The sad state of projectile weapons and missiles and why they can't compete with energy weapons.

I think projectile weapons are in a got spot currently. I think they've got about the right amount if ammo, at a decent price and that they're generally speaking superior to energy counterparts. In short, I think the beta balancing that took place worked.

I agree that the weapons themselves are decently priced to buy and in terms of damage are well balanced to the energy weapons, I also agree that magazine size is good and balanced. What isn't balanced is that you have to dock at a station every 5-15 minutes if you plan on using projectiles or missiles.
 
.....have guys coming in with a ship, drop ammunition on the field for your wingman to scoop, a mechanic I believe would add a lot of fun to conflict zones. Logistics for the win. It puts players in a situation where they can be the hero the wing needs in order to keep fighting......

Brilliant! I really like this! You could also pick up ammo containers from destroyed ships!....
 
I agree that the weapons themselves are decently priced to buy and in terms of damage are well balanced to the energy weapons, I also agree that magazine size is good and balanced. What isn't balanced is that you have to dock at a station every 5-15 minutes if you plan on using projectiles or missiles.

I love missiles. Use them right and they aren't really expensive at all. Don't forget time = money.
I think they're decent the way they are. The thing a lot of you are missing, IMO, is that you're only approaching combat from the sustained battle perspective of bounty hunting or conflict zone. Everyone is finding the same loadouts optimal because they're essentially doing the same mission. However, if you're setting up for an assassination mission, or if you're a trader who wants to hit once or twice as hard as possible and run away, you choose weapons with more punch and less endurance. Maybe a pirate wants a balance between the two with endurance for typical action but a Big Gun available in case he pulls something unexpectedly scrappy from supercruise.
 
Ammo looting/scooping from destroyed wrecks would solve the problem, aswell as random ammo canisters in USS. Seems it would be better to make it more combat centric than simply make all large ships never run out of ammo. As for balance, it seems as simple as allowing ammo canisters to only be loadable on a dedicated rack.

And then I feel there's the same problem with heatsink, which are just as much of a throwaway equipment right now, and quickly end up being dead weight. And same applies to oxygen reserve, as it makes no sense your own life support system can't refill it, and that you have to dock at a station to refill it.

In fact, there's an overall problem with long term usage of anything but lasers. It kinda kills the purpose of using them in the first place unless you regularily dock at a station.
 
I decided to try out type 2 cannons that cost about 330k each in lieu of my type 2 multicannons that cost 56k or so apiece. I thought... "Oh, they cost so much more! Perhaps I'll be surprised and they'll be considerably better..."

Nope. Not even close. The type 2 cannons were horrible. They hit nicely when they did hit... but they...

a. Their projectile is sooo slow making any distance beyond close useless
b. Their refire rate is awful! (the specs say they should fire twice a second... in practice... they fire once every two or three seconds)

I think (b) illustrates greatly why they are broken. They say one thing when you buy them yet do the completely opposite when you deploy them. They are bugged and there is no way a 330k weapon should be vastly inferior to a sister type 2 that costs only 56k.

Thus, I only take multicannons and lasers in my viper. There's no point in doing otherwise--though I haven't tried railguns; I imagine they'd be better against 'condas so they are next on my list to try.

And don't get me started on how awful flak/fragment cannons are...
 
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