This was brought up in another thread, but I thought it deserved its own topic.
1. The AX damage type makes very little sense. Thargoids are nearly completely immune to human damage types. This includes firing large kinetic projectiles at them. However, they freely take damage when ships ram into them - which are basically just bigger projectiles. This makes no sense.
2. Having BOTH hardness AND AX damage make very little sense. If Thargoids are already immune to everything but AX damage, why not just set their damage exactly where you want it, and increase the thargoid HP directly, rather than going through the unnecessary step of using Hardness? A Hydra, for example, could have zero hardness and 5333 HP, and it would behave identical in respect to Gauss. With Hardness removed, you could just reduce the AX damage component of other weapons according to their relative AP before the change, and again, achieve exactly the same results.
But Hardness is a game-wide mechanic, so removing it wouldn't be a good idea. No, the obvious solution is to remove the AX damage type. It would actually be super simple. This is how you would do it.
Step 1: Remove AX damage. All AX weapons now do JUST their human damage component.
Step 2: Increase Thargoid Armor Hardness by a factor of 10. Cyclopses now have 1000 Hardness. Hydras now have 2300 Hardness.
Step 3: Increase AX weapon Hardness by a factor of 10. Gauss now has 1400 Armor Piercing. At first this might seem overpowered, until you realize that Gauss already had AP well in excess of any human Hardness in the game, so this change actually makes no difference. (The only thing that might need adjustment is Advanced weaponry, possibly requiring a slight reduction in damage to account for the increase in Armor Piercing. They might have their AP increased by 12.5x, for example, and their damage slightly reduced by 20%.)
What is the result? Well, AX weapons will perform exactly the same. They do the same exact damage as before to Thargoids, and the same damage to human ships.
However, human weapons will now do a slight amount of damage to Thargoids, feeling more realistic, but ultimately making little difference in terms of practical combat. An Overcharged Huge Multicannon, for example, will do 3.2 DPS to a Cyclops, or approximately 1/5th as much as a Gauss Cannon. They will also be extremely inefficient, making them a poor choice in AX combat. However, they will feel more realistic, doing a small amount of damage rather than none at all.
The unnecessary AX damage type will have been removed.
1. The AX damage type makes very little sense. Thargoids are nearly completely immune to human damage types. This includes firing large kinetic projectiles at them. However, they freely take damage when ships ram into them - which are basically just bigger projectiles. This makes no sense.
2. Having BOTH hardness AND AX damage make very little sense. If Thargoids are already immune to everything but AX damage, why not just set their damage exactly where you want it, and increase the thargoid HP directly, rather than going through the unnecessary step of using Hardness? A Hydra, for example, could have zero hardness and 5333 HP, and it would behave identical in respect to Gauss. With Hardness removed, you could just reduce the AX damage component of other weapons according to their relative AP before the change, and again, achieve exactly the same results.
But Hardness is a game-wide mechanic, so removing it wouldn't be a good idea. No, the obvious solution is to remove the AX damage type. It would actually be super simple. This is how you would do it.
Step 1: Remove AX damage. All AX weapons now do JUST their human damage component.
Step 2: Increase Thargoid Armor Hardness by a factor of 10. Cyclopses now have 1000 Hardness. Hydras now have 2300 Hardness.
Step 3: Increase AX weapon Hardness by a factor of 10. Gauss now has 1400 Armor Piercing. At first this might seem overpowered, until you realize that Gauss already had AP well in excess of any human Hardness in the game, so this change actually makes no difference. (The only thing that might need adjustment is Advanced weaponry, possibly requiring a slight reduction in damage to account for the increase in Armor Piercing. They might have their AP increased by 12.5x, for example, and their damage slightly reduced by 20%.)
What is the result? Well, AX weapons will perform exactly the same. They do the same exact damage as before to Thargoids, and the same damage to human ships.
However, human weapons will now do a slight amount of damage to Thargoids, feeling more realistic, but ultimately making little difference in terms of practical combat. An Overcharged Huge Multicannon, for example, will do 3.2 DPS to a Cyclops, or approximately 1/5th as much as a Gauss Cannon. They will also be extremely inefficient, making them a poor choice in AX combat. However, they will feel more realistic, doing a small amount of damage rather than none at all.
The unnecessary AX damage type will have been removed.