Lets talk about the weapons in Elite Dangerous, real talk Frontier.

Before I get in to nit picking, I want to make it extremely clear that I love this game, and this is all born of that.

Now I know a lot about weapons, not just because I'm a crazy American... that's only why I have access to them. I mean I get in to combat in general, from martial arts to guerrilla warfare, not only knowing the techniques but also the science, I like to understand things completely. It's a passion, I sometimes worry if I'm a psycho but my point is I know a thing or two I'm not just pulling this outta my a**. So naturally, weapons like the ones in this game bother me to no end. It would be one thing if they were all unrealistic in the interest of gameplay, but that's not the case. For example, the lasers don't go more than what, two kilometers (even though the targeting of a a gimballed mount still tracks them)? Like even if you can eyeball it and hit the mark it doesn't actually make contact. Lasers don't work that way, they don't just stop. Lasers are beams of light. And light, as anyone playing this game would know, kinda goes on forever, even if the source is long gone. That means when I fire one of my four beam lasers, some Thargoid in a thousand years should be having a really really bad day. And then when I use the multi-cannon, the bullets fire, they have drag, they have to be aimed to compensate for that drag, and they have a maximum effective range because combustion firearms have that problem for a multitude of reasons, even in the vacuum of space. In other worlds, they make complete real world sense. That's also why non-gimballed mounts are basically useless but that's player choice. My issue is, both of these things have a negative impact on gameplay, even though it's not for the same reason. If I didn't know better, I'd say you were using any excuse to nerf everything that exists regardless of whether or not if the latest excuse is consistent with the last. Just to clarify, I have absolutely no notion of that actually being your intent, that's simply what the result feels like.

You might say, "But Xman, lasers would be OP if they went on forever." Would they? I mean I'm not saying the effective targeting rang for say a gimballed laser has to be more than two kilometers, just the effective range of the laser itself. It's not like the game will do it for you, you still have to be good, very good in fact, to pull off a long range shot in the void of space or against the blinding light of a star. There's a game I played regularly before ED came out, it was free to play on the PC. It was a sci fi dog fighting game called "Star Conflict". I recommend it to those interested. Star Conflict got lasers right. Sniping another player from across the map with a laser was a legitimate tactic that you could actually use, and it only served to make the game better. There were ships that were set up for such a tactic, zoom abilities and all that. At least I think there was a zoom ability, I don't know because the frigate I used wasn't made for that. Some people would take cover by an asteroid or something and support their team. But even if yours wasn't set for it, if you were that much of a dead eye that you could eyeball a shot at a guy who's so far away that he literally shows up as a pixel, that was something you were allowed to do. It wasn't an ability through game function, it was an ability through player skill that the game simply allowed. Players of Elite Dangerous already come up with creative setups for different gameplay styles, just imagine if you gave them yet another option. Just imagine your in a wing with two guys. You're a hulking frigate, another is a small nimble fighter, and you've got the other guy stealth running in the distance taking pot shots at your enemies. How cool would that be? Combat is that thing that everyone has to take part in at some point for one reason or another. And you really only have two options right now: Run away or fly in circles for X amount of time until one of you blows up. And as much as I like dogfighting in general, it's kind of a one trick pony on it's own. Allowing players to take their own spin on it would spice things up quite a bit, and lead to far more unique ship builds and strategies. Then there's that one, fun guy, decides to come in, knock you down to 20% hull strength, uses all your missiles, and then gets to run away because your lasers decided to say " it" after a couple kilometers. My point is, lasers have way more potential than you're allowing them to use.

"Okay so lasers would be better off more real, but then wouldn't multi-cannons be kind of OP if they were less real?" That would imply that they were decently effective in their realistic state, they're just not, even if you get good ones. There's a time and a place for them yes but they don't exactly do you any good outside of that. I'll repeat myself for clarity's sake: I'm not saying everything should be flipped on it's head and everything would be fine and dandy, that would just be the opposite imbalance we have now. It's not realism or lack there of that bothers me, it's the fact the weapons are inconsistent in their realism. A push towards unrealistic for multi-cannons would add an equal amount of entirely new options as making the lasers more realistic. So there are really a lot good things that could happen whether you decide to make weapons realistic or unrealistic. It's just a matter of, ya know, picking one of those options. Inconsistency on either side of the scale is bad news for numerous reasons.

