(part rant) Weapons in Elite Dangerous as a whole confuse me

I am a bit of a gun nut. I also like to discuss weapons in space as it is an interesting topic in my opinion. The weapons in Elite Dangerous are OK when it comes to damage but subpar when it comes to everything else.

This is somewhat long

LASERS. Pulse, Burst, and Beam.
As a directed energy weapon their price tag is in my opinion pretty low.
Their damage and power draw are OK for pulse lasers but burst and beam, their power draw per damage is high in my opinion.

Multi-cannons. Done horribly wrong in my opinion.
Power draw is insane. The lowest energy consuming one eats .280 MW, that is 376 horsepower. You do not need 376 horses to spin a motor, 50 horses (0.0373 MW) for a fixed multi-cannon would be pushing it.
Price tag is abysmal. Expanding gas propelled weapons are among the oldest weapons in existence. There should be no need for such a high price tag as one can literally make a gun with the right tools, raw materials, and know how.
Look VS performance. Multi-cannons are Gatling style weapons with the rate of fire of an autocannon. A gatling style weapon has a rate of fire between 6-18 rounds per second per barrel. The Type 2 multicannons in Elite Dangerous, using this math, should have a rate of fire between 36 and 108 rounds per second (2160 to 6480 rounds per minute). They even sound like an autocannon.
If the weapon uses Caseless ammo (and it looks like it does) then my argument is even more stressed. Caseless ammunition has two advantages over cased ammunition, ammo capacity and fire rate. Ammo capacity is general as caseless ammo negates the case which can be, on average 2/3 the weight of the ammo itself. Rate of fire is also general because caseless ammo does not need to extract the spent case, this can result in a higher rate of fire.

For sound, this is link is 75 rounds per second.
https://www.youtube.com/watch?v=mPdNMrDeeVo Naval Phalanx CWIS, 4,500 rounds/minute (75 rounds/second), it uses a M61 Vulcan Autocannon.

Now if the weapon used some sort of plasma apperatous to accelorate the projectile then I could comprehend the need for such a high cost and energy requirement. Then I would ask why make such a simple weapon so complicated.

Now for cooling, Yes I am bashing multi-cannons very hard. In atmosphere Gatling style weapons are used for numerous reasons, the main reason is surprisingly simple, cooling. As the barrels spin the air flow helps cool the barrels and prevents the high rate of fire from eroding the barrel. In space cooling is an issue as there is no convent medium for cooling, IE air. A single barrel cannon would allow for a much simplified cooling method (there are many interesting single barrel cannons in use, revolver autocannons for one).

My gripes with all expanding gas propelled weapons are the same across the board, price tag and power draw.

Railguns. The railguns in Elite dangerous are not railguns in the truest sense. If I was to hazard a guess I would call them a "Ferromagnetic fluid accelerator" weapon.
I spent some time getting an understanding of M.A.P. weapons (my little abbreviation for Magnetically Accelerated Projectile Weapons. Gauss guns and Railguns)
I won't go into detail defining the difference between rail and Gauss guns as it will take up 2 paragraphs.

Look wise the railguns use a three prong free floating accelerator. A railgun operates similar to a homopolar motor, the magnetic field of a railgun pushes the rails apart as the projectile accelerates down the barrel. If the weapon was in fact a railgun then the free floating three prongs would literally push themselves apart. Performance wise, the "railguns" have no magazine and little damage (for the implied caliber). Gameplay wise it is to balance the power of the weapon but in my opinion it is misleading as the name Railgun looks like it was used to sell a weapon that does not live up to its implied expectations.

I will give an example of energy and caliber. The projectile diameter and density, and class velocity shall remain constant.

