what has been changed with all the new weapons and such.








Starmade weapons chart