Speaking of multi-cannons, let's talk about kinetic weapons for a minute (note that I'll be grouping some in game types together, I'm categorizing them based on actual physical properties/style). Energy weapons have all kinds of things: Beams, bursts, rail guns, plasma, and a couple more. Kinetic weapons have a machine gun, and missiles with a few different paint jobs. Then there are mines, as if anyone is actually dumb enough to fly in to those when they light up like a Christmas tree and you have the entire endless void of space at your disposal to move around them. I mean just look at kinetic weapons in the real world, it's all we really have right now so there's tons of options! What, did people in a thousand years just forget all that existed but decided to say, "Oh yeah machine guns and missiles that tickle the other guys junk, those are okay, we'll keep those around. Everything else is bad though get rid of it." How about a single shot cannon that fires anti material rounds to rip through the other guys armor? Let's go further: Knock down his shields, target a specific component (like the shield generator) and have that anti material round tear right through the hull and in to the target? That would be useful. Because right now I can't do a rescue mission because I have no room for a hatch breaker and dogfighting doesn't exactly afford an easy shot at that one little specific place. Not that it does much when you do manage to target it. We can be even more creative than that. How about launching a thruster that attaches to the enemy ship and screws up his flight for a minute? Smaller ships could sorely use a way to turn that Anaconda away from them. It's not like that would imbalance anything. A novice AI can already kill an expert pilot in one of those simply by outlasting them. There is a lot of unused potential when it comes to your combat.

On the topic of unused potential, how come the best missiles money can buy are nothing more than a mosquito bite against most ships? I mean something like an Adder or smaller is gonna take a huge hit yeah. But big guns are supposed to be for taking down big things! That's why we made'em in the first place! Why should I spend thousands every time I fire a missile when I can do the same thing with my lasers for free? I spend a bunch of money on a top dollar missile rack and this frigate takes it like I just threw a snowball at him. Yeah it might hurt if you pack it right but he's not exactly crippled. It seems like there's too much emphasis on how much money you can blow on a ship and not how to set that ship up. Yeah the setup effects you a little but like I said before a novice AI in an Anaconda can simply outlast you, with lasers and nothing else, no matter how much time, money and effort you put in to your ship, and no matter how well you conduct yourself in the fight, he can take all the ammo you have and there's nothing you can do about it. Doesn't that kinda go against your goal of not having an "end all" ship? Also what's with the turning on that thing? I'm in a smaller more nimble ship and it seems like I can never get out of the firing cone of one of those things for more than a few seconds no matter what I do. I'm not asking you to nerf the Anaconda, a ship that expensive should be that effective. I'm saying we should have viable ways to deal with that situation if we're smart enough to properly prepare for it. There is no excuse for a novice AI to be able to win a fight just because his ship is nearly indestructible and literally nothing else. I'm throwing everything I've got at this guy, and he's laughing while he wears me down to nothing.

It's not as if I specialize my ship for one thing and it's just caught out of it's element, I balance my ship. I like to be prepared for any situation I might get thrust it to, same philosophy I have in reality (I use an ASP btw). The only thing I haven't been able to get through yet is a rookie AI in an Anaconda. With like one exception, for some reason his shields and hull were sh*t compared to literally everyone else. Oh yeah, and I had a buddy, who I'll note was new to the game and in a Sidewinder so it's not saying much. Wow, I got off topic. I'll admit I'm writing this as I get tired. Maybe I should take that as a queue to stop here and let a discussion start.

So what do you think, am I off my rocker or am I on to something? I wanna know if I'm alone here.
 

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I'll address the first part and I'll digest the rest over the remainder of the week.

The lasers may well go on forever, and you may hit another ship, but you wouldn't know about it because the target is out of sensor range.
Missiles and torpedoes will be buffed in the next update.
 
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I agree missiles need to be addressed. They just aren't worth it. A single point defense makes any and all missiles completely useless. If I could change one thing, it would to make Torpedoes more powerful, but also make them shielded so that a ship needs more than a single point defense to take them down. They should also be slower and targetable by primary weapons. Torpedoes should be a go to weapon against big ships.

As for some of your other ideas it sounds like you haven't actually used all the weapons yet. A single shot cannon for taking out subsystems? That pretty much defines the rail gun, which is a kinetic weapon btw. Heck, even regular cannons are handy for subsystem targeting.

and if your having issues with NPC novice anacondas then you are doing something very wrong. I see a dangerous or lower Conda and I consider that free money.
 
