Any questions, comments, suggestions regarding the mod development.
User avatar
User

Kalis

Rank

Developer

Posts

1031

Joined

01 Aug 2012, 18:11

Location

The Pantry (I upgraded again)

Modular Weapons and Changes: Reviews

by Kalis » 27 Apr 2015, 02:46

Just thought I'd start this conversation and see what everybody thinks.

Right now the most used weapons seem to be the blasters and assault cannons. Which is interesting because they are exact opposites.

Assault lasers drains a lot of energy but do tons of damage per shot. Despite the fact you can only fire a couple alphas in non-dedicated craft (dedicated craft being E-Wing and later TIE/D) it is all you really need if you choose your shots. Switching to single fire when the actual turn fight starts and treating it like it is a semi auto weapon seems to work so you rarely end up where you can't fire. I got the best results in the E-Wing, the previous advice was for the X-Wing/Interceptor because you can fire bursts in the E-Wing and not worry about energy.

Blasters have low range but fire extremely fast and at least in the Interceptor you can keep them on single fire and full auto for long periods of time. I haven't found many craft that actually support blasters (just the Interceptor, Avenger, and A-Wing) and it seems no coincidence that these craft are highly fragile for the most part because blasters rip through hull once shields drop below 40% (and before that they rip through shields).

That being said, those seem to be the only weapons being used. Combat lasers are only used when someone forgets to switch weapons before launching, their fire rate and damage seems too low compared to the previous two weapons. So why use combat lasers when you can pack assaults? You rarely live long enough to get kills with combat lasers because everyone else is using assaults and blasters.

Supports are being neglected at the moment as well so we don't quite know what to do with them to be honest; although initial thoughts on their usefulness was negative after a few pilots tried them.

Siege ions worked quite well, at 1% shield damage a shot to a CR90 and slightly less to other vessels groups of bombers (especially B-Wings) are far more scary. Regular ions are currently neglected because the TIE/D (the only fighter that carries them) is a little busted in the energy department and we haven't tried dogfighting in bombers and focused on attacking capitals. Killed a lancer with a couple B-Wings after only a dozen or so deaths a piece xD

I can't really review most missiles at the moment because I rarely use them. That being said I've been on the receiving end of a few concussion missiles and with the shield regen being what it is they don't seem to do enough damage. Right now their purpose is just lowering shields a bit before firing the lasers it seems.

The proton bombs worked extremely well for mass hardpoint murder (possibly too well? knocking out groups of hardpoints in one to two explosions). They also of course did a good deal of damage to the ship itself but as much as expected (what they previously did basically, but sooner because shield penetration).

Heavy rockets are definitely more useful now with their increased damage. They can also murder hardpoints but I don't know how many it took because I spammed the fire key when attacking with them until I was out. Couldn't tell much difference between heavy rockets and adv. proton torps except we can hold more of one and unload all of them in one pass while the other is guided.

We definitely used the heavy rockets more unless we wanted to kill a specific external hardpoint in which case a couple adv. proton torps worked.

Regular proton torps seem incapable of hitting a fighter now and I wasn't one o the pilots who ran attack runs on capitals with them.

Feel free to post below with your own rant/commentary.
Last edited by Kalis on 30 Apr 2015, 04:49, edited 1 time in total.
Lieutenant Commander Kalis; HIMS Annihilator (retired)
Flight Lieutenant Drakis; Reaper Squadron
Moff Griff; Tapani Sector
Image

Image
no avatar
User

Daelin

Posts

557

Joined

11 Jan 2012, 20:42

Location

Germany

Re: Modular Weapons: Reviews

by Daelin » 27 Apr 2015, 16:46

Normal torps still worked for me against fighters, sure you have to fire them head on, but if they hit they do quite some damage!

Assault conc. seem useless, I packed 20 in a TIE-Bomber and was unable to kill a single TIE-Interceptor that was attacking somebody else, I just kept firing and hitting but his shield-regen just outlasted my damage. And the guns on the TIE-Bomber are completely useless for sure, sadly.

The damage on the Heavy Rockets is not as good on bigger ships. The Adv. torps do more damage to a big cap than the Heavy Rockets do. Not sure on the smaller targtes, but even on the CR90 I had the feeling the Adv. Torps were better in overall damage.
Fleet Admiral Daelin Proudmoore Image
ImageImage
User avatar
User

Sizer

Rank

Developer

Posts

954

Joined

08 Sep 2010, 23:56

Location

Oakland, California, USA

Re: Modular Weapons: Reviews

by Sizer » 27 Apr 2015, 17:34

Noted. Changes in upcoming patch (maybe drop late tonight?)

