Short on power/New Weapons Incoming?

I was looking through on E:D shipyard, and noticed that some ships, mostly combat oriented ones, are unable to power certain kinds of fits. :( To test this, fill each weapon hard point with a beam laser, all class A internals, and the biggest shield generator that will fit on the ship. No utility slot items. Seven ships fail to have enough power. They are the Eagle, Viper, Vulture, Fer-de-Lance, Type 6, Type 7, and Hauler. I looked at the way they were set up, and came to the conclusion that they would function with one slot higher of power plant and power coupling. A less good idea would be to increase the 'capacity' for each type of module by about 20%. The furthest away is the Eagle, needing 110% of power to run the setup. A two missile rack, one multi-cannon fit won't work because of power.

The Fer-de-Lance is actually capable of carrying it's fit under current circumstances. However, in the availability of class 4 (huge) beam lasers, it would fail to power the fit just like the rest of these. I have seen no word, and wonder if there has been any, for all of the weapons to get class 4 variants. Maybe by the time it exists, I will be able to equip an Anaconda with a Huge Gimballed Multi-Cannon. :)
 
I believe the weapons that take the most power also deal the most damage. As a developer, you would obviously make the player decide what weapons to fit rather than fitting all the top weapons in the game on one ship. Loadouts would become cookie cutter if you could mount all beams in every weapon slot on every ship. Instead, one beam and a few much less damaging weapons or a lot of slightly less damaging weapons and no beams or somewhere in between.

Each player would then fit weapons that suited their style of play, experimenting with what gives them the best advantage rather than a cookie cutter loadout that gives good DPS according to the specs, but they can't get results with because of their piloting skills. That is what usually produces the whiners who have the best ship with the best loadout and scream for nerfs of other ships because they keep getting killed by them.

I tried several different configurations in my Cobra before I found one that suited me best. Plus is also has the benefit of being a lot lighter on the power requirements, leaving me a bit to spare.
 
I only fly with FA on. So that's one thing. The other is that you are right. They want you to make choices. I will double check, but I don't think the Eagle can even do gimballed (my aim is bad) pulse lasers or multi-cannons, which are indeed considerably less alpha damage than beams. For instance, this fit: http://www.edshipyard.com/#/L=50L,5QG5QG5QG,313I4s4s1k3I3I3c,7Pc03w4wE It's not exactly game breaking. As I also brought up, there is a different topic of there not being huge or large variants of certain weapons.
 
Kinetic and self propelled weapons consume to much energy, laser weapons are fine.

For instance a GAU 8 consumes 0.104 mw, while the C1 muilti cannons consume .280 mw, the GAU 12 consumes 0.011 MW, pulse Lasers Cw use 0.390 mw. I will leave you to decide from this.

In all Sci-Fi games, Projectile weapons use much less energy than directed energy weapons. In many said games a "Multi-Cannon" type weapon could fire even when shot off the ship while "laser" type weapons had to be connected to the ship. The main difference is that the projectile weapon run on ammo, in the long run the lasers would be superior because you can fight longer while the projectile weapons were better suited for quick skirmishes.
This made fittings for each specific purpose different. ED does not make such a difference making load-outs much the same and boring.

It is not that the ships are short on power, it is that the weapons use to much power.
 
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