There are plenty of posts where it's made clear that the "lasers" aren't really LASERs. That's just jargon for certain energy weapons. True lasers wouldn't be visible. They may be particle beam weapons or somethings similar. Also lasers would go on forever but they do diminish in intensity at distance. At far enough distances they wouldn't do as much damage.

As for kinetic weapons: there's no drag in a vacuum. A slug of depleted uranium for instance fired from a cannon would have a set velocity until it hit something that stopped it. The slug would actually continue forever, theoretically.

A missle or torpedo would accelerate until it ran out of propellant. They it would continue at the velocity it had when the fuel ran out and again wouldn't stop until it impacted something or some other force.

Mines are meant to be a denial of area munition. If used correctly they might have a use. The best ones would be magnetic and used in and around asteroid fields and mining sites. They could also be ejected by fleeing ships to force a ship off your course, slow down or take damage if they attach to the enemy hull.

In reality space would be too vast for close in dogfighting. That is in this game for fun but most likely you would target another ship from such a distance that you would never have eye contact with the enemy ship.
 
I'll address the first part and I'll digest the rest over the remainder of the week.

The lasers may well go on forever, and you may hit another ship, but you wouldn't know about it because the target is out of sensor range.
Missiles and torpedoes will be buffed in the next update.


Good to know they'll be getting buffed. Yes I would know about it, as I'm still lock on them, I see my gimballed lasers still tracking them but I get the "x" indicator on them after two kilometers and nothing is happening to the model on the left of the radar. It's not as if I'm talking about people so far away that the radar can't even properly read them and I'm just imagining things. These guys are close (as ED combat goes) and nothing it happening after two kilometers. Don't just take my word for it, watch NPC's fight, the lasers just stop at the two kilometer mark.
 
Good to know they'll be getting buffed. Yes I would know about it, as I'm still lock on them, I see my gimballed lasers still tracking them but I get the "x" indicator on them after two kilometers and nothing is happening to the model on the left of the radar. It's not as if I'm talking about people so far away that the radar can't even properly read them and I'm just imagining things. These guys are close (as ED combat goes) and nothing it happening after two kilometers. Don't just take my word for it, watch NPC's fight, the lasers just stop at the two kilometer mark.
As they are most likely particle beam weapons the particles start to dissipate and the beam loses cohesion, probably just short of 2 km.
 
There are plenty of posts where it's made clear that the "lasers" aren't really LASERs. That's just jargon for certain energy weapons. True lasers wouldn't be visible. They may be particle beam weapons or somethings similar. Also lasers would go on forever but they do diminish in intensity at distance. At far enough distances they wouldn't do as much damage.

As for kinetic weapons: there's no drag in a vacuum. A slug of depleted uranium for instance fired from a cannon would have a set velocity until it hit something that stopped it. The slug would actually continue forever, theoretically.

A missle or torpedo would accelerate until it ran out of propellant. They it would continue at the velocity it had when the fuel ran out and again wouldn't stop until it impacted something or some other force.

Mines are meant to be a denial of area munition. If used correctly they might have a use. The best ones would be magnetic and used in and around asteroid fields and mining sites. They could also be ejected by fleeing ships to force a ship off your course, slow down or take damage if they attach to the enemy hull.

In reality space would be too vast for close in dogfighting. That is in this game for fun but most likely you would target another ship from such a distance that you would never have eye contact with the enemy ship.

I probably should've worded a couple things better, and others I didn't think I'd need to go in to. I'm already getting extremely helpful complaints about how long what I wrote was, I didn't bother going in to the exact science for that very reason. I know slugs wouldn't have a physical "drag" in space, I meant the fact that it's not laser and takes time to get to it's destination. As for it going on forever... yes, in strictly literal terms. But the gravitational pulls of astronomical objects would effect things however slight that may be... you don't seem clueless I doubt I need to explain that to you. Basically a lot of things that I don't expect FD to factor in just for short range combat. Though I just realized you might be referring to my mention of the limitations there making sense. Yes it would go on for ever but there's still the kick of the combustion round causing inaccuracies (which I'm not assuming look at them fire in game it's there), then the fact that with the target being too far away the aim would have to compensate more drastically than it actually could so it shouldn't even bother, things like that.

