[video=youtube;Txn8UrNZNgY]https://www.youtube.com/watch?v=Txn8UrNZNgY[/video]
so i just found that....is this the flak cannons working as expected????
so i just found that....is this the flak cannons working as expected????
so i just found that....is this the flak cannons working as expected????
That cutter...I'm sorry but there's so many things being done wrong there...just boost away, or even use boost at all! Use yaw to help turn on your target faster! Make use of FA-off here and there! Set up your power priorities! Get out of dodge if you can't take the heat! Don't rely on too many turrets!
I glanced back and forth through the video, I swear all I can see was this Cutter pulling back on the stick and nothing else the entire fight...like...what....
I will say I think that's pretty dang wonky that flechette launchers can target modules through shields like that. AFAIK the Phasing effect on lasers and PAs can't do that, right? So why was that reasoning reversed for these weapons?
That cutter...I'm sorry but there's so many things being done wrong there...just boost away, or even use boost at all! Use yaw to help turn on your target faster! Make use of FA-off here and there! Set up your power priorities! Get out of dodge if you can't take the heat! Don't rely on too many turrets!
I glanced back and forth through the video, I swear all I can see was this Cutter pulling back on the stick and nothing else the entire fight...like...what....
I will say I think that's pretty dang wonky that flechette launchers can target modules through shields like that. AFAIK the Phasing effect on lasers and PAs can't do that, right? So why was that reasoning reversed for these weapons?
The flechette's projectiles are are easily destroyed by point defence and are really only effective against larger ships due to their 550m\s speed.
They're a counter to shield tanks like reverberating torpedoes, but they go about it differently. I'm not entirely sure but according to some CMDRs a MRP or two can soak up most of their damage.
We don't *need* gimmicky silly counters to heavy shielding (like reverberating cascade), what we need is a balance pass to once-and-for-all give a formulaic approach for weapon & equipment design and get rid of lousy hitpoint-stacking overinflation.
Flechette launchers are a manual control weapon and if you detonate them too soon they can do damage to the firing ship too. Not sure I agree with the perception that it is hard to hit anything bigger than a Clipper - I would say it is a knack to hit anything with them but the larger they are the easier it is (Point defence not withstanding)No, this is Flechette launchers working as expected.
Amd its not really that bad, point defense makes them near useless. And its harder to hit anything bigger than a Clipper.
What we need is to let problems fester for a long time, then come in, overcorrect and make things better in some ways and worse in other, new ways, and I'm pretty sure Frontier is with me on this.
What we need is to let problems fester for a long time, then come in, overcorrect and make things better in some ways and worse in other, new ways, and I'm pretty sure Frontier is with me on this.
I will say I think that's pretty dang wonky that flechette launchers can target modules through shields like that. AFAIK the Phasing effect on lasers and PAs can't do that, right? So why was that reasoning reversed for these weapons?
Flechettes are utterly underpowered with only 73 shots and a 550 m/s fixed shot speed. It's only effective against ships with zero MRPs and thick shields.
Having said that, IMO it needs a buff in said values to make it viable. Been using a dropship with 4 flechettes and I could destroy a Chieftain's drives or weapons just before I ran oit of ammo with FOUR flechettes.
Actually all tech broker modules need an ammo buff.
But no, flechettes haven't been nerfed and I couldn't think of a reason why they should be.
Totally different reasoning for a different niche of weapon. Phasing is specifically intended to attack hull only and cannot even damage any modules other than the canopy (with the absolute/phasing damage portion). Phasing also bypasses resistances has no damage falloff and is available on hitscan weapons.
Flechette launchers are specifically intended to attack modules through shields and this is what they do. They have a 100% beach chance and the majority of their damage is breach damage. They also have a large area of effect.
The projectile velocity is atrocious and doesn't increase with the velocity of the firing ship; the ammo count is low; and the damage is rather pathetic. They are also munitions that will be targeted and destroyed by PDTs (and ECM or screening shell).
They are useful against very slow targets, or pilots that don't know what they doing, who also haven't made any effort to protect their modules from kinetic damage.
Had that cutter sacrificed one shield booster, 2ly of jump range, and 16 tons of cargo and/or had a fighter, or moved a bit more effectively, very little would have happened from two flechette launchers. You don't need a full combat loadout to protect against them (and a pure combat vessel can virtually ignore five of them).
The ability to bypass shield just smells like gimmick to me, so that's where my initial reaction is coming from.
if it's mostly a situation where you win depending on whether or not someone took MRPs (rock) to beat flechettes (scissors), then I'm not so sure I'm fine with that.
Shields are effectively an auto-regenerating secondary layer of armor and do have damage resistance properties where damage to that layer is concerned.it's not damage resistance
Shields are effectively an auto-regenerating secondary layer of armor and do have damage resistance properties where damage to that layer is concerned.
They are far from a gimmick and are a staple element of most space sci-fi games. The same can be said of shield bypassing tech to at least some degree.
In a PvE context, damage resistance (both shields and hull) is perhaps one of the meccas of combat-prepared builds (more about survival than winning) that most would probably consider fun. Similarly, shield penetrating (counter-shields) and absolute damage (counter-resistance) weapons are also desirable (more about winning than survival).
In a PvP context, damage resistance (regardless of type) is perhaps one of the crutches of builds that most would probably hate to go up against. Shield Penetrating and Absolute Damage weapons can counter these to at least some degree but normally their effectiveness is deliberately limited to avoid glass-cannon syndrome. Some may like the glass cannon principles (essentially the same as frag-fest principles) but not everyone does - especially when they are on the receiving end.