OverCharged Weapons

I think some peeps are just a little worried that it took over 6 weeks and numerous posts to find out that the lead game designer thought the ''Overcharged Weapons'' were still in the game but still very rare to find, but the truth was they had been removed from the game because they were not working correctly as designed. Sorry but I find that funny and am not being negative when I sit here and laugh at how long I have searched for them over the last 2 months of gameplay.....:D:eek::D Now that's funny, probably not to some but it is to me.:D
 
Yes, I didn't mean just a better than A grade, with no drawbacks.

But weapons that have low availability, and that you need to earn from doing high risk military missions, for instance, can be objectively better. They shouldn't be such that you get them just by spending more credits.

Still, for instance in Mount & Blade a balanced long-sword (the game uses the alternative name of the weapon with a banned b-word) can cost five times that of a perfect quality "regular" one, and a masterwork one is not only very rare to find, but cost something like 20 times as much. The difference in actual damage output and speed is maybe 5% and 10% at most, and probably less. These are vanity items, the best of the best. It would most likely be something for the utterly pimped sidewinder or eagle, more often than for the high end Python or Anaconda, where the cost would become astronomical.

Stull, it's good to have the option to go for over the top luxury :)

Precisely not. Simply making a weapon more expensive as the only drawback for its greater damage output turns it into a simple power progression. Plus, even if outrageously expensive to buy and maintain (a notion I would prefer not to see, either) it'd automatically become a PvP weapon of choice, as has shown for anything that is financially unviable to use in everyday NPC bounty hunting but technically a solid weapon of choice.

The suffixed weapons were fine the way they were (remember they were only removed due to technical problems with the stations and outfitting system, not due to balance issues), for example overcharged lasers did more damage at the expensive of greater power draw, greater heat and lower accuracy, overcharged multi-cannons had higher rate of fire but smaller magazines and would thus churn through ammo faster and have to reload more often.
 
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Yeah pretty much. But applied to other modules too. We have a whole system of essentially "crafting" them from various resources and the like ;) or finding them in wrecks but it's a lot of work and will take a while I suspect.
Does it mean players will get proper info on modules specs? Or we will need to guess about those generated modules pros and cons? In similar way that we have to do it now with, for example, different armor types.
 
Does it mean players will get proper info on modules specs? Or we will need to guess about those generated modules pros and cons? In similar way that we have to do it now with, for example, different armor types.

Good point. I would dearly love to see some stats on the armour.
 
Was just about to start a new thread on weapon variants and searched this one out. Great read!

Hopefully we get to see the design implemented into the game, more than anything else E: D does need some randomness its structured rigidity. ;)
 
Was just about to start a new thread on weapon variants and searched this one out. Great read!

Hopefully we get to see the design implemented into the game, more than anything else E: D does need some randomness its structured rigidity. ;)
I like the idea of hunting down some low energy draw weapons for that power starved Viper or Eagle... :)
 
Have these overcharged, scatter spray, low heat etc. weapon variants been re-introduced with Powerplay, or will they be?
 
For the longest time I had no idea they'd even removed them, I thought people were just having a hard time finding them because they were inherently rare. It took a lot of work creating all those modules and it felt like it had all gone to waste and no one even told me. In any case the new system should be way better and can apply to everything, not just weapons. So you might find a shield generator that generates a much more powerful shield than normal but say isn't as resistant to collisions or something.


Any word on this?
 
Any word on this?

My theory is that the PP weapons are the first ones built with the new procedural system. Since relatively few cmdrs will be using them, it contains the damage when bugs are found. It could just be wishful thinking on my part though, from the outside there's no way to know if the new weapons are hardcoded or parameters passed to a procedural item factory.
 
Considering the Powerplay reward weapons are completely lackluster and most not even as good as the vanilla versions...I hope this procedural (or similar) system is coming much SOONER rather than later. The game is getting stale with the same few weapons to pick from, with most people using almost exactly the same "build" for ships, due in part to the lack of weapon and module variety.
 
Considering the Powerplay reward weapons are completely lackluster and most not even as good as the vanilla versions...I hope this procedural (or similar) system is coming much SOONER rather than later. The game is getting stale with the same few weapons to pick from, with most people using almost exactly the same "build" for ships, due in part to the lack of weapon and module variety.
Agreed. I certainly look forward for visiting several stations, looking for interesting gear.
 
Yes! For the love of the galaxy please can we get this happening! Im so bord of the meager wepons choice, it scared me when I saw the pp weapons as it looked like thats all we are getting or they would not be worth all the effort of pp.

It was such a step backward when the overcharged wepons were taken away and I have been waiting for AGES! For some thing to replace them. Im so sick of beam lazers and cannons!

All I do is boil down how many and what size I can fit on my next ship and mabe a plasma. Then thats it.. im dangerous combat rank and I have killed alot of ships and its become so stale all I do now is mine as its the freshest part of the game for me. And it gives me a new lazer to use and diferent combo of beams and cannons to consider.

Befor when there was variants I spent days some times testing out diferent set ups and looking for new wepon types. Now I spend 10 mins as I know missles and torpedos are irelevant, rails dont have enough punch for the ammo, and neather do frag cannons. Multis are good but im bored of them so I changed to cannons as they are simalar but need more skill and do big burst of damage and sound nice.

please... just please

eddit.. though if this was to happen, it would be more important to know the stats of what your buying a bit better, right now theres a hole lot of guess work involved as all that changes is the arrow is blue or red next to the stat that reads the same, some of mu noob friends have struggled with the confusing stat system.
 
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