What kind of mounted Weaponry would you like to see?

Meetbolio

Veteran endo
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Feb 19, 2020
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222
#21
I really dont like the idea of having more or less rare components. Everybody should be able to access to the same parts for their ships for roughly the same money. Cause otherwise you would end up with a faction so large that it starts to terrorise the rest because it just has better equipment. I like conflict, but I don't like to be terrorised by some larger faction because there is a Pay2Win-esque type of system. Engineering and piloting skills should decide the fight, not who got the right parts
I mean "rare" stuff will fluctuate everywhere, in some places onium is common and in others not, so as a result in some places fighters are more likely to have one plating or another. How would getting terrorised by a group of people who worked hard to find a rare metal to plate their ships with be unfair?

To balance the arc weapon you could make the arc weapon expensive to build by having it need rare components that are either very expensive to trade for or have it need materials that are a rare find when mining. To balance the tide-turning potential of the arc weapon make an armor set for fighter/ bombers that needs rare components that are either very expensive to trade for or have it need materials that are a rare find when mining. The armor set when equipped to the fighters/bombers makes them become invisible to the arcing beams targeting and they will only take damage from it if they are directly it by it.
Also "equipping" armor sets isn't a thing, you place individual plates on your ship and soon you'll be able to decide which material it's made of. You can plate your nose out of lighter or heavier armor, you decide.


Also about the arc-tracking weapon: The idea is interesting but I feel like we don't need to overdo on tracking weapons in this game. Let it have this WW2 feeling.
 
Joined
Jun 6, 2020
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#22
PDCs or Point Defense Cannons. Ballistic or energy based that could work in conjunction with sensors and cover a ship from either fast flying objects or smaller craft. Thinking of this more on the large capitol ship scale which I'm hoping will be a real option for this game. Maybe in the long run these could be upgraded to move faster, have faster fire rates, or track targets better. These of course would also have a relatively short range for space combat around 500-1000m radius or cone depending on the elevation and windage control.
Yeah that would be a good idea small enough caliber so to larger ships it would be more like being flicked in the forehead while to fighters it is like getting punched in the face
 
Joined
Jun 6, 2020
Messages
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#23
I really dont like the idea of having more or less rare components. Everybody should be able to access to the same parts for their ships for roughly the same money. Cause otherwise you would end up with a faction so large that it starts to terrorise the rest because it just has better equipment. I like conflict, but I don't like to be terrorised by some larger faction because there is a Pay2Win-esque type of system. Engineering and piloting skills should decide the fight, not who got the right parts
Yes as an individualist I can understand your point so maybe instead of making the needed components rarer for the fighter armor maybe it uses the same is the basic ones but just needs more of them to make that way it is available for everyone but you just need to put the time in to get it.
 

five

Master endo
Joined
Jun 15, 2020
Messages
293
#24
Yes as an individualist I can understand your point so maybe instead of making the needed components rarer for the fighter armor maybe it uses the same is the basic ones but just needs more of them to make that way it is available for everyone but you just need to put the time in to get it.
That sounds to me like the system they already trying to implement with the plating (plating stats {armor, weight} vary with the material used).
And with that plating system I would be fine aswell, but only IF i can get every ore/material EVERYWHERE
 
Joined
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#25
That sounds to me like the system they already trying to implement with the plating (plating stats {armor, weight} vary with the material used).
And with that plating system I would be fine aswell, but only IF i can get every ore/material EVERYWHERE
It would be rubber plates due to there electrical resistances.
 

five

Master endo
Joined
Jun 15, 2020
Messages
293
#26
Good news, flak cannons are most likely the next weapon to hit PU! Their model is nearly done, you can see a pair of them in the MAG shop, just functionality that's left I think!
Do you know if there is going to be somethink like HE or APFSDS or AirBurst munition?
 

kiiyo

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Jul 11, 2020
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136
#27
Do you know if there is going to be somethink like HE or APFSDS or AirBurst munition?
HE munition... well you can strap a fuel barrel to a thruster, that'd be quite Highly Explosive :D Also they're making torpedoes and missiles as a feature, all coming soon. Very soon.
 

five

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293
#28
A fuel barrel strapped to a explosive object would be more of a rocket propelled he ammunition. I am talking like you put HE ammunition in like a autocannon.
 

kiiyo

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#29
A fuel barrel strapped to a explosive object would be more of a rocket propelled he ammunition. I am talking like you put HE ammunition in like a autocannon.
Oh, sorry for the misunderstanding. I'm not sure if the developers are planning on making different types of ammo for the guns, but the capability is there for sure and I'd love to see it.
 

five

Master endo
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#30
Oh, sorry for the misunderstanding. I'm not sure if the developers are planning on making different types of ammo for the guns, but the capability is there for sure and I'd love to see it.
They said they are, even for infantery weapons
 

five

Master endo
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#32
Great! I'm happy to hear it and excited to see it!
I believe its stated in the mounted weaponry video and in the infantry weaponry video there is text for the standard pistol that says it has several ammunition opptions. Also there is already a complete video covering missiles
 
Joined
Jul 15, 2020
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#33
I would like to see a net that can fire and disable ships. Also weapons with AOE effects that drain shields / deteriorate armor etc.
 
Joined
Jul 1, 2020
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5
#34
A harpoon gun would be an interesting addition. You could use it to latch on to other ships, or anchor yourself to in game objects. Have a tension max that would break the line if enough force is applied.
 

