Moar Guns Needed

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I was rather hoping Elite: Dangerous would be a refuge away from such questionable practices as WoW spelling, such as 'moar'.

Yeah what is with that. It will be in the dictionary soon too no doubt.
Gave up when Literally was given the definition of figuratively

literally
ˈlɪt(ə)rəli/Submit
adverb
in a literal manner or sense; exactly.
"the driver took it literally when asked to go straight over the roundabout"
synonyms: verbatim, word for word, line for line, letter for letter, to the letter; More
informal
used for emphasis while not being literally true.
"I have received literally thousands of letters"




It would be nice to have the weapon variants back

https://www.youtube.com/watch?v=KQSpuUX2xiw

Overcharged, low heat, high impact, scatter etc etc
 
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if you want to get into logic arguments with balancing. Kinetic weapons gain energy the longer they have time to accelerate (acceleration is constant for ballistic ammo). So further away, kinetic weapons should do more damage and go faster not less damage and constant speed (which is the current setup).

I dont think there is any need for more powerful weapons or weapons that affect damage or energy/heat the same way current weapons do. I think there is room for niche weapons though that are single purpose. Something that would only be affective in particular situations. This way you dont introduce significant balance issues or get further into a race to ever more powerful loadouts. Which is not something wanted. Nobody wants to turn the combat into the dragon ball Z series.

Also why the corvette is not needed until the game is dialed in - balance wise and there's a need for a ship bigger than a conda....which currently there isn't.
 
if you want to get into logic arguments with balancing. Kinetic weapons gain energy the longer they have time to accelerate (acceleration is constant for ballistic ammo). So further away, kinetic weapons should do more damage and go faster not less damage and constant speed (which is the current setup).

I dont think there is any need for more powerful weapons or weapons that affect damage or energy/heat the same way current weapons do. I think there is room for niche weapons though that are single purpose. Something that would only be affective in particular situations. This way you dont introduce significant balance issues or get further into a race to ever more powerful loadouts. Which is not something wanted. Nobody wants to turn the combat into the dragon ball Z series.

Also why the corvette is not needed until the game is dialed in - balance wise and there's a need for a ship bigger than a conda....which currently there isn't.

Sorry but you miss the point that acceleration requires the action of a force. The only kinetic weapon that is still subject to an acceleration force after it leaves your ship is a missile (or torpedo). Projectile weapons stop gaining acceleration after they leave the barrel (or rail-launcher), the only difference is that in space there is no appreciable gravity nor any medium through which is has to pass and so it will not decelerate until impact.
 
Sorry but you miss the point that acceleration requires the action of a force. The only kinetic weapon that is still subject to an acceleration force after it leaves your ship is a missile (or torpedo). Projectile weapons stop gaining acceleration after they leave the barrel (or rail-launcher), the only difference is that in space there is no appreciable gravity nor any medium through which is has to pass and so it will not decelerate until impact.

In a vacuum, acceleration will be constant. that's like elementary-level physics. Ballistic refers to the lack of thrust after the initial body begins motion where the only force acting on the body during motion is then gravity. It's weird because you then state this and unintentionally agree with what i said in your second sentence.

Your missile has thrust, so not only is it accelerating, but the acceleration is increasing while thrust is applied. In this case, missile acceleration is not constant (yet it probably is in the game as the game clamps velocity for a number of reasons ...most of which is physics collision detection).

I think you're confusing constant acceleration with constant velocity. The statements I made were in regard to FD clamping velocity and ignoring the real physics of a kinetic body in space and it's impact on velocity (which always increases due to constant acceleration) and damage which would increase as kinetic energy increased (momentum).
 
I want supermagically hot flamethrowers, overheat ships and roast pilots alive :D

Or electrical discharge weapons that simply degrade/disable systems.

Giant potatoes to bung up exhaust pipes would be nice too :)
 
I'm confusing nothing.

