Forums » Suggestions
Laser Weaponry
A new possible weapon-type. Fires a constant beam as long as the trigger is held rather than bolts. Not sure how this would be implemented with regards to auto-aim (whether it would be used at all, or accurate if used).
Small Weapons:
Assault Laser
Level MkI
Damage: 400/s
Velocity: Instantaneous Range: 150m
Energy: 20/s
Delay: n/a
Mass: 300 kg
Grid: 4
Targeting: Okay
DPE: 20
DPS: 400
-------------------
Level MkII
Damage: 600/s
Velocity: Instantaneous Range: 200m
Energy: 32/s
Delay: n/a
Mass: 380 kg
Grid: 4
Targeting: Okay
DPE: 18.75
DPS: 600
-----------------------
Level MkIII
Damage: 750/s
Velocity: Instantaneous Range: 300m
Energy: 30/s
Delay: n/a
Mass: 400 kg
Grid: 4
Targeting: Good
DPE: 25
DPS: 750
I'm thinking the low DPE should help counteract the fact it is that much easier to hit the target...?
Large Weapons:
Laser Cannon
Level MkI
Damage: 1000/s
Velocity: Instantaneous Range: 350m
Energy: 45/s
Delay: n/a
Mass: 600 kg
Grid: 4
Targeting: Okay
DPE: 22.22
DPS: 1000
-------------------
Level MkII
Damage: 1500/s
Velocity: Instantaneous Range: 400m
Energy: 60/s
Delay: n/a
Mass: 650 kg
Grid: 4
Targeting: Good
DPE: 25
DPS: 1500
Small Weapons:
Assault Laser
Level MkI
Damage: 400/s
Velocity: Instantaneous Range: 150m
Energy: 20/s
Delay: n/a
Mass: 300 kg
Grid: 4
Targeting: Okay
DPE: 20
DPS: 400
-------------------
Level MkII
Damage: 600/s
Velocity: Instantaneous Range: 200m
Energy: 32/s
Delay: n/a
Mass: 380 kg
Grid: 4
Targeting: Okay
DPE: 18.75
DPS: 600
-----------------------
Level MkIII
Damage: 750/s
Velocity: Instantaneous Range: 300m
Energy: 30/s
Delay: n/a
Mass: 400 kg
Grid: 4
Targeting: Good
DPE: 25
DPS: 750
I'm thinking the low DPE should help counteract the fact it is that much easier to hit the target...?
Large Weapons:
Laser Cannon
Level MkI
Damage: 1000/s
Velocity: Instantaneous Range: 350m
Energy: 45/s
Delay: n/a
Mass: 600 kg
Grid: 4
Targeting: Okay
DPE: 22.22
DPS: 1000
-------------------
Level MkII
Damage: 1500/s
Velocity: Instantaneous Range: 400m
Energy: 60/s
Delay: n/a
Mass: 650 kg
Grid: 4
Targeting: Good
DPE: 25
DPS: 1500
I think it's a good concept. Also, I'm curious why you made the energy usage for the mk3 small less than the mk2. Typo or a reason behind it? A double-mk1-small port Rev-c or similar would be a real PITA though, hehe. Might cause some balancing issues for the smaller/faster ships.
[Stamp of Do Want]
After checking the tables, it has a VERY low dpe and dps rating, so it does look like a plausable weapon.
After checking the tables, it has a VERY low dpe and dps rating, so it does look like a plausable weapon.
Spedy - Cheers. It was intentional, the idea being that the MKII is simply a more powerful option that is less efficient and a bit more cumbersome, whereas the MKIII is an advanced overhaul.
Chaosis - Glad you approve. : )
Chaosis - Glad you approve. : )
I'd love to see beam weapons, and I think I've suggested a set before. It got shot down because beam weapons downright out-class anything else in the game.
This implementation in particular is a horrible idea. The way the stats work out, you would merely be encouraging people in duels to get a corvult with two assault lasers and backroll for 45 minutes while slowly whittling down their opponent from well outside the effective range of any other weapons.
In order for a beam weapon to work in this game, at the very least it must have an astronomical mass. For example, your Assault Laser MkI should probably be about 8000kg. In addition, they should require a charge-up period similar to that of the charged cannon, except that they do no damage unless fully charged. They should definitely not have any auto-aim whatsoever, and their range should be pretty good (1000 m or so). Perhaps the heavy-port versions could do significantly more damage and have a longer range but require a 5-second charge-up time during which all engines are off-line, making a ship that equips them more like an artillery piece than anything else.
