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Post by defieroftheodds on Jan 2, 2018 4:35:37 GMT -8
I think that a few adjustments to weaponry should be implemented into sunrider if another sequel is released.
This is my opinion based on my experience in liberation day, if you disagree I'm happy to have a discussion
Assault: Nothing really wrong here, good at what it was meant to do and was reliable. Lasers: Shielding mechanics should be tweaked a little, if you didn't have the union frigates, shielding became an issue. Pulse: Rather situational but i think that was intentional. Missiles/torpedoes: flakk made missiles very situational and needed lots of supports from the liberty. The story made it sound like missiles were very important to battle strategy so i feel like this needs tweaking. Kinetics: Kinetics are meant to be the main weaponry, I feel like these needed buffing a little, even after upgrading accuracy they still were unreliable, I feel like this can fixed by just have an additional shot or two as upgrades or as default. Cannons: Again rather situational but that was intentional.
I have no issue with using different weapons in different situations but i felt like a lot of weapons were just too rarely useful and some tweaks should be made to fix this
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Post by bigfoot on Jan 2, 2018 10:39:03 GMT -8
I think I must play very differently from you, I always focused first on lasers because kinetics were a bit too random for me. I just used them on Paladin and Seraphim to take out the heavy hitters and lasers to burn down anything else. Pulse has fantastic damage though, especially with the low energy cost, they became my top weapon because of the lesser range penalty and less overkill.
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Post by defieroftheodds on Jan 2, 2018 12:06:42 GMT -8
Maybe I didn't give pulse weapons a fair trial. I agree that pulse and assault weapons were the best at finishing ships off due to reliability and reduction of overkill. Having every shot's damage reduced by both shielding and armour made me think that they were only useful against riders or badly crippled ships as I stated earlier. The distance from ships also reduced the effectiveness of pulse weaponry.
Kinetics did have reliability issues I agree but i focused on upgrading them because the enemy ships didn't really have a defence additional to armour like shielding and flakk. When their accuracy was upgraded kinetics were much more reliable but i do still think they need a small buff.
Correct me if I'm wrong but using kinetics against armoured targets first would mean that overall less damage is absorbed by armour. Kinetics would deal major damage causing a large reduction in armour so other weapons would deal more damage compared to if they attacked the ship first, meaning that your potential damage in one turn would be higher.
In addition I thought that in the sunrider universe, it was implied that kinetics were the main guns of ships. That is what I meant by 'the main weaponry'
It actually seems like we are in agreement on the topic of Kinetics, the difference between us seems to be what we chose to do the fix the kinetic's accuracy issue, I chose to improve their accuracy, you chose to switch to energy weapons.
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Post by defieroftheodds on Jan 12, 2018 2:44:38 GMT -8
What did you think about flakk mechanics? As I've stated I thought missiles were a bit weak. I only really used them to destroy destroyers or arcadius units.
In addition, what did you think about shielding? The amount of enemy shielding is high but I thought it was manageable with the union frigates and the PACT supports that you receive in later missions.
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Post by bigfoot on Jan 12, 2018 10:03:58 GMT -8
I normally used rockets as a first strike vs Ironhogs and other high threat ships, and missile as a long range answer to Ryders, because you can generally more, laser and missile but cant move and double laser. As long as your careful with flack you can generally snipe enough Ryders to let the missiles take out some damaged ones.
That said I am not a particularly good player, you might want to look on the old forums and a little bit on the current ones for posts by Drath who looked at the mechanics mathematically. Probably a lot more helpful than me!
I agree Kinetics have their place, but you can get dual shot Sola pretty easily and she can spike down ahield suppliers fairly quickly, then you can deal with one group of enemies and the other's kinetics generally cant hit you.
Have you thought about making a custom missile that degrades Flak a great deal, but deals no damage? If you use the tweakpack you can set a missile's flak_degredation and it will deal more flak damage. That would let you weaken flak over an entire area rather than flak downing 5-6 mooks.
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