Universal laser weapons, class 4, military laser

Hi!

I would like to make proposals for consideration in weapons for ships. Now I'm flying to the Federal Corvette. The first thing that creates inconvenience, this is the battles with the Targoids. Fit weapons to battle with them, for example 4 shard cannon, there are no powerful slots for conventional ships. This creates a difficulty, since you have to change fit, the system can be without bases. As a solution, this is the creation of a universal non-mechanical weapon, for example Guardin Beam Laser, which will cause equal damage to all or even more. Available this weapon can be made from a certain rank.

The second option is to make it possible to store more weapons on the ship and, if necessary, install the required one without flying to the base.

Also in the case of the battle on a big ships with the Targoids, there is a shortage of 4th class guns and it would be nice to have shields of the rack to the Targoids.

When I was playing the first version of Elite, was a military laser, is it planned to return it ?
 
Suggestion in the following, Thargoid used energetic weapons, like as the Guardian in the past. Why not to create against them also the energy weapon Guardian?

It would be ideal if it were a class A :)
 
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*sigh*

You want a magical gun that works on everything, making anything else obsolete. And for some reason, you can't even spell "Guardian" or "Thargoid" correctly, even with the option of copy-pasting it from elsewhere.

So... no. Bad idea.
 
Hi!

I apologize for mistakes in the names, but it's about the balance of power. For example, in the battle zone, on the ship Federal Corvette battles can be a long time, in the case of Thargoid in solo mode, it will be hard for one to cope.

Also there was talk not to have super weapons, but at least to have the ability to change the arsenal without flying to the station.
 
A lot of people complain about "power creep" in the game in terms of weapons. I for one do not see where the power creep is, because you have:

- Standard weapons
- Engineered standard weapons with a hard cap at Grade 5
Neither of which work on Thargoids.

Then:
- AX weapons that can't be engineered and are only effective on Thargoids.
- Guardian weapons that can't be engineered and are only effective on Thargoids.

And in terms of modules I'll agree there's plenty of creep there. But the Guardian modules only represent a lighter alternative to Engineering anyway, not being any better than Engineered standard modules.

This idea in the OP however, represents the very definition of power creep - the addition of a weapon more powerful than what we have currently that is effective against everything.

Plus advocating putting it behind a rank grind....

No, thank you.

Although I agree class 4 anti Thargoid weapons are needed.
 
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Ok, is it possible, for example, to make a warehouse on the ship, where you can store weapons, so that it could be changed on the ship without flying to the station?
For example in the cargo place?
This will not change powerplay, just be comfortable?
 
Ok, is it possible, for example, to make a warehouse on the ship, where you can store weapons, so that it could be changed on the ship without flying to the station?
For example in the cargo place?
This will not change powerplay, just be comfortable?

Highly unlikely. Changing a ship's configuration requires a place to dock with the Outfitting option. Allowing someone to change a ship's configuration on the fly without ever docking raises more issues than it solves.
 
Highly unlikely. Changing a ship's configuration requires a place to dock with the Outfitting option. Allowing someone to change a ship's configuration on the fly without ever docking raises more issues than it solves.

Exactly. OP may think he could have two loadouts on one ship - one for human encounters and one for Thargoid encounters and ne'er the twain shall meet. But I can guarantee that min/maxers and PvPers will use the secondary loadout option for a greater advantage in human-encounter battles, be that PvE or PvP. Hell, I would probably use a second loadout that I can change on the fly to equip a bunch of feedback cascade weapons, super penetrators and PAs just in case I come across another CMDR who decides to pick a fight. In an instant, gone away would be my PvE loadout, and out comes a meta PvP loadout instead.

Would be like having separate fire groups, but for your entire ship. That'll cause a whole host of problems.

AND there's the power-creep again. I think we're better off with everyone having to swap loadouts at a starport, no matter how inconvenient it is to fight Thargoids like that...
 
A lot of people complain about "power creep" in the game in terms of weapons. I for one do not see where the power creep is, because you have:

- Standard weapons
- Engineered standard weapons with a hard cap at Grade 5
Neither of which work on Thargoids.

Then:
- AX weapons that can't be engineered and are only effective on Thargoids.
- Guardian weapons that can't be engineered and are only effective on Thargoids.

And in terms of modules I'll agree there's plenty of creep there. But the Guardian modules only represent a lighter alternative to Engineering anyway, not being any better than Engineered standard modules.

This idea in the OP however, represents the very definition of power creep - the addition of a weapon more powerful than what we have currently that is effective against everything.

Plus advocating putting it behind a rank grind....

No, thank you.

Although I agree class 4 anti Thargoid weapons are needed.

Guardian weapons are supposed to be effective against anything. They're just REALLY annoying to synthesize ammo for. Plus their downsides cannot be minimized via engineering.

If the laser option is effective only against Thargoids consider?

And yeah, people want larger AX weapons already. FD don't seem to WANT to make larger Guardian and AX weapons, though.

But at least you've moved up from wanting overpowered weapons to re-requesting something along with a bunch of other people?
 
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