I think you might profit from understanding the difference between acceleration and velocity. Velocity is the speed of something in a particular direction, acceleration is the rate of change of velocity over time.

The matter is dealt with in the first two of Newton's Laws of Motion. To paraphrase them for this situation:

Firstly an object stays in it's uniform motion unless an external force is applied to it.

Secondly the acceleration of a body is determined by the force acting upon it divided by it's mass. (Or force = mass times acceleration)

So you can see that when you no longer are applying a force to the projectile, it stops accelerating but it maintains that velocity until it encounters something (your target hopefully).

I never mentioned the word ballistic.
 
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To end any arguments here I feel qualified to speak as an Aerospace Engineer, I don't know who I am agreeing with or disagreeing with but this is how it is in reality:

Kinetic weapons such as cannons will not change speed/velocity in space. Whatever mph (m/s) value they leave the barrel is the same value they impact the target at, distance is irrelevant.

Weapons with their own propulsion in real life vacuums will accelerate between leaving their launch tube and hitting the target since they have an engine and therefore a force. The acceleration itself will also increase as the missile burns fuel lowering its mass due to the relationship F/M = A.
Therefore yes they will impact with higher velocities the longer the flight time. However, since the impact force is also somewhat determined by the mass of the object impacting it its not as simple as saying the further away it is the more damage it does, while this is generally correct you'd have to work out the chemical efficiency of the fuel lost to work out the gain or loss in impact force..

Overall though it really doesn't matter since the game does not simulate so accurately. In reality if you are flying away from the cannon shell you should take less damage than when flying towards it etc. Ships should increase acceleration infinitely and so on. It isn't a perfect sim.
Also we are very very off topic now. Back to the moar guns :p
 
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Military lasers would be good. Choice of laser colours as well perhaps!

Laser colour would depend on what frequency of light you use, i.e. Red Colour when at the red end of the spectrum, Violet when at the Violet end. The colour would be white if you are using multiple frequencies together. Then there would be no colour if you go beyond the visible part of the spectrum.
 
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I think that the laser weapons are red because they mostly use infrared end of the spectrum, and Infrared is basically heat. If you check out infrared lasers in youtube you see they are not visible at all and the industrial ones are mostly used for cutting and removing rust from metal. Just what we want to do.
So there is a bad scientific explanation why we use red lasers in the game. Though I wouldn't mind if we got a bit of variety there.

And in general, I agree with people here. We really need more weapons. I would really enjoy using similar kind of weapon as the Point defence turret, as it even seems like quite efficient piece of equipment destroying missiles and mines with just few hits.
 
One Idea I've had was Alternative Ammunition (E.g.: Explosive, Sabot, Standard...). For Energy weapons, this could mean changing the emitter to cause the beam to change spectrum for different effects but I don't know... Seems like the RAM might have issues.
 
I think the Power weapons are a good start, but a wider variety of modules should really be available for everyone.
Procedurally generated modules need to be implemented.
- High-tech systems are where the manufacturers are located. ex. Nehet Precision Armaments (or some PG created name).
- Each manufacturer has a line-up of modules available.
- The least popular modules from each manufacturers line-up are eventually discontinued and a new module rolled up. This helps mix things up.
- Each manufacturer should have some theme in their modules (more range, overheats, heavy, power hungry etc.) to give them flavour.
Perhaps if PG modules are designed to be slightly weaker, combined with the phase-out of the least popular modules you might be able to get some crowd-sourced balance going.
Just have to be careful the system doesn't roll some OP module (hence my suggestion to keep things on the slightly weaker side).
 
Thank you. "THAT'S like elementary physics". Constant acceleration of the sort you mean is not only NOT a concept, it would break several physical laws. Relativity does suggest a constant state of acceleration/decelleration, but this is on a cosmological scale as a given object would always be under the effect of some mass. It has no bearing ingame.

On Topic I'm really hoping for the Autocannon that was mentioned on development, which i picture as a Bofors medium cannon. Say 150-200 rounds per minute.
 
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