Fixing every single underpowered weapon.

There are a large number of blatantly underpowered weapons in the game at the moment. This is especially unfortunate with the recent rework of Powerplay, and the upcoming Vanguards update. These are competitive updates, which means players do not have as much freedom to choose sub-optimal builds to challenge themselves IF they want to be competitive in Powerplay or Vanguards.

As such, this would be a really good time to buff them all. I've played this game for upwards of 10000 hours, and I've tried more or less every single weapon in the game. Here are my suggestions for fixes.

Missiles and Torpedoes

Problem: Missiles and Torps struggle from ammo problems. This is understandable, as missiles are actually very powerful - but in the current state of affairs, with massive enemy hp pools and massive amounts of work needed to compete, this ammo has become an unacceptable problem.

Solution: Reload Speed.

Right now, a class 3 Torpedo Rack has 4 ammo, giving it a total of 480 damage. This can be compared with a class 3 multicannon, which has 6000. A class 1 seeker missile rack has 12 total ammo, for a total of 480 damage. This can be compared to a class 1 multicannon, which has 1700.

The answer here is to dramatically increase ammo RESERVES, but also increase the reload time significantly. For example, a class 3 Torpedo Rack could have 4 ammo per clip, 36 ammo as backup, but a 120 second reload time. This means that the player has 4800 total damage available, but only 480 damage available PER FIGHT. After depleting their current clip, they'll need to wait a substantial time before they can fire more. This retains the high impact and value given to each individual torpedo, while also allowing for a needed amount of sustain.

The same exact approach can be applied to Seeker Missiles, giving them perhaps 12 missiles in the first clip, another 12 missiles as backup, and a 60 second reload time. This gives a class 1 seeker missile rack 960 damage total - but of course, that is further enhanced by the explosive damage and high AP.

Shock Cannons
Problem: Insufficient Ammo


While a very fun weapon, the fact these weapons can be fully depleted in a matter of seconds also makes them broadly useless for serious purposes. A class 3 Overcharged Multicannon has 10,000 total damage, while a Class 3 Shock Cannon has 3,806.

Solution: Auto-Loaded Ammo is generated from fuel.

The big problem with balancing Shock Cannons is that, much like Missiles, they're actually quite powerful, kept in check by their limited ammo. The answer is a conditional way to increase their ammo reserves. This can be accomplished by making their auto loader effect draw from fuel at a reasonable rate. If the player fires too much, they will instead do a full reload from ammo reserves, but if the player fires more conservatively, it will instead draw from their fuel supply. This is still not completely unlimited, but far more accessible overall, making this a much more valid weapon choice.

Mines
Problem: Friendly Fire

Mines are impossible to use, because they can and will hit not only the enemy, but also the player and the player's allies. This makes using them suicidal, as you'll inevitably agro an enemy and get fines and bounties constantly.

Solution: Smart Munitions + Heat Seeking
All Mines should have an automatic Smart Munitions experimental. This means if a friendly hits them, they simply self-destruct harmlessly. In honesty, they should also probably intentionally move towards enemy ships too, because otherwise space is just too big to use them effectively.


Enzyme Missile

The Enzyme Missile was only ever really useful for pvp, thanks to the bug where a player hit by one would make the effect permanent if they logged off. That bug has, as far as I can tell, since been fixed, making this weapon completely useless.

Solution: Corrosive Shell

The answer is really pretty simple. When someone has the Enzyme Missile's caustic damage on them, they should have the effects of Corrosive Shell as well. This makes this a nice prolonged source of the experimental effect, giving these weapons a niche use.


Powerplay Weapons
Lastly, there are the Powerplay weapons. While some are undisputedly great(like Cytoscramblers and Concord Cannons), others are profoundly bad for one reason or another.


Retributor
Problem: Bad Damage + Poor Effect

While in theory the built-in effect of Thermal Shock could be good here, in reality(per my personal testing), the experimental is less powerful than a rapid-fire thermal shock pulse laser, while also taking more distributor power and dealing less damage. At the core of it, it's just not a very interesting concept, as you can already get thermal shock, and having that effect extra is not particularly useful when you still need to double engineer it with thermal shock again just to get the same impact as a normal weapon.

Solution: First, buff its stats to the same as a normal small fixed beam laser. Next, give it ALL the Thermal Effects - Thermal Vent, Thermal Shock, and Thermal Conduit.
This makes this actually a much more interesting weapon, especially since you could then double up on any of them. None of them on their own is valuable enough to justify using one, but for example, an AX player might really welcome a weapon with doubled-up thermal vent. A small fixed beam laser is still not a great weapon overall, but the sheer versatility could make it an intriguing option.

Mining Lance
Problem: The worst weapon in the game.

I'm not joking. Since the addition of the Pre-Engineered Class 1 Mining Lasers, Mining Lances are functionally useless. They have worse mining capacity, are less efficient, do pathetic damage...they're just bad.

Solution: Make them class 2.
This alone will solve their problems. It will make them a reasonable thermal weapon against NPCs, it will make them reasonable for mining...it will make them reasonable.

---

That's it. Go forth.
 
