Post by invadr on Dec 27, 2014 21:21:13 GMT
Currently, these are the intended behavior for each weapon system. **Subject to change.
Cannon:
+ cannon = Auto-cannon. increased rate of fire with reduced power output. Range decreases as reload time decreases. Good for fighters and point defense turrets
+ Missile = Flack cannon. Rate of fire, spread, and distance increase as you add more blocks, damage decreases and increased power consumption.
+ Beam = Sniper cannon. Range, rate of fire and projectile speed increases the more blocks you add. Greatly increased power consumption.
+ Pulse = Artillery = Range, damage and power consumption increased greatly. Projectile speed and rate of fire greatly decreased.
Missile
+ Cannon = Cluster Bomb. High damage, large radius, larger split the more blocks you add. Consumes lots of power, has a short range and a long reload. Good for bombers.
+ Missile = Rapid fire rockets. Low power consumption, low damage and a high rate of fire. Reduced range and increased projectile speed. Good for fighters.
+ Beam = Lock on missiles. Standard damage, speed and range. As you add more blocks the missile gets faster making it harder to shoot down, but it's range decreases.
+ Pulse = Nuke. Lock on missile with high damage and large radius. Projectile is very slow with a slow reload and high power consumption. Good for attacking large stationary targets.
Beam
+ Cannon = Continuous fire beam. Low damage, low power consumption, low damage. Reduced range and can fire continuously. Good for fighters.
+ Missile = Tractor beam. This is what you attach all your push, pull and other effects to. Fires continuously, can shoot 4000m and does no damage. Has a high power consumption.
+ Beam = Sniper beam. Works the same as the sniper cannon. Higher rate of fire with a penalty of power consumption.
+ Pulse = Siege beam. Higher damage and increased rate of fire the more block you add. Greatly increased power consumption.
Damage Pulse
Currently just like the others.
**Again, these are initial settings. We think you'll find that you can customize all your weapons to achieve just about any configuration you'll need. However, the devs are constantly tweaking things and we are too. We strive for a fair yet challenging combat system that requires players to work together to complete larger and more rewarding combat oriented missions.
Additionally, before any complaints on power usage for weapons. Combat is suppose to be a challenge tactically. We don't believe any ship should be able to accelerate, fire, jam and wind up the hyper drive at the same time. In fact, we want combat decisions to be based around decisions as to fire, or accelerate or jam, or wind up the hyper drive. Limiting power output is the way we are going to do that. We feel it will provide a challenging and rewarding combat. So, no, you won't be able to fire all your main weapons at once, and have a lot of power left over for everything else. You will need to carefully consider your ships capabilities before taking on that pirate base or that SOB capital ship. There are other servers you can join for that kind of experience. Nova Ascendance is about playing a character in an exciting universe where are 100 things to do and many different play styles. When combat happens, it should be exciting - your adrenalin should be pumping and there should be a risk of failure. Otherwise, your just playing at Disneyland.
Cannon:
+ cannon = Auto-cannon. increased rate of fire with reduced power output. Range decreases as reload time decreases. Good for fighters and point defense turrets
+ Missile = Flack cannon. Rate of fire, spread, and distance increase as you add more blocks, damage decreases and increased power consumption.
+ Beam = Sniper cannon. Range, rate of fire and projectile speed increases the more blocks you add. Greatly increased power consumption.
+ Pulse = Artillery = Range, damage and power consumption increased greatly. Projectile speed and rate of fire greatly decreased.
Missile
+ Cannon = Cluster Bomb. High damage, large radius, larger split the more blocks you add. Consumes lots of power, has a short range and a long reload. Good for bombers.
+ Missile = Rapid fire rockets. Low power consumption, low damage and a high rate of fire. Reduced range and increased projectile speed. Good for fighters.
+ Beam = Lock on missiles. Standard damage, speed and range. As you add more blocks the missile gets faster making it harder to shoot down, but it's range decreases.
+ Pulse = Nuke. Lock on missile with high damage and large radius. Projectile is very slow with a slow reload and high power consumption. Good for attacking large stationary targets.
Beam
+ Cannon = Continuous fire beam. Low damage, low power consumption, low damage. Reduced range and can fire continuously. Good for fighters.
+ Missile = Tractor beam. This is what you attach all your push, pull and other effects to. Fires continuously, can shoot 4000m and does no damage. Has a high power consumption.
+ Beam = Sniper beam. Works the same as the sniper cannon. Higher rate of fire with a penalty of power consumption.
+ Pulse = Siege beam. Higher damage and increased rate of fire the more block you add. Greatly increased power consumption.
Damage Pulse
Currently just like the others.
**Again, these are initial settings. We think you'll find that you can customize all your weapons to achieve just about any configuration you'll need. However, the devs are constantly tweaking things and we are too. We strive for a fair yet challenging combat system that requires players to work together to complete larger and more rewarding combat oriented missions.
Additionally, before any complaints on power usage for weapons. Combat is suppose to be a challenge tactically. We don't believe any ship should be able to accelerate, fire, jam and wind up the hyper drive at the same time. In fact, we want combat decisions to be based around decisions as to fire, or accelerate or jam, or wind up the hyper drive. Limiting power output is the way we are going to do that. We feel it will provide a challenging and rewarding combat. So, no, you won't be able to fire all your main weapons at once, and have a lot of power left over for everything else. You will need to carefully consider your ships capabilities before taking on that pirate base or that SOB capital ship. There are other servers you can join for that kind of experience. Nova Ascendance is about playing a character in an exciting universe where are 100 things to do and many different play styles. When combat happens, it should be exciting - your adrenalin should be pumping and there should be a risk of failure. Otherwise, your just playing at Disneyland.