>Support lasers are supposed to suck, but will proly get a damage buff, or maybe a range buff with a slight damage buff. Their point is generally to be thrown into the mix so that you have a combat option against fighters while maintaining sufficient reserve to fire Siege Ions. In the TIE/sa that's a bit of a moot point since it can't mount Sieges, so I'll proly switch it to a default load of Combat lasers.

>Combat lasers will likely get another usability tweak against Assault lasers. Maybe reign in the range and lower the ROF on Assaults and extend the range on Combats?

>I will adjust the performance of concussions in general, they were built before the rapid regen shields were a thing

>I will add a stronger damage multiplier for rockets against larger vessels and turn down the multipliers for Adv Torps. Adv Torps and Torps are supposed to have excellent damage application vs Corvettes - Destroyers and then heavily fall off in damage against cruisers and bigger, which is where rockets and bombs take over.
User avatar
User

AncientV25

Rank

Galactic Empire

Posts

46

Joined

10 Dec 2014, 04:13

Re: Modular Weapons: Reviews

by AncientV25 » 29 Apr 2015, 04:02

Sizer wrote: Maybe reign in the range and lower the ROF on Assaults and extend the range on Combats?

'assault' implies it'd be getting up close and dirty. a lower range than standard 'combat' lasers but a higher ROF would be a good compromise.
Image

Image
User avatar
User

Kalis

Rank

Developer

Posts

1031

Joined

01 Aug 2012, 18:11

Location

The Pantry (I upgraded again)

Re: Modular Weapons: Reviews

by Kalis » 29 Apr 2015, 05:27

Moving on to the fighter reviews...

The TIE/D now that it has fixed energy is ripping through everything although it can't out turn most anything anyways (learn to dodge/evade on that first pass guys). I was pissing people off, destroying them in the opening pass before they could nick my shields. I honestly haven't tried other combos than the 4 assault lasers and 2 assault ions, despite limited efficiency they just pump out too much damage to ignore.

Tested auto-blasters on the B-Wing, they did their job quite well although I had to disable all its other guns to get a satisfactory fire rate and they were almost too short ranged to do kill anything (only kills I got was when an enemy fighter strayed too close on a pass). Note: B-Wing pilots should expect to use fire groups. Also decided to screw around and equipped nothing but 6 assault lasers on it and it had much the same effect as the TIE/D's 4 assault lasers and 2 assault ions; If you don't dodge on the first pass you are toasted. Because it has so many hardpoints though I couldn't see a difference in the RoF when using other weapons. in terms of energy it can fire 6 support lasers non stop and nearly so with combats (although the fire rate barely changes between the 3) so the B-Wing can be a very scary anti-fighter platform. That being said it can't out turn anything so it must be used in pairs or with an escort, it is also so slow it seems anything (YTs come to mind) can outrun it. Also those 3 siege ions still rip through small cap shielding at on average 1% a shot...

Played with the Interceptor and was happy with it. Its speed was good compared to the X-Wing and their maneuverability seems equal (although jousting is still a thing sometimes it is becoming more rare as pilots get better ), and if blasters are utilized properly on it will rip through most adversaries. That being said a few people have complained about the blaster's short range and prefer combat lasers, they get good results too but seem to take longer. It also has issues surviving against the E-Wing. Its afterburner seems too short lived as well.

When flying the X-Wing I found choosing between the assault lasers and combat lasers a difficult decision and even tried a hybrid combo. The issue is choosing between high damage assaults that require you to choose your shots carefully lest you run out of energy and the more efficient combat lasers that you can let out bursts at will. Both did good damage but when it comes to a short range fight with the Interceptor (especially with its blasters) I had to use the assaults and rely on the other pilot messing up (which thankfully tended to happen) by flying straight for a second so I could blast him.

I also briefly flew the TIE Avenger and took great joy in flying up to an enemy in cruise, dropping out to rip him a few new holes with the blasters, and then escaping with its heavy afterburners. It has a little durability as long as its shields survive but when they are nearing 20% it dies to a couple hits. Thankfully its shields recharge quickly. Its high speed also means if you want to get in a dog fight using the 1/3 speed control doesn't cut turns sharp enough and you have to manually adjust your speed. It has low energy so a burst is all you will get when firing as well. Behaves like a true interceptor type in my opinion, fast and short lived xD

Didn't fly it enough to give my opinion but for lols try equipping a TIE Fighter with a single assault laser and 'snipe' at enemy fighters while turn fighting them. You are very maneuverable so it is a fun and possible challenge.

Will play with more fighters later!

