weapon ranges info

I have been looking for effect range for weapons . Will there be any weapon effective range (probably other stuff too) info added to the outfitting interface? Seems like we need more data here :)
 
The outfitting page doesnt even tell you the basics such as damage per shot, efficiency, heat etc, everything is just 3/4 'blocks'

For the range, generally all projectiles do the same damage at all ranges if they hit, only energy weapons fade off over distance. For the most part, at 500m you have the maximum damage, fading down to virtually zero at 3km. Ultimately for a good amount of damage, only fire under 1km, maybe 1.5km at a push. By the time you hit 2km the damage it does is very slight and thats if the shot even hits.

The way the damage drops off is very steep too, you'll be doing a very noticeable amount of extra damage at 500m instead of 1000m, this makes energy weapons which can unload the entire capacitor quickly (eg. beam lasers) when the enemy happens to swoop past, oddly very energy efficient. The weapons which are considered most efficient such as pulses, you'll be left with surplus unspent energy after a quick pass, so youre forced to either waste the potential WEP power, or you have to spend it at inefficient distances.

ie. unless youre able to sit behind a conda endlessly firing at its power plant with a pulse laser, in real combat you might find beams and burst are more efficient than pulses due to their ability to spend it at the right moment.
 
they wont. There is a reason most things dont have absolute numbers and they're secretive about what augments or affects what for many things. They dont want it to be a numbers game and they get extra freedom to change things without upsetting a "number".

Whether it is a number game regardless...well. people have been brainwashed to think that way for games like this so they're making it one as best as they can. I think FD's way is overall better for gameplay and the future expansion and balancing of gameplay.
 
I get that and agree to a point. Maybe they could add more info into the description instead of hard numbers. That would better than nothing.
 
The outfitting page doesnt even tell you the basics such as damage per shot, efficiency, heat etc, everything is just 3/4 'blocks'

For the range, generally all projectiles do the same damage at all ranges if they hit, only energy weapons fade off over distance. For the most part, at 500m you have the maximum damage, fading down to virtually zero at 3km. Ultimately for a good amount of damage, only fire under 1km, maybe 1.5km at a push. By the time you hit 2km the damage it does is very slight and thats if the shot even hits.

The way the damage drops off is very steep too, you'll be doing a very noticeable amount of extra damage at 500m instead of 1000m, this makes energy weapons which can unload the entire capacitor quickly (eg. beam lasers) when the enemy happens to swoop past, oddly very energy efficient. The weapons which are considered most efficient such as pulses, you'll be left with surplus unspent energy after a quick pass, so youre forced to either waste the potential WEP power, or you have to spend it at inefficient distances.

ie. unless youre able to sit behind a conda endlessly firing at its power plant with a pulse laser, in real combat you might find beams and burst are more efficient than pulses due to their ability to spend it at the right moment.
Very useful information and fits with my impressions during combat. I have noted that weapons display a "Out of Range" message if target is too far away. These messages disappear at:
- Cannons 3.5 km
- Multi-Cannons 4.0 km
- Pulse Lasers 3.0 km
I've been meaning to capture this info for all weapons. So notice this doesn't correspond to your guidance, I believe what you've provided is of more practical value.
 
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