Timothy Zhan wrote a series called The Conqueror's Saga. One of the sub-plots involved discovering/bringing on-line a super-weapon called Circe. The weapon was a humanity state-secret that was used in the last great war to utterly obliterate a fleet of heavily shielded ships. Turns out the attacking fleet took a solar flare up the back side and all the heavy shielding nicely contained the radiation that surged up through their drive systems. End result: A lot of dead aliens, a PR victory, and no superweapon to fight the next great threat.Nuclear weapons would not be especially frightening to a starship with sufficiently advanced thermal and radiation protection that it can fly through the corona of a blue giant or the jet of a neutron star. Of course, it's not really clear why ordinary guns would pose much risk to a ship that hardy either. On the other side of the coin, a close proximity nuclear flash could easily deliver a million times the energy to the surface of a ship than a volley from any ship weapon we have, which suggests that nuclear torpedoes or mines would be massively overpowered. Probably best not to have them in game at all rather than deal with all that handwaving.
More gimmicks like "reverbrating cascade" is one of the last things this game needs. Addressing hitpoint inflation should be done by addressing the sources of said inflation, not by creating an inherently flawed rock-paper-scissors game.• Reverberating Cascade experimental effects for most modules, drives, FSD like you said, life support, power distributer, fuel scoops, sensors, etc.
How would you address the source of hitpoint inflation? A flat nerf to armor? A nerf to SCB's? I suppose that's a solution, but not one to the torpedo problem, as all weapons would become more effective overnight, once again leaving torps behind. Gimmicks like cascade are why the game is interesting to play. You could restrict everyone to just beam lasers but the game would become stale really fast. All fights would look exactly the same, with whoever runs out of heat sinks and SCB's first losing.More gimmicks like "reverbrating cascade" is one of the last things this game needs. Addressing hitpoint inflation should be done by addressing the sources of said inflation, not by creating an inherently flawed rock-paper-scissors game.
Additionally, bi-weaves are already the most popular shield. Not because of broken regen, but because sustained active regen is key for doing combat, which owing to the sheer long quantity-and-not-quality nature of the combat grind (or the hitpoint attrition slugfest of CZs), means passive sustain is king.
Goons in PvP trying to abuse unsuspecting players already do use torps, because of the existing gimmicks. Bi-weaves would not be anywhere near an effective remedy to cascade effects.
We have Feedback Cascade. You just have to be good with RailsA nerf to SCB's?
I agree that Reverberating is fine in its current implementation, mainly because they're pretty hilariously effective if you can get someone, which even if rare, is more common than most of the people previously in this thread seem to think.Gimmicks like cascade are why the game is interesting to play.
Every semi-decent PvE ship should have a biweave. For PvP they're still relegated to hull tank purgatory because of our lord and savior the Prismatic.I must've been gone for longer than I thought. Bi-weaves are meta now? I've personally never seen a bi-weave outside of npc's.
This is less true than you'd expect. Torpedoes are remarkably effective mainly because they're persistent, and if the other person is preoccupied (such as with evading someone else), or even have short lapses in focus (especially in slower ships like the Python), they might get hit by them. Point is for all of the people saying they're terrible, I'm interested in how many of you guys have actually evaded torps before.While it's true I've seen a select few goons use torpedoes, they are only marginally effective against, like you said, unsuspecting players. Assuming an intelligent and aware adversary, torpedoes pose very little risk in today's game. A ganker will always kill the unsuspecting, regardless of what weapons are meta, so we shouldn't base balancing on such a poor example.
I dont think Thruster-cascade should exist for a variety of reasons, including the fact that it would basically make any FSD-cascade effect you guys suggest redundant/useless, not to mention eliminating mobility completely is a generally stupid/dangerous idea.One of the things I didn't mention is that either the effect of module reinforcement or the passthrough damage of cascade should be buffed or nerfed respectively. Requiring more torpedoes to kill someone who has prepped for it. For example a corvette with sturdy class B thrusters and lots of reinforcement should be immune to all but the most excessive of thruster-cascade using torpedo builds.
I don't think that large slot torpedoes are a problem, given that it basically just changes which ships are favored hardpoint-wise, in such a way that isn't substantively changed by going back to only small-medium slot torpedoes.Another thing I completely forgot to mention is the deletion or charge of large torpedo hard points. They provide too many torpedoes for my change ideas. An alteration to one or two larger and even slower torpedoes on a turret mount would be a neat idea. Only really useful against the truly ungainly ships, or as a mechanic for anti-capital ship gameplay would be cool.
The problem is some CMDRs want to play WW2 planes in space, and some want to play Battleships in space.
They are already quite effective against capital ships.or as a mechanic for anti-capital ship gameplay would be cool.
If it were me? By directly reducing the effectiveness of the direct sources of hitpoint inflation - HRP stacking, shield booster stacking, SCB stacking, shield SRP stacking, and Engineering.How would you address the source of hitpoint inflation? A flat nerf to armor? A nerf to SCB's? I suppose that's a solution, but not one to the torpedo problem, as all weapons would become more effective overnight, once again leaving torps behind. Gimmicks like cascade are why the game is interesting to play. You could restrict everyone to just beam lasers but the game would become stale really fast. All fights would look exactly the same, with whoever runs out of heat sinks and SCB's first losing.
I must've been gone for longer than I thought. Bi-weaves are meta now? I've personally never seen a bi-weave outside of npc's.
While it's true I've seen a select few goons use torpedoes, they are only marginally effective against, like you said, unsuspecting players. Assuming an intelligent and aware adversary, torpedoes pose very little risk in today's game. A ganker will always kill the unsuspecting, regardless of what weapons are meta, so we shouldn't base balancing on such a poor example.
One of the things I didn't mention is that either the effect of module reinforcement or the passthrough damage of cascade should be buffed or nerfed respectively. Requiring more torpedoes to kill someone who has prepped for it. For example a corvette with sturdy class B thrusters and lots of reinforcement should be immune to all but the most excessive of thruster-cascade using torpedo builds.
Another thing I completely forgot to mention is the deletion or charge of large torpedo hard points. They provide too many torpedoes for my change ideas. An alteration to one or two larger and even slower torpedoes on a turret mount would be a neat idea. Only really useful against the truly ungainly ships, or as a mechanic for anti-capital ship gameplay would be cool.
What about shot speed? Why is it so slow? What forced the initial design decisions to make it so slow in the end result? And here we have Anaconda issue again. The base maximum speed of anaconda is 260 m/s fully armed and loaded. As you can tell, torpedo's flying 250m/s is in quite good position of balance, right? That's because it was initial design in 2015.
The problem with this is that torpedoes are only slow in absolute terms in comparison to airborne missiles in terms of speed relative to target speed the difference is much smaller, torpedoes are fast enough to overhaul most if not all realistic targets certainly at close range and probably even with the engines turned down for extended range.What I think is that most ppl imagine torpedo being similar to real ones which are used in submarine combat (slow, guided, explosive) and that is what we have in game. I do not feel like there is a place for such old fashioned torpedo in ED combat but that combat is also old fashioned WWII style. I feel it should be something else, maybe simmilar to rail gun where You have to charge it up then release (plasma charge?). Instead of being slow it should be fast, non-guided (so flying in stright line), fixed type armament and also VERY power hungry- it should make pilot feel a crisis when charging it up (more and more heat) and also target feeling crisis when seeing it comming fast.