Once again feel free to post your reviews in here.
Lieutenant Commander Kalis; HIMS Annihilator (retired)
Flight Lieutenant Drakis; Reaper Squadron
Moff Griff; Tapani Sector
Image

Image
no avatar
User

WedgeA13

Posts

77

Joined

14 Dec 2014, 03:03

Location

The office next to Kalis's w/ "Almost" plaque.

Re: Modular Weapons: Reviews

by WedgeA13 » 30 Apr 2015, 04:47

So I'm not sure this is exactly where this goes but it seems to be the best place. I've been doing some test and number comparing with the GE Bombers and I've more or less come to the conclusion I don't see a good differentiation between the Strategic and Strike Bomber classes. In reviewing over the 49 patch notes that define the different roles I don't see that really implemented in the game between the TIE/sa and the XG-1.

The key point of the strategic bomber, XG-1, is its siege ions. The TIE/sa not being able to mount them its one of the only ships in the GE to mount them and thus very useful in attacking capitals. The XG-1 does however has a smaller hold than the TIE/sa. This is where the main problem originates. the "smaller" hold of the XG-1 isn't that much smaller especially when it comes to the Heavy Rockets and Proton bombs. Numbers wise the TIE/sa hold 4 proton bombs or 12 heavy rockets in comparison to the XG-1's 3 proton bombs and 9 heavy rockets.

In my opinion and testing with bombing capitals, this just doesn't seem to hold that much of an effect in differentiating the two. While statistically its a 1/4 amount difference, one proton bomb or three heavy rockets doesn't deal the damage to compensate for the TIE/sa's lack of ions and lesser maneuverability. The TIE/sa simply feels vastly inferior to the XG-1 in being able to deliver a payload. The TIE/sa doesn't have the warhead capacity to compensate for the shield on a craft while the XG-1 has its siege ions and it says inferior that if there is a mix of the two bombers your just losing 2 siege ions that are a lot more valuable than one proton bomb.

I'm not here to say that I have the answer to this problem but I would like to see the two roles of these craft to feel like your not sacrificing firepower if you don't use one over the other. I could see this being done by expanding the Strategic bombers hold to a higher capacity but I'm not all that sure how that could screw with balance. Maybe if its possible I would like to see the XG-1 have a better capacity for the warhead for smaller caps like Adv. Proton Torp, so it useful for smaller range warheads but has the siege ions for larger caps, while having the TIE/sa having a larger capacity for the heavier ordinance like Proton Bombs and Heavy rockets as to create the feel that their a more significant threat to larger capitals if their shield are dropped by other caps or XG-1s. This is just all my opinions on the role of the bombers and how they seem to fill them and hope to maybe see some consideration as to what the two roles are.
Image

Image


Record: 2,800 lines of errors
User avatar
User

Kalis

Rank

Developer

Posts

1031

Joined

01 Aug 2012, 18:11

Location

The Pantry (I upgraded again)

Re: Modular Weapons and Changes: Reviews

by Kalis » 30 Apr 2015, 04:55

I've always seen bombers from a different viewpoint so I may be behind the times but this is how I always saw their progression...

TIE Bomber, biggest hold, worst health/firepower, slightly decent handling
StarWing and Y-Wing, medium hold, decent health/firepower, decent handling
B-Wing, small hold, best health/firepower, poor handling

Looking along this progression it might be best to up the bomber's hold significantly and/or increase its maneuverability and speed to match its light shields/armor. Essentially turning it into like the bomber version of the interceptor type (hits fast, dies fast). I'm suggesting this because the medium bombers (Y/XG) can almost hold their own in a dogfight while the B-Wing is completely out maneuvered so along that progression it makes sense to make those changes.
Lieutenant Commander Kalis; HIMS Annihilator (retired)
Flight Lieutenant Drakis; Reaper Squadron
Moff Griff; Tapani Sector
Image

Image
no avatar
User

WedgeA13

Posts

77

Joined

14 Dec 2014, 03:03

Location

The office next to Kalis's w/ "Almost" plaque.

Re: Modular Weapons and Changes: Reviews

by WedgeA13 » 30 Apr 2015, 05:28

As far as I know the Y-Wing and TIE/sa are the same hold, and the XG-1 and B-Wing are the same hold. Personally Im not as worried about the Rebel bombers, and the Y-Wing has the siege ions as well which does give it a leg up on TIE/sa.
Image

Image


Record: 2,800 lines of errors

Who is online

Users browsing this forum: No registered users and 1 guest

Powered by phpBB ® | phpBB3 Style by KomiDesign
[ Time : 0.062s | 15 Queries | GZIP : Off ]
cron