Yeah a laser would diminish over time but can you really tell me with a straight face that a military grade weaponized laser made for shooting down space ships would be perfectly effective at 1.99 KM but then suddenly disappear at 2 KM? The diminishment of the laser could actually be a really cool variable for long range combat if you ask me, a way to make sure it's not an over powered tactic. As for them not actually being lasers, this is the first I've hear of it. I figured the visuals were in the same boat as them including sound in space. I don't regular the forums if that's what you meant. Or any forums really, I think this is the longest I've ever been on one.

Close in dogfighting, as advance as tech might get, would still be cheaper, so there would be those forced in to it. But at them same time, we would have more tech out there for those who could afford it. Which like I said, I think FD should include for those who want to play that way. Like when I mentioned the "sniper" play style from that game Star Conflict. Just imagine how interesting and varied Elite's combat could be if they thought outside the box a bit. Or inside the box really, considering some of the stuff we already have, as I covered.

As for what you said about mines, yeah I see your point. I guess my problem was I never saw the NPC's use them properly so I was never able to appreciate them. But now that you mention it I can think of a few times dropping mines in front of pursuers would've saved my a**.

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As they are most likely particle beam weapons the particles start to dissipate and the beam loses cohesion, probably just short of 2 km.

Give me a minute to reply man lol

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I agree missiles need to be addressed. They just aren't worth it. A single point defense makes any and all missiles completely useless. If I could change one thing, it would to make Torpedoes more powerful, but also make them shielded so that a ship needs more than a single point defense to take them down. They should also be slower and targetable by primary weapons. Torpedoes should be a go to weapon against big ships.

As for some of your other ideas it sounds like you haven't actually used all the weapons yet. A single shot cannon for taking out subsystems? That pretty much defines the rail gun, which is a kinetic weapon btw. Heck, even regular cannons are handy for subsystem targeting.

and if your having issues with NPC novice anacondas then you are doing something very wrong. I see a dangerous or lower Conda and I consider that free money.

I should also address what you said about my weapon usage. Actually I have used rail guns, I think the only things I haven't actually used are plasma and mines. It seemed the rail gun was aimed more towards knocking down shields, as that was it's most effective use. And considering you can't get a gimballed mount for it, it would be practically useless trying to target a specific subsystem with it. You'd have to get really d*mn close for that, at least in my own experience.
 
As this isn't directly addressing the Xbox version OP, I'd suggest you request to have this post moved to Dangerous Discussions where it will have a larger audience who would enjoy discussing this.
I'm not saying we don't btw...
 
You can lock all the laser based weapons up to 3km. As for dimishishment of the lasers, after 500 meters they start doing less damage and the further you get the less damage they do. As for the missles they are fine tuning them. From what I've heard they were more powerful but got rebalanced to their current form. if they are going to tweak them a bit more then I'll probably have a look at using them but currently I'm sticking with the laser and occasionally the multicannons depending on what I'm doing. You have raised some good points but as for making them absolutely scientifically accurate the physics engine would need an overhaul and the processing power behind that would be far more than the Xbox one can handle. Not having a rant or go at anyone just wanted to let my opinion be heard and you can take from it what you will. Hope to see you all in the black. Happy flying.
 
Personally I was just going to ignore the wall of text and be glad from what little I did read that this person is not a game developer working on Elite.

Immensely helpful, 10/10, would care again.

I mean c'mon guys, if you're gonna disagree at least explain your disagreement so that the person can think about the differing perspective. I get nothing out of this. It provided as much intellectual input as if you didn't comment to begin with. What little did you read? Why was it such a game breaking idea that I should never be allowed near the development of the game? Your comment is nothing but asinine and pointless to anyone that reads it. It's not as if I want the world to be perfect and always agree with me, I invited disagreement in the initial post! I just want to know the reasoning of the disagreement so that I can reflect on it and maybe learn something. Is that so much to ask?

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As this isn't directly addressing the Xbox version OP, I'd suggest you request to have this post moved to Dangerous Discussions where it will have a larger audience who would enjoy discussing this.
I'm not saying we don't btw...

You're right, I didn't even think about the fact that this was on the Xbox One threads. You think a repost on the general section would be okay with the mods?
 
