PLZ unerf Weapons!!

All in All i love this game and the amount of things i can do and achieve in it especially being able to turn the tide of the most influential group in a system even if it does take an astronomical amount of grinding(nonetheless) but after watching quite a few youtubers playing Elite all i see and hear about is beams and multicannons being the only viable loadout to use based on cost and relative tracking and weapon damage as well as the cost of munitions and not just the initial investment involved in purchasing different loadouts. Now i know this has probably been said before a thousand times and is more than likely in the works at this moment but i would just like to put my 2 cents in as a fan of this game and would love to see it be the best it can be. That being said i run a viper with E1 beams and D2 Cannons just out of sheer stubborness not to fall into the vanilla void of the multicannon beam laser ocean out there, and i am currently working my way up to railguns to further distinguish myself from the horde, but at the moment with the weapons layout being the way it is and muntions being so expensive it just doesnt seem in the cards at the moment...so if anyone in the development team see's this i hope you guys are doing something to re-balance this problem thank you for listening
 
First off, "balance" does not mean all guns will be viable in every situation. Different "pilot roles," such as pirate, bounty hunter, and mercenary, call for different weapons. In addition, every circumstance has different requirements.

Whoever told you that there is only one viable load-out lied. I have been highly effective with all manner of load-outs, from four different pulse-lasers to a mix of rail guns and missiles, to a single beam laser complemented by two cannons on an eagle. Equip whatever makes you happy and seems appropriate for your playstyle and mission.

The vast differences between the different weapons and their purposes is one of the best things about ED, and if anything they should further specialize, not make each one a copy of the other with slightly differing stats, even if that would "balance" it slightly.
 
I agree with Valo. So I've been told, thermal weapons kill shields quicker while the kinetic is better against hull. Cannons are specifically good against internal components, supposedly. So I guess target the thrusters and hit from behind.

If there is one change I'd like to see, it would be bigger gaps between damage of Fixed to Gimballed to Turrets. I donno, I feel there's not enough encouragement to use fixed weapons, but it might just be me.
 
Agree and dissagree.
Some weapons are balanced around some playstile (im flying with gimbals burst lasers and dumbfire rockets, and feel great with this setup).
But some weapons need to be balanced, becouse they are not used by players at all, and some becouse they are used by 50%+ players also.
Developers should check what weapons are never used by players and tune it up, and vice versa.
 
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There are some weapons that need improving, but I think it's wrong to say that only certain weapons are used. It depends a lot on what you're doing: bounty farming in a RES/nav beacon requires a different load out to Anaconda hutning, requries a different loadout to pirating, requries a different loadout to Combat zones. You get the picture.

Beams, for example, are a poor choice if the target is in front of you and will remain in front of you and you have to do quite a lot of damage. They have very strong ability to do burst damage, so are good in a close-up dogfight, but if you're having to use 4 pips in engines to chase somebody down, a large number of beams isn't going to give you a very good sustained DPS relative to, say, pulse lasers.
 
A pirate does not murder unless totally necessary. Weapons of massive destruction are avoided given it will cost a lot of cannisters.

A bounty hunter on the other hand needs max firepower.

So not all guns setups will fit all roles.

I rather bust a cargo hatch open with a good shot of cannon than risking breaching the hull with streaks of multicannon.


If anything needs balance to "force" more variety is ALL power consumptions as one can fit max protection and max damage and max combat modules in one ship with no significant power shifting. And this is where the unbalance resides. Mass and energy consumption are...meh.
 
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