Problem: Missiles and Torps struggle from ammo problems. This is understandable, as missiles are actually very powerful - but in the current state of affairs, with massive enemy hp pools and massive amounts of work needed to compete, this ammo has become an unacceptable problem.
I like your idea, though there's more I'd ideally like to see involved in a rework:

1. An Ammo Rack optional internal. Bit by bit I want Frontier to chip away at the hegemony of "Hull/Module Reinforcement Packages" in almost every slot for combat ships, so: two birds, one stone.
2. I'd like to see ships with extra hardpoints that can't fire forward – and wouldn't accept fixed or gimballed weapons. Only turrets and guided missiles could fit in them, giving both weapon types an indirect boost. In my mind, this is a key advantage a future Python refresh would have over the Corsair – extra hardpoints it can use to mix in missiles.

Shock Cannons
Problem: Insufficient Ammo


While a very fun weapon, the fact these weapons can be fully depleted in a matter of seconds also makes them broadly useless for serious purposes. A class 3 Overcharged Multicannon has 10,000 total damage, while a Class 3 Shock Cannon has 3,806.
So, I agree, though I think an Ammo Rack for this might be simpler than your solution, combined with a modest baseline increase to ammo. I also think they need engineering... especially for the fun part – experimentals especially are where the fun's at! Would they always be hopelessly OP with any engineering? If so, do they need baseline nerfs?

Next, give it ALL the Thermal Effects - Thermal Vent, Thermal Shock, and Thermal Conduit.
This makes this actually a much more interesting weapon, especially since you could then double up on any of them.
So I'd happily take a double Thermal Vent small fixed beam on my Cobra V hybrid build, but... hm, the description of this Retributor would be long and messy, and the anti-synergy between Vent and Conduit seems awkward.

In a perfect world I'd want it to be worthy of its name, but that'd be a completely different weapon. Do you think just combining Vent and Shock would do? And... I'm not completely sure it shouldn't have disadvantages compared to a fixed beam to pay for that – just damage reduction, and less than currently.

Just think how dull the game could be when all weapons are equally effective.
Zero dull? Making underperforming things more effective doesn't make for a dull game! That's just when you make things too similar in their effect, not their effectiveness.
 
Just think how dull the game could be when all weapons are equally effective.
They should be largely equally effective (subject to hardpoint size and engineering, of course) but have different approaches.

Elite/FE2/FFE had a wide range of weapons, all of which were hitscan pulse/beam weapons, where in general once out of the early game you just fit the largest your ship could handle because there was no benefit to fitting the same weapon but half the damage output.
(And also missiles, which more closely resemble ED torpedoes in terms of damage and ammunition count; Elite was the only one of the three where they were worth routinely using outside the early game - and then only because Elite had a much narrower range for player ship power than the other two - so this is not a new problem)

Conversely in Elite Dangerous, frag cannons, plasma accelerators, beam lasers and multi-cannons are all effective weapons and ships built solely around each of those weapons are viable, but they deliver damage in completely different ways. That's a lot more interesting than the "everyone fits a military laser / 5MW beam laser / small plasma accelerator" of the earlier games - and it would get more interesting, not less, if cannons/missiles/weird stuff were also competitive options with the ones which already work.
 
Solution: First, buff its stats to the same as a normal small fixed beam laser. Next, give it ALL the Thermal Effects - Thermal Vent, Thermal Shock, and Thermal Conduit.
Minor point - Thermal vent and thermal conduit would be very difficult to get to work together since one is going to be pulling your heat down and the latter requires heat to be above 90% to do anything at all. I'd pick one or the other of these two here.
 
Conversely in Elite Dangerous, frag cannons, plasma accelerators, beam lasers and multi-cannons are all effective weapons and ships built solely around each of those weapons are viable, but they deliver damage in completely different ways. That's a lot more interesting than the "everyone fits a military laser / 5MW beam laser / small plasma accelerator" of the earlier games - and it would get more interesting, not less, if cannons/missiles/weird stuff were also competitive options with the ones which already work.
Overall ED is actually really impressive with having a wide range of viable weapons – I don't see as much appreciation for that as is probably deserved. Even PowerPlay modules and Engineering, which seem to be widely panned from a balance perspective, introduce some really interesting depth. Short range inertial impact Cytoscramblers are a riot.

I'd still love to see a balance pass on turrets, tweaks to solidify missiles/torpedoes as a viable secondary weapon, tweaking some of the slightly underperforming weapons and engineering options, adding a fun Huge only weapon, and – really speculatively – adding (carefully balanced) Plasma Repeaters. But I wouldn't want any of those ideas to detract from appreciating how good we actually have it.
 
The other option is to totally replace the Retributor. Grannys digging laser can be fixed IMO by making it a laser first rather than a mining tool (so you could engineer it) but the Retributor itself is too much of a lost cause given the direction of the game.

Given Mahon is such a cuddly chap geared towards commerce, why not offer a non weapon module? For example introduce an Alliance approved cargo rack that is +5% bigger than the standard? Lore wise (and frankly reality wise) you can explain it by simply packing things more efficently.
 
Just to add, give me all the main weapon archetypes in all the hardpoint sizes. A huge rail gun is OP? Ok cool. Firing it should basically cook your ship unless you engineer for your ship to specifically be effective at dissipating heat, which would be the opposite of the engineering meta for the core internals. Etc.

lots of engineering blueprints are underutilized, and they should be seen as things needed to balance some of the options. Give more options and bring the ones that are meh up a bump.
 
...
Given Mahon is such a cuddly chap geared towards commerce, why not offer a non weapon module? For example introduce an Alliance approved cargo rack that is +5% bigger than the standard? Lore wise (and frankly reality wise) you can explain it by simply packing things more efficently.
I love this! Imagine the community's mania if this released, just to get that sweet little bit of extra cargo cap.
 
Back
Top Bottom