So it's a multi-cannon that does more damage than a normal multi-cannon and is limited to class 1 fixed. You're kidding me right?
What are you enforcing with this weapon; your ineptitude at loadout decisions?
I thought the idea with this was it was a cannon that did more damage similar to the damage a plasma cannon does but with the power usage of a normal cannon (along with slower refire rate like plasma). And as a normal cannon, it would be available in all class ranges.
This multi-cannon is garbage. If FD had issues with balancing a multi-cannon in the higher classes due to damage and such, what in the simulated galaxy would make them choose that weapon to augment for power play?
and while i'm ranting. When are projectile weapon damage going to go up as distance increases similar to how energy weapon damage goes down with distance? Cannon/plasma/rail fire increases in kinetic energy the more distance to target. If we're going to simulate energy weapon fall-off, we should do the same for projectile pick-up. Instead it seems FD treats decreased damage due to distance the same regardless of weapon. Not asking for 100% accurate kinematics, but it would be trivial to inverse energy weapon's dropoff for projectile weapons.
What are you enforcing with this weapon; your ineptitude at loadout decisions?
I thought the idea with this was it was a cannon that did more damage similar to the damage a plasma cannon does but with the power usage of a normal cannon (along with slower refire rate like plasma). And as a normal cannon, it would be available in all class ranges.
This multi-cannon is garbage. If FD had issues with balancing a multi-cannon in the higher classes due to damage and such, what in the simulated galaxy would make them choose that weapon to augment for power play?
and while i'm ranting. When are projectile weapon damage going to go up as distance increases similar to how energy weapon damage goes down with distance? Cannon/plasma/rail fire increases in kinetic energy the more distance to target. If we're going to simulate energy weapon fall-off, we should do the same for projectile pick-up. Instead it seems FD treats decreased damage due to distance the same regardless of weapon. Not asking for 100% accurate kinematics, but it would be trivial to inverse energy weapon's dropoff for projectile weapons.
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