Yaffle
Volunteer Moderator
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?
I'll move this one for you
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?
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 ...
I'll move this one for you
Next time I'll be sure to not explain my point.
I recall (from the novella in the original Elite) that missiles were designed to self destruct if the did not hit anything before funning out of fuel, as before this was designed in a missile just kept going after it had run out of fuel, and then just kept going under momentum until it did eventually hit something (I cannot recall if it was a station or a major ship).
Have read that, thought it leveled portion of a city or something - vague memory from long ago...
Ah, yes, that seems to ring a bell. I would have thought it should have burned up in atmosphere, but imagine the carnage if it had been a city on an airless world. A major explosion against the dome would have caused havoc.
Sounds like railguns. Which by the way are kinetic too ... I thought you are obsessing over this stuff? They do exactly that if you can aim.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?
Actually, it does. Given you have the right ship and some multi cannons to rip the cargo hatch open (you really don't want to use rails piercing the target for that - they might damage vital systems - projectiles eating away at the outside of a targeted module are way better). I've done a number of these missions without hatch breakers recently, but frustratingly the dozen rescued cryo pods weren't accepted by the mission. Don't bother with that till the next (minor) update.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.
I've posted a suggestion for manoeuvre limpets last year that would be able to do just that (as well as escort loitering ships/wreck pieces in stations or boosting a stranded ship up to FSD speed). Not purely weapons really. More utility.How about launching a thruster that attaches to the enemy ship and screws up his flight for a minute?
From all you've suggested it just sounds like you are terrible at using the ones already at your disposal.There is a lot of unused potential when it comes to your combat.
Missiles aren't guns? They aren't even projectiles as they are self propelled. I'm a little confused you lumped them into one category earlier. Other than that missiles are slated to take out external/unprotected modules more easily with their area of effect on unshielded ships with the next major update (weapon and utility targeting will hopefully become a thing - that turret is giving you a hard time? prioritize taking it out with missles - you won't be able to do that with anything else mostly because these modules are incredibly small targets).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 thought this was about weapons ... really you could've condensed this text wall quite a lot and got more people to read it.Also what's with the turning on that thing?
Yeah, maybe you should've slept over it and rewritten before posting ...Wow, I got off topic. [...]
So what do you think, am I off my rocker or am I on to something? I wanna know if I'm alone here.
They have Elite novels? Any chance you could list names of good ones for me? I wouldn't mind looking in to some audiobooks for those long courier missions.
They have Elite novels? Any chance you could list names of good ones for me? I wouldn't mind looking in to some audiobooks for those long courier missions.
I recall (from the novella in the original Elite) that missiles were designed to self destruct if the did not hit anything before funning out of fuel, as before this was designed in a missile just kept going after it had run out of fuel, and then just kept going under momentum until it did eventually hit something (I cannot recall if it was a station or a major ship).
Alright ... read the whole thing:Sounds like railguns. Which by the way are kinetic too ... I thought you are obsessing over this stuff? They do exactly that if you can aim.Actually, it does. Given you have the right ship and some multi cannons to rip the cargo hatch open (you really don't want to use rails piercing the target for that - they might damage vital systems - projectiles eating away at the outside of a targeted module are way better). I've done a number of these missions without hatch breakers recently, but frustratingly the dozen rescued cryo pods weren't accepted by the mission. Don't bother with that till the next (minor) update.I've posted a suggestion for manoeuvre limpets last year that would be able to do just that (as well as escort loitering ships/wreck pieces in stations or boosting a stranded ship up to FSD speed). Not purely weapons really. More utility.From all you've suggested it just sounds like you are terrible at using the ones already at your disposal.Missiles aren't guns? They aren't even projectiles as they are self propelled. I'm a little confused you lumped them into one category earlier. Other than that missiles are slated to take out external/unprotected modules more easily with their area of effect on unshielded ships with the next major update (weapon and utility targeting will hopefully become a thing - that turret is giving you a hard time? prioritize taking it out with missles - you won't be able to do that with anything else mostly because these modules are incredibly small targets).I thought this was about weapons ... really you could've condensed this text wall quite a lot and got more people to read it.Yeah, maybe you should've slept over it and rewritten before posting ...
Here is what I think about weapon physics :
- Lasers have divergence, that is, after some distance they lose power and will become harmless. But that should be way more than 3km IMO. IRL they are invisible, as are particle beams.
- There is no drag in space for projectiles, these would go on forever. Recoil is a thing, but for a ship of 10's to 100's of tons flying at 100's of meters per seconds, it'll be peanuts.
