|
Post by chefzero on Oct 28, 2018 18:46:32 GMT
- Round Weapons - Very cheap, recommended on Z11 Bots. T1 Bots (equipped with Cobalt Rounds) costs 110 I/U (Ironite per Unit), T2 costs 120 I/U, T3 costs 130 I/U, T4 (equipped with Neutronium Rounds) costs 140 U/I. For comparison Anti Matter Pulsaters would cost 500 I/U on a Z11Bot. Shield penetration doesnt feel important because the DpS against hulls is too low on bigger ships.
- Pulsater Weapons - Feels basic.
- Laser Weapons - Feels also basic. Seems like its more precise against fast and small fighters.
- Torpedo Weapons - Deal really good damage, recommended against bigger ships and stations.
- Beam Weapons - Damage is ok, but feels weaker than torpedos and also less precise than Laser.
- Shields - That's a weird thing. Weak and strong at the same time.
- Defence Platform - Too weak, stationary and not repairable.
In summary, I still see a lot of potential. In the future, we need weapons that are effective against fast targets, against big targets, against shields, stealth / radar mechanics, etc to achieve a rock-paper-scissors gameplay. Shields need a rework. Small and large ships should get separate shields. In addition, a choice between shield capacity and recharge time would bring more depth.
The first step to getting defence platforms on a line should be increasing the attack range.
What do you think?
Greeting ChefZero
|
|
poxxy
New Member
Posts: 13
|
Post by poxxy on Oct 28, 2018 19:09:39 GMT
Pretty much spot on with my experience thus far. More weapon types would be cool. Also maybe upgrades that change how fast turrets can spin, & the range of certain weapons as you mentions. It would be nice to have tooltips in game that describe the weapons beyond DPS, such as X weapon for Y target or something of that nature.
|
|