Verbatos

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Aug 9, 2019
Messages
220
#35
I think it would be cool to see stronger/longer range laser weaponry, currently, we are stuck with a mining laser, but having larger or more powerful lasers would help counter potential fighter supremacy meta, since tracking fast maneuvering fighters is hard, lasers would make it easier for less experienced players.
 

five

Master endo
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Messages
293
#36
I think it would be cool to see stronger/longer range laser weaponry, currently, we are stuck with a mining laser, but having larger or more powerful lasers would help counter potential fighter supremacy meta, since tracking fast maneuvering fighters is hard, lasers would make it easier for less experienced players.
Hmmmm implementing a gun that gives noobs the ability to fight more experienced pilots? This is how I understood that, correct me if I am wrong. Noob guns are 1. Never popular amongst higher skilled players 2. If you give a Newbie the ability to kill a Veteran just by using a gun you make Combat centered around that gun. Otherwise: Yes Laser Weapons are cool, but tracking ones: Nah I really don't want ship pvp to evolve around a hit scan weapon, you take away the aspect of leading shots so that you only have to track your target. For long range engagements there is also the rail gun already, tho balanced weaponry for long range such as cannons would be welcome for me
 

Verbatos

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#37
Hmmmm implementing a gun that gives noobs the ability to fight more experienced pilots? This is how I understood that, correct me if I am wrong. Noob guns are 1. Never popular amongst higher skilled players 2. If you give a Newbie the ability to kill a Veteran just by using a gun you make Combat centered around that gun. Otherwise: Yes Laser Weapons are cool, but tracking ones: Nah I really don't want ship pvp to evolve around a hit scan weapon, you take away the aspect of leading shots so that you only have to track your target. For long range engagements there is also the rail gun already, tho balanced weaponry for long range such as cannons would be welcome for me
I don't just mean a gun that would instantly shred any ship and is hitscan, I mean something that could be potentially weaker compared to the other weapons, but significantly easier to use on long-range, fast-moving targets, so a laser.
It would help diversify the ships people build, since currently from what I've seen, speed is king. If you can maneuver faster than your target, you win, hands down. A laser weapon would help counter particularly jumpy ships, cutting down on the amount of them and in turn making larger ships viable for combat as well since the laser wouldn't affect them as much if it was given lower damage than the rest.
So basically just something that will make it significantly easier to take out fighters, but a really good player might not necessarily need.
I can make a graphic in a few hours if anyone wants
 

five

Master endo
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#38
I don't just mean a gun that would instantly shred any ship and is hitscan, I mean something that could be potentially weaker compared to the other weapons, but significantly easier to use on long-range, fast-moving targets, so a laser.
It would help diversify the ships people build, since currently from what I've seen, speed is king. If you can maneuver faster than your target, you win, hands down. A laser weapon would help counter particularly jumpy ships, cutting down on the amount of them and in turn making larger ships viable for combat as well since the laser wouldn't affect them as much if it was given lower damage than the rest.
So basically just something that will make it significantly easier to take out fighters, but a really good player might not necessarily need.
I can make a graphic in a few hours if anyone wants
A small, fast, maneuverable fighter should be able to take out a large unprotected fighter. Guess what they did in ww2: The gave immobile targets tons of armour (tanks anyway, but bombers on the places it counted) and gave them weaponry to defend themselves (turrets [also avaiable in SB]) and in the case of the americans they had escorts of long travel range maneuverable fighters
 

Verbatos

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#39
A small, fast, maneuverable fighter should be able to take out a large unprotected fighter. Guess what they did in ww2: The gave immobile targets tons of armour (tanks anyway, but bombers on the places it counted) and gave them weaponry to defend themselves (turrets [also avaiable in SB]) and in the case of the americans they had escorts of long travel range maneuverable fighters
There is also currently no reason whatsoever to make "bomber" style ships or larger, slower vessels. From what I've seen, small 1-3 man ships are extremely dominant, since you can have them small enough to be hard to hit and have them be very maneuverable. It'd be interesting if there was a more viable way to counter small ships, like an AOE flak cannon or a weapon with higher muzzle velocity and decent firing rate to make hitting maneuverable ships more consistent, since when a target can change their trajectory at a moments notice, trying to hit them can be borderline impossible with a weapon you have to lead a significant amount.
 

five

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#40
There is also currently no reason whatsoever to make "bomber" style ships or larger, slower vessels. From what I've seen, small 1-3 man ships are extremely dominant, since you can have them small enough to be hard to hit and have them be very maneuverable. It'd be interesting if there was a more viable way to counter small ships, like an AOE flak cannon or a weapon with higher muzzle velocity and decent firing rate to make hitting maneuverable ships more consistent, since when a target can change their trajectory at a moments notice, trying to hit them can be borderline impossible with a weapon you have to lead a significant amount.
First of all I heard from Meetbolio who wrote on this thread, that flak cannons are supposed to be the next weapon to be implemented into the game. Secondly: Yes there is no reason to build a bomber since there is nothing to target, but that should change once we hit full release. Third is something i see here is a case of scrub mentality: You are better then me, just because you use what is "meta". Yes it might be that small ships are dominating, but this is the way the game is designed. It will always favor smaller more maneuverable vehicles, since the only protection you have is insufficient for longer gun fights. Another point I wanna make here is, that we are not having full release yet, there hasn't been a large amount of players able to play the game with the will, to defy the current "meta" of small fighters. I for once have no idea how combat is (no access to CA), but I like that maneuverable ships are really good, since that is a playstyle I really enjoy. Once we have full release we should see things, like people finding ways, to protect their ships by intelligent engineering. If you have access to CA, maybe try to Stack plating in the space between the inner and outer plating, inbetween the frames. Also there is supposed to be a feature coming, which is going to give you the ability to decide about your platings properties, through using different materials, to construct them.
 
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