lets talk gear changes for the better

Okey, hello all...

Not to make anything over powered...

Small ships: Eagle/side winder/Navy fighter:

Need more power 2.00 to 5.00

Requesting gimballed rail guns (turret mounted on a small ship seems stupid) 2000 AMMO CLIP

ALL CLASS OF SHIPS:

Hulls: Hull reinforcement needs to protect 100% of the subsystems

Weapons:
Thermic: Damage 4 or more on shields, and sub-systems NO EFFECT on hulls.
Kinectic Damage 4 or more on hulls, and subsystems, NO EFFECT on shields
Rail Guns Damage 2 on shield, hull, and subsystems

New item: Item to hold 50 missiles for a missile launcher.
 
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There is one thing that'll make gear better and at one point I've seen a dev saying they're looking to deliver it: procedurally generated modules. That'd be freaking awesome.
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edit: Right here.
 
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Really, that sounds different, not really sure what it means, but it sounds something like a learning AI.

So they took all the different types out, i can see way, but what I wrote above will still work at least...
 
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Weapons:
Thermic: Damage 4 or more on shields, and sub-systems NO EFFECT on hulls.
Kinectic Damage 4 or more on hulls, and subsystems, NO EFFECT on shields
Rail Guns Damage 2 on shield, hull, and subsystems

Are you suggesting that all pure bullet or laser loadouts should be made impossible? Because that's what it sounds like.

Edit: Oh wait lasers would still effect subsystems. So you are in fact not making pure laser loadouts impossible, you require them to powerplant snipe everything. Lol.
 
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Well if all the guns are to deal damage too all parts of a ship, then why have so many types? The dev shows that is what they ment by having so many? Take the rail gun, that does do just that, and there went the idea of using missiles, damage and the amount you can carry.

Okey, let me say, that the small ships needs a power jump, something that will hold 50 to 100 missles (depends on ship size) and some GIMBLED RAIL GUNS so that they can handle a 1v1 fight againat pvp.

I know what it is starting to sound like, a small ship able to take out a fleet, but No I said 1v1 after all running if needed is out, you can't, my eagle has A2 gear on it, yet the weapons are no higher then G1 unless you tryand use FIXED, and with it being a turn fight, you do not have time to stop just to aim the fixed weapons.

I went a head and got the cobra last night i had a million to spend just to do the faction merit thing to try and get the new SHIELD GEN at level 3 for my eagle.

I like pvp more then the other stuff, so that ia why I am trying to get some help for the small ships, yet not frak everyone else over, so ALL SHIP GEAR is also listed in this thread...
 
Gimballed railguns is a major nono, we do need more modules, enough that everyone doesn't end up in the same ship.
 
LMAO i read your post again, and the last part about snip everyting really made me lol hard thinking about the gaming being like that, nice lol.

Just trying to help the small ships out, yet not fraking everyone over...
 
see I think its working as intended. eagles. vipers, cobras, scouts - they all need to work together in wings to take things down. a single small craft can't hang with the larger weaponry. the problem becomes when you try and balance that against pvp. there is always going to be players who use the most effective stuff.

I really enjoy the eagle. I've been flying it alot recently and i think its way more fun than the viper (so is the scout?). that said its a balancing act between balancing the ships, and balancing the gameplay with PVP (esp. 1v1 situations). which is why i think CQC might be a good thing for them to data mine.
 
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Hulls: Hull reinforcement needs to protect 100% of the subsystems

This is the only thing I can partially agree with. I'm not sure what is meant by "protect 100%" but I would like armor and or hull reinforcements to make subsystems sturdier. Everything else, I don't think we need any of that. I like not being able to fit every single A rated module all the time. It brings more build variation and management into the game. Rail guns should absolutely remain fixed because the pay off for being able to hit with them is extremely high. Adding gimbal would make them too easy to use. Torn on missile ammo compartments. On the one hand more ammo would be nice, on the other hand, more ammo always brings more room for error, which means more room for spam, which leads to things being seen as overpowered, which leads to nerfs. I just, really don't want them spending more dev cycles on them, I actually wish they'd bring ROF back up on rockets, don't think they need more ammo though.

Of course, I am always open to more completely different modules being added.
 
Then how about this up the damage on all weapons, yet weaken them on the parts they are not meant to hit, ammo for hulls, and lasers for shields, because right now the rail guns is the only real weapons to use, or the beam weapons a close 2nd.

Gimble rail guns on a eagle why not, oh and a 90 ammo clip with a 2000 in the hold, that seems more of what I as thinking.
 
Okey, i see your point on the spaming thing.

Right now bigger is better in this game the way I see it.

Okey then HOW can I buy a CAPITAL SHIP? Park in a system and take out everything but the planet :)

Ps: can i get some NUKES with that :)
 
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https://forums.frontier.co.uk/showthread.php?t=140240

take a look at this information.

a wing of 4 eagles could run half pulse half multicannon and wreck large ships. if they were good. I really don't see how railguns are the answer when clearly the larger class lasers just rip shields and hull equally.

If anything i'd say take the lasers power away from hull damage and increase kinetic hull damage. and the whole powerplant sweet spot thing is silly.

basically i wanted to use multicannons and found that the lasers are the only answer currently.
 
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I actually wish they'd bring ROF back up on rockets, don't think they need more ammo though.

Did they nerf the rockets? the rate of fire isn't as bad as the damage it produces. you take a slot that can be a laser.which can do dps like whoa.
 
That is what i have seen in the conflict zone, the npc have to be using A gear, the lasor rip me a new one, yet i don't like NERFS unless it is just way over powered.

BTW I think they may have change the HULL REINFORCEMENT, since the last update i don't remember seeing any subsystem failer, not has of last night.
 
the way i see it, CQC will sort out all the balance issues on its own with weapons and modules. hopefully that will give the team more time to fix bugs and make other features more robust.

- - - Updated - - -

That is what i have seen in the conflict zone, the npc have to be using A gear, the lasor rip me a new one, yet i don't like NERFS unless it is just way over powered.

BTW I think they may have change the HULL REINFORCEMENT, since the last update i don't remember seeing any subsystem failer, not has of last night.

are you in an eagle?
 
Lol @ gimballed rail guns with 2000 ammo . . .

I'm all for the 2000 ammo part, but doesn't a gimbal mount defeat the purpose of the railguns? If they are delayed firing already, then the sway is unreliable, you can miss your target at range. And I've always seen the railgun as more of a sniper than anything else. If you're up close and personal, and someone's dodging around like crazy, you'll be missing rails right and left. Now, this is not too big a deal with the recommended increase in magazines, but still pricey. Honestly, I'd like to see some size 3+ railguns.

And on the topic of thermal/kinetic weapons. They already do less damage against what they're not meant to be shot at. And the last thing we need to do is make lasers useless against hull or kinectic weapons useless against shields. It's just a terrible idea. If anything desperately needs a buff, it's railgun ammo and missile ammo/damage.
 
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