15mm = 820 grains (53.14 grams)
Expanding Gas propelled: 3280 Feet per second (1 kilometer/second) = 19,585 ft-lbs (26,553.7 joules) kinetic energy
Gauss Gun: 5906 feet second (1.8 kilometer/second) = 63,499 ft-lbs (49,486 joules) kinetic energy
Rail Gun: 8202 feet second (2.5 kilometer/second) = 122,467 (166,043 joules) kinetic energy

20mm = 1944 grains (125.96 grams)
Expanding Gas propelled: 3280 Feet per second (1 kilometer/second) = 46,431 ft-lbs (62,952 joules) kinetic energy
Gauss Gun: 5906 feet second (1.8 kilometer/second) = 150,539 ft-lbs (204,103 joules) kinetic energy
Rail Gun: 8202 feet second (2.5 kilometer/second) = 290,337 ft-lbs (393,644 joules) kinetic energy

25mm = 3797 grains (246.04 grams)
Expanding Gas propelled: 3280 Feet per second (1 kilometer/second) = 90,689 ft-lbs (122,958 joules) kinetic energy
Gauss Gun: 5906 feet second (1.8 kilometer/second) = 294,031 ft-lbs (398,653 joules) kinetic energy
Rail Gun: 8202 feet second (2.5 kilometer/second) = 567,083 ft-lbs (768,861 joules) kinetic energy

30mm = 6562 grains (425.21grams)
Expanding Gas propelled: 3280 Feet per second (1 kilometer/second) = 156,729 ft-lbs (212,496 joules) kinetic energy
Gauss Gun: 5906 feet second (1.8 kilometer/second) = 508,148 ft-lbs (688,956 joules) kinetic energy
Rail Gun: 8202 feet second (2.5 kilometer/second) = 980,037 ft-lbs (1,328,752 joules) kinetic energy

What does this mean, it means that expanding gas propelled weapons and M.A.P. weapons of different caliber are comparable in terms of potential energy on target. This does not take into account that all things similar, M.A.P. weapons would offer higher penetration on target. In addition the main advantage of M.A.P. weapons is simple. An expanding gas propelled weapon has twice or more its volume taken up with gunpowder, a M.A.P. weapon only has a sabot or at a minimum the projectile itself. Weight wise you can cram... maybe 50% more ammo, Volume wise it is theoretically possible to cram in twice and/or more of the ammunition (my rule of thumb is 3x). Then comes a safety concern as there is no gunpowder to ignite AND cost concern as your only paying for a slug or slug and Sabot.

If you are wondering, why M.A.P. weapons would penetrate deeper, the answer is simple, energy transfer. From a physics standpoint a high speed projectile has less time to transfer energy to a target, therefore with less overall energy transfer, the penetration on target would be more pronounced... unless the projectile shatters/fragments (a likely event) then each fragment would increase the damage on target and offer less individual penetration.

Side note Newton's third law (look it up if you don't know what it is) would dictate that if a railgun or Gauss gun of significant caliber/weight and going at a significant velocity (and not braced properly), the weapon could potentially rip itself free of its housing.


I know that there are balance issues to deal with, but for me the weapons of Elite dangerous are ...distracting and immersion breaking, especially at the garage.
I am from America and I consider myself to be weird.
 
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That warms the cockles of my heart...and I didn't even know I had cockles there!

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And the reason for the rant is?

TLDR; his immersion is being broken by the lack of realism related to the weaponry on our ships.
 
Wow, someone who really knows his guns! I'm an Australian and in general we're not so gun nutty! I guess that's why I have to take what you say at face value and accept it. To be honest, I think you will always end up disappointed by whatever FD do here as I suspect they aren't gun nuts to your level either. This doesn't mean you are wrong and I certainly found your pist interesting, I just don't think that level of detail will get implemented in many games, fo balance reasons and just because that amount of effort is possibly better spent elsewhere.

Thanks for your post nonetheless!
 
So it's a problem that our imaginary guns, on our imaginary spaceships, don't fit into the real world? Got it.

No different than those that have issues with the flight model, the background sim, or the modeling of the galaxy itself. It is a game, but people play for different reasons and like to offer suggestions on how things could be better.

For instance, following his logic, our weapon energy cost is to high...he made that quite clear. It might make no difference, or it could get FD to look at his numbers and adjust theirs down...might allow a different load out...an extra utility item or extra doo dad.

That what many people use the forums for.
 
I agree with your general argument that weapons need a little overhaul in the game as there is not really great reasons to use most of the weapons.
 
