Weapon Damage Reduction – Mechanics?

And it's that megajoules "tank" that you're hitting against versus the "X" hull plates. Not saying this is the way it is, but a small beam for example could have an output of lets say, 100 joules per second. A large beam could have an output of lets say, 1000 joules per second. Shoot a small beam and a Anaconda (large MJ capacity) and it shouldn't drain, blow hole in, or damage the targeted shield in the same degree / rate as the larger beam laser. AND .... vise-a-versa. A large beam should decimate the shields of a small craft but have the penalty of tracking reduction. (inability to stay on target with a agile, quick maneuvering hull.)

Yes, but if we add damage reduction to shields as well that small laser now does 33mj damage.

Im ok with armour on larger ships being more difficult but shields also regenerate making them even tougher.

Lets shields take regular damage, smaller weapons do less damage either way.
 
I can comment on a few of those, the full mechanics are a bit lengthy to explain here (plus it's midnight and I'm off to bed!) - I may be able to go into more details another time.



Close - though the scale is more fine grained than that, not simply based on hardpoint/ship size category. In general yes, smaller weapons work proportionally worse against bigger targets.


Currently correct. Technically this isn't enforced, just that no shields (yet) have damage reduction set.


Sort of, the listed weapons do pierce better but are not immune.


Not actually sure what you mean here? Landing pad size is chosen purely by which pad the artists wanted to put that ship on, it has no in-flight effects (other than the obvious ones of being a bigger target etc).


Nope, entirely on the weapon - doesn't matter if it's in a Small or Huge hardpoint.


Hope that's helpful for some degree :). Right now bed is singing to me... or maybe it's a thargoid trap.
Would still love to hear the details of the full mechanics on how this works.
 
I posted this related question in another thread, but all the devs were probably in bed at the time and so it sank below all the other threads... what effect do damage mechanics have on B rated modules? Supposedly the reason why they're the heaviest is because they're armored, but I've never seen any official confirmation of that. Also, if B modules are tougher by virtue of being heavier, does that mean that the lightest D modules are also weaker than average?
 
Would still love to hear the details of the full mechanics on how this works.

Hmmm, so would I. Maybe in a document that has information of various aspects of the game. We could call it a booklet, no a readery, no a informatatatron... or something that rhymes with "nanual".
 
Hmmm, so would I. Maybe in a document that has information of various aspects of the game. We could call it a booklet, no a readery, no a informatatatron... or something that rhymes with "nanual".

Ah, you mean the PDF we get with the game that actually explains NOTHING of these questions?
 
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