(part rant) Weapons in Elite Dangerous as a whole confuse me

I actually really love it when somebody with a bit of knowledge AND passion for something makes posts like these on the forums.

100% agree +1 for both parties... and I too want that 'CIWS' sound, including the revolving sound when deployed - pretty please FDev...?
 
Hey, hope they actually remake this. I would love if a actual gatling would be introduced (they can make new models for the current ones with single barrel and use gatling models with the new fearsome gatling).
 
Well, concidering we actually fly airplane in space. Or maybe the space dust slow us down? The background simulation is unrealistic and very basic too. Missions doesn't make sense; you can bring a rebel transmission from 500ly away and they take it just the same.

This game is everything but a simulator. It's actually an arcade game skinned as a simulator. And a instanced auto matchmaking pretending to be open world and an MMO.

So yeah, the guns doesn't make sense, but about 99% of the gameplay doesn't make sense anyway.
 
To be fair, this thread would be informative and useful and a good discussion if OP was allowed to format his post correctly.
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Not being able to write paragraphs is the bane of this forum's existence.
Agreed. People can always use...
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That. Or any other spacer. Weird that enter still doesnt work in the forum for paragraph spaces...
 
The Multicannons in Elite are much larger than modern day gatling cannons, so will fire larger calibres. The Elite ships are quite large; even the Sidewinder isn't that small. That's why they have reduced ammo and fire rate. Caseless doesn't necessarily mean higher fire rate too, just reduced mass of having no cases.

The railgun three-prong is odd, being neither the two poles for each rail and it's obviously not a coilgun. But it is powerful, as advertised. Nothing breaks subsystems and hulls like the railgun. Sometimes it seems it hasn't done much damage, but what's actually happened is that it's hit a subsystem and done significant damage to it in game. I would prefer it it looked more fixed to the hardpoint though, and would like a punchier look and feel (I don't think the effect is that bad, but it could be better).
 
and to hoping the devs implement some fixes. (multicannon especially.... that power draw to damage is insanely off).
With respect, there aren't any 'fixes' to make. ED is not attempting to accurately simulate real world weapons - the power draw to damage ratio of multicannons is based on the gameplay and balance goals that the devs have set, not 'reality'.

(Don't get me wrong, I enjoy a hypothetical discussion about how spaceship weapons in ED might work if they were real as much as the next geek, but there's a big difference between that and expecting the devs to completely rework all the weapons and the entire combat aspect of the game.)
 
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For the power draw of the multicannon, it's for the cooling mechanism, not to power the thing. The heat only transfers back to the ship as it is surrounded by vacuum, so needs cooling which takes more power than electrically spinning the motor and firing the shells.
 
Theoretically, If we look at the way the heat sinks in our computers work, the power draw on projectile weapons would likely only cover the autoloaders and gimbal/turret systems. Thermal energy in modern day electronics is passes through high thermal conductivity "heat pipes" made of copper to be dispersed by the aluminum heat sink fins to disperse into the air via fans/watercooling.

The same principal likely applies in the cooling of the weapons, but at the same time one has to acknowledge that "Space," lacking any form of conductive atmosphere is a vacuum with virtually zero thermal conductivity. We also have "absolute zero."

When things get too cold, they get very brittle. Firing a weapon that produces excessive amounts of kinetic and thermal energy would significantly increase the stress presented to various physical systems leading them to shatter. This leads me to believe that the energy cost can be explained by the weapons needing to heat up significantly prior to use to reduce this stress on the system.

Overall though... I can understand the OP's point. The weapons as they are are vastly underpowered compared to the resources required.

And as far as my above rant goes, bear in mind that that is all theory. Parts of what I say may be right, others may be wrong. It is however, a potential in-game explanation for things being the way they are in ED.

*edits because the autocorrect on my phone is phenomenally stupid.*
 
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Perhaps the gravity constant is completely different in this universe. I mean should a computer weigh one tonne?
 
Nice OP.
I like to hear a different view to game representation.

But I think power usage is all in the name of game balancing. You could argue that the energy is spent else where in heating and cooling the weapons prier/after use. You could argue that reduced fire rates are due to reducing heat build up.

Either way it is a game.

I would like to hear some better sounds from your ship when you take damage. You get a lot of creaking sounds when you boost but not when taking damage, a bit odd.

As for sounds in space, it has been explained over and over again that the ships interface is producing the sounds to make you more aware of you surroundings. Proved by the fact that when you loss your canopy it all goes deadly silent. One thing I would like to see is (going off topic a little) when the canopy does come off and you hit super cruise you see the real effect of the compression of space, and have to rely on you sensors to get you back to to a station.
 
Nice OP.
I like to hear a different view to game representation.

But I think power usage is all in the name of game balancing. You could argue that the energy is spent else where in heating and cooling the weapons prier/after use. You could argue that reduced fire rates are due to reducing heat build up.

Either way it is a game.

I would like to hear some better sounds from your ship when you take damage. You get a lot of creaking sounds when you boost but not when taking damage, a bit odd.

As for sounds in space, it has been explained over and over again that the ships interface is producing the sounds to make you more aware of you surroundings. Proved by the fact that when you loss your canopy it all goes deadly silent. One thing I would like to see is (going off topic a little) when the canopy does come off and you hit super cruise you see the real effect of the compression of space, and have to rely on you sensors to get you back to to a station.
As someone who's lost an Asp (or two) to broken canopies, I can honestly say that I began getting very, very friendly with both my radar and compass.

When the canopy on that thing breaks, There's no window left to see the ships UI markers for stations, planets, or rings.
 
I just shoot stuff...I see what kills stuff the best and just use that to shoot stuff more efficiently...The rest of it I just hear as 'wubble'
 
When I fire my auto cannon id like mahoosive muzzle flash, a great rattling shaking and shuddering of the ship but no star wobble. Star wobble would break the immersion
 
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