- Missiles, since there is no drag nor gravity to work against their thrust, would accelerate quickly to very high speed. Even with no explosive warheads, they should have very high destructive potential. Think sprint missiles, reaching mach 10 in 5 seconds (100g of acceleration).
- Plasma without active containement dissipates really quickly. Meaning that PA balls, excluding magical tech, would likely be harmless.
Then practicality and gameplay :
- In elite cannon shells have a speed of like 300 m/s, which is very, very slow. Anti tank actual APDSFS amo can reach 2000 m/s, which in ship to ship combat would make a lot more sense (as in helping hit stuff at more than 300 meters). IMO cannon shell speed should be way higher.
- I really think that if the game was using the weapon range better (as in having some weapon good for long range (~5+ km), some at medium range and some for small range) would make combat and ships loadouts more interesting. (as in having a close quarter FDL with a long range support anaconda for e.g.).
- binary A beats B should be replaced by more nuanced interactions (as in chaff messes turrets, but sensor rating reduces that, small turrets rotate fast and are acurate vs small and nimble target, while large turrets are slower but accurate at long range). More nuance and more variety.
- Missiles, and especially multiple missiles should be panic inducing in medium ships, same with torps in large ships.
How to outfit your ship in Elite Dangerous:
PvE: Pulse Lasers / Multi Cannons
PvP: lol actually takes thought and dependent on ship.
/thread.
All weapons have limited hull penetration to reach the module targets inside a ship. Rails have infinite penetration. They will hit anything in their path. But yeah, they are good against shields as well, being both kinetic and thermal.Whenever I used the railgun, it always seemed to be more effective for taking down shields. This forum post is the first time I've heard of them hitting subsystems like that.
You don't need to take it down to 0%. You only want to cause a malfunction to spill some cargo, so ~50% damage is more than enough. Beyond the first spill every extra damage will spill some more if there is any left. Unfortunately right now the cargo hatches seem to completely jam at 0% and won't work/malfunction at all, thus no spill. I suspect you simply did too much damage. (just a few multi cannon bursts whenever the hatch is pointed flat towards you at somewhat close range are the best in my experience - anything at a distance or an angle will cause too much collateral damage)I have tried shooting the cargo hatch, with everything I had at the time (lasers, multi-cannon, missiles). I even managed to get right up next to it a couple times and hit the hatch at point blank. I did damage to the component, but not enough to break it before the ship itself was destroyed. It was extremely inefficient.
Not terrible at combat - just terrible at using the current weapons to their full potential/variety. Apparently just because of not knowing about their mechanical details as seen above. I'm sure that problem is fixed nowI don't see what would suggest I'm just terrible at using my weapons. If I couldn't hold my own in the slightest, I wouldn't exactly get very far in this game. In fact, I find I like combat quite a bit other than the expressed complaints. The first bit of money I ever made in the game was by taking a bounty. I've effectively taken on those waves of attackers at distress calls by myself. If this is about that Anaconda story, it's literally the only case which is why it confuses me so much. [...] All I've done here is express displeasure with weapon inconsistency and lack of variety, I don't see how this means I'm terrible with every weapon currently in the game.
Well that paragraph going on about missiles just had the "why have big guns" thrown in there - tad confusing. Either way, the third category next to kinetic and thermal being explosives is quite important and I really hope taking out external modules will work well once they updated that (what I forgot before: next to utilities/weapons obviously also thrusters and canopy should be more quickly taken out with a missile in the future). Taking out point defences probably wouldn't work unless you have pack hounds ("drunk" missiles, should be able to get some past a point defence) - but I was thinking about turret mounted weapons. If you can already have trouble with Anacondas constantly pointing all their might at you, imagine them only having to roll to get their full array of turrets focused on your ship. Sure NPCs are a push over right now, but have a look for Na'Qan on youtube for example. That commander is utilizing turrets very well, being able to stay in blind spots and keeping pressure on without even generally pointing towards the target. AI improvements should eventually cause a lot more trouble.I never once said missiles were guns [...] I'm not going by the in game classification for this, just a general association. That being very physical kinetic based weapons vs more energy based weapons. [...] No one's turrent is giving me a hard time, in fact it's usually mine giving them a run for their money. I think I've only encountered one or two NPC's that actually used a missile defense turrent. My complaint had absolutely nothing to do with the missiles making contact, it was the lack of effectiveness once they did.
Sure. Still it was a lot of rambling and sometimes not really well connected reasoningI feel the need to actually explain my reasoning rather than just skim over why I hold my position, leaving everyone confused, and not giving any food for thought. If someone's attention span doesn't last that long, they probably won't get a lot out of the conversation anyway. After all yours did, and unlike others with a more negative response, you actually had the decency to properly respond and list your reasoning. Thank you for that, it's refreshing.