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You can lock all the laser based weapons up to 3km. As for dimishishment of the lasers, after 500 meters they start doing less damage and the further you get the less damage they do. As for the missles they are fine tuning them. From what I've heard they were more powerful but got rebalanced to their current form. if they are going to tweak them a bit more then I'll probably have a look at using them but currently I'm sticking with the laser and occasionally the multicannons depending on what I'm doing. You have raised some good points but as for making them absolutely scientifically accurate the physics engine would need an overhaul and the processing power behind that would be far more than the Xbox one can handle. Not having a rant or go at anyone just wanted to let my opinion be heard and you can take from it what you will. Hope to see you all in the black. Happy flying.

Was it three kilometers? That's my bad, I was going off my sh*t memory. Despite my complaints about the missiles, they do still come in handy when my opponent is chaffing me so I keep one rack on my ASP. Other than that I have one multi-cannon on the other medium hardpoint, and beam lasers on the other four. It's what I've found to work best.

I wasn't opting for them to be completely scientifically accurate, just one or the other, as the nerfing no matter what is causing nothing but disadvantages where there don't need to be any. I realize making them 100% realistic would be near impossible, I was speaking it purely basic science terms. I wasn't aware that the lasers actually do diminish, good to know, as my thinking they stayed just as effective greatly effected my opinions.

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As this isn't directly addressing the Xbox version OP, I'd suggest you request to have this post moved to Dangerous Discussions where it will have a larger audience who would enjoy discussing this.
I'm not saying we don't btw...

I misses something you said, I can request to have this moved? How is that done? I don't regular the forums.
 
I will offer a counter point that is mostly a matter of preference. Multicannons are very effective against ship hull, and even can be used on shields. Plus with the addition of larger sizes you are going to see your damage buff in that form. I did read your post in a hurry so I may miss the point, but I dont think the ammo has drag. The leading reticle is because you are trying to hit a moving target and ship computer is accounting for their speed, distance, etc.

As for lasers, my only point to bring up is you will never see realistic lasers in games. Simply because that's no fun. No pew pew, no pretty lights. I just go with it and enjoy what it is. The range limit is likely a balance issue. And to make combat feel more cinematic rather than snipe matches.

Missiles could use a buff. That'd be great.
 
I misses something you said, I can request to have this moved? How is that done? I don't regular the forums.
With the 'report' button. I did it for you, I think it'd benefit from a larger audience who would, in turn, appreciate it.
Welcome to the forums by the way :cool:
 
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I will offer a counter point that is mostly a matter of preference. Multicannons are very effective against ship hull, and even can be used on shields. Plus with the addition of larger sizes you are going to see your damage buff in that form. I did read your post in a hurry so I may miss the point, but I dont think the ammo has drag. The leading reticle is because you are trying to hit a moving target and ship computer is accounting for their speed, distance, etc.

As for lasers, my only point to bring up is you will never see realistic lasers in games. Simply because that's no fun. No pew pew, no pretty lights. I just go with it and enjoy what it is. The range limit is likely a balance issue. And to make combat feel more cinematic rather than snipe matches.

Missiles could use a buff. That'd be great.

Yeah you missed a couple things I basically agreed with you on.

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With the 'report' button. I did it for you, I think it'd benefit from a larger audience who would, in turn, appreciate it.
Welcome to the forums by the way :cool:

That's a bit of an odd location for a post replacement function. Thanks, hopefully it'll provoke the conversation I was hoping... as opposed to complaining and not actually saying anything profound. That was directed towards like two guys, most of you are great, it's nice to be able to strike up a deep conversation like this with fellow fans. There seems to be a bit of a glitch with the italic button though. If I use italic text and try to backspace anywhere near it, my cursor jumps somewhere else in the text and erases something I didn't want to or causes me to type somewhere else. Is that a known problem or am I the only person that bothers using italic text? That plus my currently messed up sleep schedule is resulting in quite a few typos and missing text.
 
The diminishment of the laser could actually be a really cool variable for long range combat if you ask me, a way to make sure it's not an over powered tactic.

This is a thing already.

Lasers do more damage on close range. And their visual and interactive range is quite a bit longer than 2 km (you may not see any confirmed hit on your hud out of effective range, but another commander should be able to confirm a hit that really only tickles a little). If you pay close attention you will also see that the visible laser beams aren't just cut off at a certain range, they do dim out over distance. It could be a more prominent gradient I agree, but the effect is already there - both visually and mechanically.

edit: oops I see that was already mentioned ...
 
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