#my current take on range?

5 messages · Page 1 of 1 (latest)

past kestrel
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Mining Lasers arguably shouldn't be an effective weapon, but I think those should get more range with everything else, with wiggling as a disadvantage enough.

Ion Beams have a crazy long range, capturing a Stargazer in the earlygame basically means instant win for low threat levels, especially against stations that are allergic to moving to engage. Get good enough at kiting moving ships and it'll also be more apparent that only a railgun (or overclocked deck cannon should anyone else in career have those) can outrange that. And I guess missiles too but overclocked point defense wall can deal with that.

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will share more thoughts once I remember em more clearly or if I can find something else while in gameplay.

Will also note that lasers in modern are basically invisible at 1x speed, whereas that wasn't the case in middle (late?) classic.

past kestrel
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what i mean is, if you fit zoom to a small ship, you can't see the smooth movement of most projectiles nowadays, exception being deck cannons, missiles, and stuff that's already hitscan

patent bluff
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They are thinking of equalizing the maximal range of weapons into two categories, "short range weapons" with 300m and "long range weapons" with 600m, with downsides for going beyond the effective range of the weapon (lowered damage from what if I remember right?)

past kestrel
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oo