PrivateHudson wrote:Tinkers wouldn't hurt to show a bit more zealotry toward Dzibix. Can't retreat when defending it in a space battle, fight to the death when defending it on the ground. If you are archimandrit, can't bomb Dzibix. If you aren't, and bombed, Tinkers will hate you forever (like major atrocity victims in Alpha Centauri), all your tinkers population revolts instantly no matter the odds. Accompany this with a few lines of diplomatic conversation. Not game-breaking changes, but touches to racial character.
zolobolo wrote:The main problem with ion cannons are their relative strenght and position within the tech tree
Ion cannon is proceeded by laser and follwed up by Turbolaser right away
When comparing the 3 tehre are obvious issues with ion gun:
- Research Cost: no base cost (+780 for RP and RF mod)
- Damage: 1-10
- Mods: AC; AP; RF
- Research cost: 1270
- Damage: 6-18
- Mods: AC
- Research Cost: 1790 (+780 for RP and RF mod)
- Damage: 3-14
- Mods: AC; AP; RF
The issue if the same for PD: Its easy to see that the base laser is clearly better with onyl the two mods then ion: less research to get there, higher max damage + AP
It of course makes sense to upgrade to Turbolaser once that is available as it makes modded laser objectively better - add to that that Ion usually becomes avaialble at aroudn the same time turbolaser is.
Ion only seems to make any sence if the player has been ignoring all of the energy weapon mods but this is very detrimental for PD and resutls to even higher outage for ship refits once modded turboalser comes available
I can understand that Ion runs dont get RF mod as it would question the use of turbolasers - though I would recommend it if nothing else can be done as Turbolaser would still have AP to make sense
Ideally Ion Cannons would be given their own Mod ENV, EMP or a bonus damage to shields - anything related to sucking up shield pwoer faster would be welcome anyhow as shields are very very powerfull in this game and there are very few weapons that are good against them
PrivateHudson wrote:Weapon overlays on Orthin destroyer seem too small, smaller than on other races' destroyers. Hard to tell apart beam ones from missile and AM, not even speaking about different beams and cannons.
Arioch wrote:"Viable" is not the same as "optimal." I can and do win games using ion cannons, so it's not accurate to say that they are not viable.
I think we need to add mods for non-lasers, and I think it would help to implement the "charged" damage type to distinguish ions from lasers.
We are going to be adding a damage-over-time damage type in DLC2, so maybe that will be a good time to address this.
Arioch wrote:zolobolo wrote:Charged damage I assume is the same concept you have implemented to Orthin Busbar systems?
No. Charged/electrical damage type does extra internal damage if it penetrates armor and shields.
PrivateHudson wrote:1. Please enlarge weapon overlays on Orthin destroyer to 1.5x current size, if not too much trouble. If too much, no problem, so be it. It's a shame the excellent weapon images aren't a visual dominant.
2. About ions. Not sure we need another hull/equipment wrecker, while the bulk of resistance is provided by shields. I'd rather see beam analogue of leeches.
PrivateHudson wrote:Suggest to disallow point-defence weapons and anti-missiles fire against planet to 1) diversify weapons a bit and 2) let planetary defenses last a little longer.
Arioch wrote:PrivateHudson wrote:Suggest to disallow point-defence weapons and anti-missiles fire against planet to 1) diversify weapons a bit and 2) let planetary defenses last a little longer.
Are you finding that point defense weaponry is doing a significant portion of your damage to planets? I would be surprised.
That aside, if you're at the stage of a planetary battle where you're firing on the planet, usually the battle is effectively over. Anything that would prolong the battle at that point does not seem to me to be desirable.
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