*snippity snap*

I salute your passion and sympathise with your need for more accurate and realistic weaponery implementation, but then let's go all the way down the road: what do you have to say about the ships themselves, the frame shift drives, the stations? If we were to make the weapons in ED that realistic, we could as well be flying Souyouz and Space shuttles and stick to Earth orbit. Wouldn't be much fun, I'd say.
 
To be fair, this thread would be informative and useful and a good discussion if OP was allowed to format his post correctly.
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Not being able to write paragraphs is the bane of this forum's existence.
 
I actually really love it when somebody with a bit of knowledge AND passion for something makes posts like these on the forums.

While I cannot see Frontier ever really caring for super-realistic weapons, up to and including cost of production, I DO agree that the weapons don't feel anywhere near satisfying enough. They feel a bit tinny and toy-like at times.

Would give anything for each one of my Autocannons to go off like this, especially if when actually gimbaled/turreted I could get some sweet sounds of it rotating too;

https://www.youtube.com/watch?v=9Sp0tEE8OPY


Also yes, I appreciate the irony of overlooking the realism of no sound in space for the realism of better-sounding weaponry, but the game already lets me here sound in space so that's established as okay to ignore :D :p
 
Also yes, I appreciate the irony of overlooking the realism of no sound in space for the realism of better-sounding weaponry, but the game already lets me here sound in space so that's established as okay to ignore :D :p

There is no sound in space in ED. Some sound is in the atmosphere of your ship and the noises it produces. The rest of what you hear is the Situational Awareness System that makes you a better pilot by using your hearing as a form of input (;
 
No different than those that have issues with the flight model, the background sim, or the modeling of the galaxy itself. It is a game, but people play for different reasons and like to offer suggestions on how things could be better.

The flight model is what I had to get over going into the game. You just have to adapt, otherwise inconsistencies intentionally introduced into the game for the sake of gameplay will bother you forever.
 
I could go into argument on sound in space but I won't for the most part.

There is some sound in space, sound made by contact, and synthesized sound to assist the pilot. With sound made by contact you will hear hits on your hull and maybe rounds fired from your guns and that is it... weapon wise. The sounds of your engines roaring, the sound of the energy flowing, basically the sound of your ship operating is present.

I actually really love it when somebody with a bit of knowledge AND passion for something makes posts like these on the forums.

While I cannot see Frontier ever really caring for super-realistic weapons, up to and including cost of production, I DO agree that the weapons don't feel anywhere near satisfying enough. They feel a bit tinny and toy-like at times.

Would give anything for each one of my Autocannons to go off like this, especially if when actually gimbaled/turreted I could get some sweet sounds of it rotating too;

https://www.youtube.com/watch?v=9Sp0tEE8OPY


Also yes, I appreciate the irony of overlooking the realism of no sound in space for the realism of better-sounding weaponry, but the game already lets me here sound in space so that's established as okay to ignore :D :p

Looking at that video and ED's weapons I will say this... ED's weapons look archaic in comparison.
 
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I actually really love it when somebody with a bit of knowledge AND passion for something makes posts like these on the forums.

While I cannot see Frontier ever really caring for super-realistic weapons, up to and including cost of production, I DO agree that the weapons don't feel anywhere near satisfying enough. They feel a bit tinny and toy-like at times.

Would give anything for each one of my Autocannons to go off like this, especially if when actually gimbaled/turreted I could get some sweet sounds of it rotating too;

https://www.youtube.com/watch?v=9Sp0tEE8OPY


Also yes, I appreciate the irony of overlooking the realism of no sound in space for the realism of better-sounding weaponry, but the game already lets me here sound in space so that's established as okay to ignore :D :p

+1 I agree that the sounds of stuff popping off needs to be improved i.e. less pew pew and more HOOAH!
 
AH, this reminds me of rebuilding old firearms and reloading (and minting) new shells back home when I was a kid.
So much fun learning all about mass/force/velocity/impact and all that.
Now that I live in a country where guns are illegal..... I have to say that I really wish my virtual ones (ie.. in this game) were more up to snuff.
SO, good job OP for pointing out the many flaws in this games' ordinance... and to hoping the devs implement some fixes. (multicannon especially.... that power draw to damage is insanely off).
 
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