Weapons balancing - inconsistent combat behaviour

Spending the last week doing BH CGs and trying different loadouts, i've noted a pronounced inconsistent behaviour in weapons, to the point of making most of them useless in comparison with others.

My ship is a Python. All C with A distributor and jump drive.

I started using this loadout:
2 medium G Beams + 1 large G Beam - Intended use: drop shields on bigh ships and combat small ships
2 Large G Cannons - Intended use: snipe big ship modules.

I was happy with that loadout. It was fun and quite productive. Power drain was ok with beam lasers, but heat was a problem when unloading a full laser capacitor, reaching 98% heat. Cannon rounds dropped enemy powerplants in 3-5 shots and it was sinergetic, in the sense that you can drain your capacitor with lasers and then turn to cannons while the capacitor recharges.

But yesterday I tried something different:
2 medium G pulses + 3 large G pulses.

Result: 7 million in bounties in less than 3 hours. It wipes out ships like they're nothing. I could blow a python's powerplant in a single capacitor charge. In fact I did it in a couple of times: 1 pass, 1 ship. Sidewinders and eagles where vaporized in one pass, even fully shielded ones. It was eye-opening and at the same time quite sad.

Something's wrong in the balancing of weapons/armor/combat when you can kill a ship faster, with less heat generated, without spending ammo, with a weapon that costs 20 times less.

It may be down to the current "problem" of module sniping, I've not tested kill speed against big hulls, but the problem is still there nonetheless. You should NOT be able to kill faster with the cheapest weapon in the game.
 
Currently pulse lasers are vastly superior to any other type of lasers:
- they use less energy
- generate less heat
- use less power
- cost less
- more damage per energy

comparing lasers to kinetic weapons is a bit more complicated:
- ammo usage/ammo amount
- hull vs shield damage
- energy usage (being able to keep 4 pips is shields, 1 pip in weapons and fire constantly)
- accuracy/range
 

Deleted member 38366

D
--- Deleted ---
 
Last edited by a moderator:
Objectively comparing lasers to kinetic or plasma weapons is a lot more complicated, that's true. In an excel sheet maybe weapons are indeed balanced.

But right now, in the grand scheme of combat, the most effective loadout to take out a big ship, is a full load of the cheapest weapon in the game.
 
Pulses are most efficient, thats all that matters versus NPC's tbh. Fixed would do better I run the same loadout but all fixed (the beams/cannons) and the TTK is shorter than all pulses, as long as you don't miss essentially.

All pulses is without a doubt the easiest loadout to reap NPC's, it has a skill requirement of zero, its extremely damaging, it works on everything and you have no ammo requirements!
 
Last edited:
Back
Top Bottom