Retribution laser analsys

Hello Commander geoffrey.hdt!

Well, with the introduction of the crafting system there will be, um, a number of interesting options for various weapons.

Also missiles are getting a revamp, preventing them from penetrating but allowing them to damage multiple external modules which includes drives, utilities and hardpoints (and we're adding another minor buff to their damage versus shields).

I'm slightly concerned that drives are considered an "external" module. For balance purposes, I feel like critical modules such as drives (which after all, are analogues for individual thrusters scattered all over the ship), should not be as easy to damage as hardpoints or utilities

Good to hear there are interesting options. Interesting enough to make the Cytoscrambler viable??
 
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Would probably only have sense vs those silent running shieldless little guys to heta them up even faster. But the rest, borderline questionable.

I aols wonder if a wing uses them vs capital ships how it would react, would it even start to overheat?

I juts hope your "buff" took boating these weapons into account as well. Not that we end with the next all wepaons just retirbution beams and anything blows up meta no matter how big the shields of it are.
 
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So this is my questions Derath, and perhaps i should start a new thread and not pinch this one, Forgive me OP, but why is it not strong? Why would you pick it above a normal PA? why do you love it?

PS> Perhaps a more knowledgeable Cmdr can point me in a direction of a thread that explains all these PP giveaways...Thank you

Because I think they don't do the damage they should for the energy they use, hull damage is quite random currently and thats what I use them for, however I find them much more enjoyable to use than the regular PA - they have a fast projectile, it fires quickly and it just has a nice punch about it. I just think cannons are better, they fulfill the same role but use next to no energy to fire / use no heat, which means you can use your lasers at the same time.

Still so far coolness factor > effectiveness, i'm still using them (apologies for thread jacking)

The upcoming changes sound pretty nice for weapons, really hope the customization is deep! Would love to make some of these weapons more effective (frags im looking at you, give me that sweet sweet ammo)
 
Does this mean that ECM and point defense systems will work (be useful) in 2.1? Really hoping this is true...
 
Hello Commander geoffrey.hdt!

Well, with the introduction of the crafting system there will be, um, a number of interesting options for various weapons.

Also missiles are getting a revamp, preventing them from penetrating but allowing them to damage multiple external modules which includes drives, utilities and hardpoints (and we're adding another minor buff to their damage versus shields).

What about their base damage or something like that, Missiles are already one of the weakest weapons, we have even though they have the 2nd most limited ammo count, produce crazy amounts of heat and use a huge amount of power, currently the hull damage against hull tanked ships doesn't cut it.
 
Hello Commander geoffrey.hdt!

Well, with the introduction of the crafting system there will be, um, a number of interesting options for various weapons.

Also missiles are getting a revamp, preventing them from penetrating but allowing them to damage multiple external modules which includes drives, utilities and hardpoints (and we're adding another minor buff to their damage versus shields).
i just hope that this includes damage against larger ships, so anything above a sidewinder.
if that "buff" only affects damage against sidewinder size ships...well...better not waste time with that buff and focus on something else instead.
"damage" was never really the issue with missiles, they are fine against those small ships...the issue is, that there is no medium or large version of them (all missiles are small), and that the Point Defense is a too strong "hardcounter"
but damage? a small missile against a small ship is fine, there is no need for a buff there...
 
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Hello Commanders!

2.1 should see the Retributor work correctly: it will dump a useful amount of heat into the target ship, including when striking shields.

Hope this info helps.

*cheers* As a missile user, and recent Retributor buyer this is awesome news! Thanks for the heads up!

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i just hope that this includes damage against larger ships, so anything above a sidewinder.
if that "buff" only affects damage against sidewinder size ships...well...better not waste time with that buff and focus on something else instead.
"damage" was never really the issue with missiles, they are fine against those small ships...the issue is, that there is no medium or large version of them (all missiles are small), and that the Point Defense is a too strong "hardcounter"
but damage? a small missile against a small ship is fine, there is no need for a buff there...


Pack Hounds counter point defense turrets, confusing them to the point that they can't/won't often target the normal seekers. firegroup 1 packhound/3 seekers and watch the pretty explosions and flailing useless point defense fire randomly. ECMs still work though to "delock" the missiles, which tend to either redirect to the ejected ECM or fly off into the black uselessly.
 
Pack Hounds counter point defense turrets, confusing them to the point that they can't/won't often target the normal seekers. firegroup 1 packhound/3 seekers and watch the pretty explosions and flailing useless point defense fire randomly.

Unless the Pack Hounds become available to every player, this isn't a viable counter.
 
Hello Commanders!

2.1 should see the Retributor work correctly: it will dump a useful amount of heat into the target ship, including when striking shields.

Hope this info helps.

When stricking shields? Im going to mess up running traders AND SCB spammers whoop whoop. [big grin]

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Unless the Pack Hounds become available to every player, this isn't a viable counter.

Every player will want to get em I bet. [hehe]
 
Unless the Pack Hounds become available to every player, this isn't a viable counter.

exactly. a powerplay weapon should not be the only way to beat a pointdefense.
seriously, i tried a missile asp, and one single point defense shot down all 4 missiles, i couldnt hit a single time before i ran out of ammo.
pack hound? hits all the time, but as with all the missiles, they wont deal damage against anything above a sidewinder

if the crafting includes bigger missiles (i doubt that), and pack hound missiles...hell yeah
 
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Unless the Pack Hounds become available to every player, this isn't a viable counter.

So, it should be possible to equip a counter to a counter?

AFAIK, that the beauty of having the pack hounds (or would have been if they did good damage, which might now happen). Same, all power specific modules should have strengths and weaknesses as compared to regular weapons.

I think the original idea was that if you have a counter it makes you have to worry less about something being used against you. In return, you have to sacrifice something. You can have 4 shield boosters on an Asp if you want at least one PDT, something has to give.

Perhaps the PDT could be made to be a little less efficient, it does seem to have a 100% success rate. The ECM could be made a bit easier to use as well, the hold and charge idea is a tricky one to deal with. When do you release? Why not just get a PDT which requires no effort?

Anyway, will be nice to see the PDT and possibly the ECM being worth bothering with again.
 
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(Going for pretty much all the PP weapons. Got all the Imperial ones apart from the mining lance to date)
No love for my ol' lady? If you're willing to cook with the Mahon Microwave Laser, don't see why Mining Lances are any worse! Lol.
 
Hello Commander geoffrey.hdt!

Well, with the introduction of the crafting system there will be, um, a number of interesting options for various weapons.

Also missiles are getting a revamp, preventing them from penetrating but allowing them to damage multiple external modules which includes drives, utilities and hardpoints (and we're adding another minor buff to their damage versus shields).

Missiles are already strong enough for ground assault. I'm fine with them not working much against shields so I don't see the need for a buff there. Shouldn't EXPLOSIVE type damage BE a penetrating type of damage (shrapnel)? Module damage (ANY module) should have a good chance of taking direct damage if a missle/torp hits your hull. In fact I'd like to see something like 50% of the damage hit the hull and the remainder be distributed amongst the modules as shrapnel damage (or just just RNG it and pick a module to take the remaining 50% or when targeting a sub-system use that).

What really needs buffed IMO is the ammo capacity. Tripled for HS and Quadrupled for DF and of course Class 3 and 4 sizes. PD and ECM already negate missles effectivley so outlasting these counters (by ammo capacity) is mandatory to make them at all effective. You can bump their damage all you want but if you can't outlast the PD/ECM then what's the point?
 
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