Apologies, this might be a long one.
Adv. Multicannons
After a fight in an AX conflict zone to test out four of the new multicannons (2x overcharged, 2x sturdy mount - great against scouts, barely registered against an interceptor), and taking a caustic missile in the process, I did what any combat pilot does on docking: I repaired, refueled, and restocked. This was a mistake.
Just like that, those materials I put into the multicannons were gone. As many a complaint has gone, the root problem here is synthesis.
-Am I genuinely expected to use materials on scouts? I didn't get a chance to test on a Cyclops, but even that doesn't seem worth it. (Payoff is simply not worth the cost.)
-It's far too easy to mistakenly nuke your synthesized ammo. There is an option to individually stock what you want, but I had to actively search for it just so I didn't look like a complete fool if I implied there wasn't a workaround.
The fact that all that material can be blown away with the slip of a misplaced button click is infuriating to no end.
-The decision to use synthesis (a mechanic meant for temporary boosts) to activate a function that is the only reason these weapons exist makes no sense either, both for these and the missiles we may or may not get at some point (more on this later).
The solution: remove the need for synthesis to switch to AX damage. Simply place an "Ammo Type" button on the right hand "FUNCTIONS" tab to swap between AX and standard damage. Keep the ability to synthesize for damage boosts just in case.
Adv. Dumbfire Missile Launchers
-Add them in the tech broker in a couple weeks. See all the same suggestions as above. No required synthesis, button toggle only.
Guardian Shard Cannon
-It's low armor penetration, velocity, and spread make it useful against scouts (dubiously) and cyclopses. I think the best course of action would be to tighten down the spread to Pacifier levels. It's low heat and power draw make it an attractive weapon, but only seems useful when mounted to fast and maneuverable ships that can stay close to a goid and still tank the damage (alliance ships). It's usefulness is too narrow to be practical. It's effective range must be extended, hence the idea to tighten the spread. Heck, since more shards are hitting, it's effective DPS might even get a little boost. The idea here is to turn it into a close range monster that can nuke a heart within a couple hundred meters, but with medium range utility.
Guardian Plasma Charger
-This poor guy needs a complete rework. In theory, it should have the highest damage when charged, but due to a criminally low falloff range, it's pointless; even less effective than the shard cannon. With high power and distributor draw, this weapon generally seems like a no-go.
The solution? Keep the power and distributor draw, but make changes to the weapon as if it had the long range modification installed. Double it's velocity, double it's range, and match it's damage falloff to that range. This would give it full damage at all distances, and make it far easier to hit a moving target.
I have a picture in mind of where each Guardian weapon would shine, and have tried to suggest changes according to that.
Shards: Close range insanity with possible mid range applications, though not ideal (great for the duelists out there).
Chargers: All range heavy damage dealer. The travel time (even when accelerated) means that pinpoint accuracy will rarely happen (though skill would really help). Great for straining hearts at all ranges, but terrible for destroying them.
Gauss: exactly as they are. High penetration hitscan weapon. Middle of the road damage, but pinpoint accuracy and relativistic travel speeds make these unmatched for sniping hearts.
As for Advanced multicannons, well... they're not worth synthesis. Pure and simple. Set them to a simple toggle button, and they have a place, but right now?
No.
Adv. Multicannons
After a fight in an AX conflict zone to test out four of the new multicannons (2x overcharged, 2x sturdy mount - great against scouts, barely registered against an interceptor), and taking a caustic missile in the process, I did what any combat pilot does on docking: I repaired, refueled, and restocked. This was a mistake.
Just like that, those materials I put into the multicannons were gone. As many a complaint has gone, the root problem here is synthesis.
-Am I genuinely expected to use materials on scouts? I didn't get a chance to test on a Cyclops, but even that doesn't seem worth it. (Payoff is simply not worth the cost.)
-It's far too easy to mistakenly nuke your synthesized ammo. There is an option to individually stock what you want, but I had to actively search for it just so I didn't look like a complete fool if I implied there wasn't a workaround.
-The decision to use synthesis (a mechanic meant for temporary boosts) to activate a function that is the only reason these weapons exist makes no sense either, both for these and the missiles we may or may not get at some point (more on this later).
The solution: remove the need for synthesis to switch to AX damage. Simply place an "Ammo Type" button on the right hand "FUNCTIONS" tab to swap between AX and standard damage. Keep the ability to synthesize for damage boosts just in case.
Adv. Dumbfire Missile Launchers
-Add them in the tech broker in a couple weeks. See all the same suggestions as above. No required synthesis, button toggle only.
Guardian Shard Cannon
-It's low armor penetration, velocity, and spread make it useful against scouts (dubiously) and cyclopses. I think the best course of action would be to tighten down the spread to Pacifier levels. It's low heat and power draw make it an attractive weapon, but only seems useful when mounted to fast and maneuverable ships that can stay close to a goid and still tank the damage (alliance ships). It's usefulness is too narrow to be practical. It's effective range must be extended, hence the idea to tighten the spread. Heck, since more shards are hitting, it's effective DPS might even get a little boost. The idea here is to turn it into a close range monster that can nuke a heart within a couple hundred meters, but with medium range utility.
Guardian Plasma Charger
-This poor guy needs a complete rework. In theory, it should have the highest damage when charged, but due to a criminally low falloff range, it's pointless; even less effective than the shard cannon. With high power and distributor draw, this weapon generally seems like a no-go.
The solution? Keep the power and distributor draw, but make changes to the weapon as if it had the long range modification installed. Double it's velocity, double it's range, and match it's damage falloff to that range. This would give it full damage at all distances, and make it far easier to hit a moving target.
I have a picture in mind of where each Guardian weapon would shine, and have tried to suggest changes according to that.
Shards: Close range insanity with possible mid range applications, though not ideal (great for the duelists out there).
Chargers: All range heavy damage dealer. The travel time (even when accelerated) means that pinpoint accuracy will rarely happen (though skill would really help). Great for straining hearts at all ranges, but terrible for destroying them.
Gauss: exactly as they are. High penetration hitscan weapon. Middle of the road damage, but pinpoint accuracy and relativistic travel speeds make these unmatched for sniping hearts.
As for Advanced multicannons, well... they're not worth synthesis. Pure and simple. Set them to a simple toggle button, and they have a place, but right now?
No.