With those stats, they would be useless in duels, but useful for things like killing runners, bringing down border defense turrets, and could possibly even be useful in anti-capship operations.
This implementation in particular is a horrible idea. The way the stats work out, you would merely be encouraging people in duels to get a corvult with two assault lasers and backroll for 45 minutes while slowly whittling down their opponent from well outside the effective range of any other weapons.
In order for a beam weapon to work in this game, at the very least it must have an astronomical mass. For example, your Assault Laser MkI should probably be about 8000kg. In addition, they should require a charge-up period similar to that of the charged cannon, except that they do no damage unless fully charged. They should definitely not have any auto-aim whatsoever, and their range should be pretty good (1000 m or so). Perhaps the heavy-port versions could do significantly more damage and have a longer range but require a 5-second charge-up time during which all engines are off-line, making a ship that equips them more like an artillery piece than anything else.
With those stats, they would be useless in duels, but useful for things like killing runners, bringing down border defense turrets, and could possibly even be useful in anti-capship operations.
EDITED:
These weps would not be particularly great in pvp. How often do you have your nose pointed directly at a ship for a complete second (let alone the 10+ seconds it would take to kill a prom)?? Of course I agree that there should be no autoaim of any kind.
See http://www.vendetta-online.com/x/msgboard/3/22239 for what may be a more reasonable approach.
These weps would not be particularly great in pvp. How often do you have your nose pointed directly at a ship for a complete second (let alone the 10+ seconds it would take to kill a prom)?? Of course I agree that there should be no autoaim of any kind.
See http://www.vendetta-online.com/x/msgboard/3/22239 for what may be a more reasonable approach.
http://www.vendetta-online.com/x/msgboard/3/15587
Read it, love it, fucking implement it already.
beam weapons downright out-class anything else in the game
Wrong. Insta-hit beam weapons capable of being targeted and fired like a projectile do, but a lightsaber mounted on the nose of your ship would merely be awesome.
Read it, love it, fucking implement it already.
beam weapons downright out-class anything else in the game
Wrong. Insta-hit beam weapons capable of being targeted and fired like a projectile do, but a lightsaber mounted on the nose of your ship would merely be awesome.
Beam weapons and beam turrets should happen, as long as they're balanced. I agree with ladron that this implementation isn't right. They need higher grid requirements for a start or we'll see 4 of them instakilling like a railgun minus the requisite skill.
I've backed "beam weapons"/lances since the original topic came up, I think they're an excellent idea, and should be implemented immediately.
Range is too high. 400 m instantaneous? No way. Scale it 50-200.
Tosh is correct, and the numbers were already refined in the thread I referenced.
A quick thought: seriously amping up the weight to 800kg might actually encourage backrolling (as the pilot would be at a bit of a disadvantage in close combat. granted this disadvantage is by design, but pilots who can't do well up close will keep distance). I'd suggest something in the 600-700kg range, coupled with a grid usage of 8 or 12.
Let's also keep in mind that the damage ratings are someDamage per second, so in order for these guns to be at all useful, they'll need to be pointed directly at the opponent for 7+ complete seconds (depending on what the enemy ship is), and I'm pretty sure that's difficult to accomplish (though I wouldn't know, as I never actually try to do that). I would bet on most passes, a very skilled pilot will point the ship's nose at the enemy ship for 0.2s. That means that beam weapon fights would take FOREVER.
Also, Lecter, instead of saying "go read this 5+ page long document to figure out the refined stats", could you post them here?
Let's also keep in mind that the damage ratings are someDamage per second, so in order for these guns to be at all useful, they'll need to be pointed directly at the opponent for 7+ complete seconds (depending on what the enemy ship is), and I'm pretty sure that's difficult to accomplish (though I wouldn't know, as I never actually try to do that). I would bet on most passes, a very skilled pilot will point the ship's nose at the enemy ship for 0.2s. That means that beam weapon fights would take FOREVER.
Also, Lecter, instead of saying "go read this 5+ page long document to figure out the refined stats", could you post them here?
No, I already took the time to flesh out this idea in a manner that garnered broad support. Your numbers, however, suck; so read the thread or don't. But this thread brings nothing useful to the table.
Another set of beam weps:
http://www.vendetta-online.com/x/msgboard/3/22239#275326
Take a look at the comparisons to other weps before you render judgement. I think you guys have too high a faith in what beam-weps can do.
http://www.vendetta-online.com/x/msgboard/3/22239#275326
Take a look at the comparisons to other weps before you render judgement. I think you guys have too high a faith in what beam-weps can do.
I finally got round to re-reading your thread, Lecter. Full agreement with your statement about redundancy of the bad kind.