![]() If you want every fight to devolve into a PVE-esque nose-to-nose slugfest, then cool I guess. ![]() It really sounds like you're just against high alpha/low time-on-target weapons in general. Seekers are, because even though they do trash damage against the hull itself they'll strip weapons off in a hurry and end the fight. Rails aren't even the "hardest" counter to hull builds. To a lesser extent, it's also because FDev overcorrected from a previous screwup and made it handle heat better than anything else in the game. It's the king because with a prismatic shield it is able to bring absurd levels of up-front shield hitpoints to the fight, support enough high-alpha weapons to counter the same, and turn faster than the only other ship that's even close (the Mamba). The FDL isn't the king of PVP combat because of its weapons (there are plenty of other ships with better potential damage output), and its flight model, while very well suited for evading fire, isn't necessarily the best in a vacuum. What could use a balance pass is the way shield hitpoints stack. They do exactly what they say on the tin - they're high skill, high risk, high reward weapons whose whole point is to punch above their size class. Stealth itself doesn't work because LR scanners will resolve a silent ship out to a little over 1km, but that's a different problem. The only folks running shieldless are a couple of beam laser/railgun evangelists, and they're doing good work. Ironically, rails (and hitscan in general) actually enable the only true "stealth" gameplay that's possible these days. Even the relatively recent advent of SRB rail builds ("yeeters," in the community's parlance) hasn't changed the fundamental strategy of using PAs for DPS and rails for utility/pressure. You'll see maybe one ship out of a wing of 4 running 4 rails/1MC, and it's for the utility and to keep defensive pip pressure on the opposing wing. ![]() There's a reason that 3PA/2 rails is the current state of the art. They're really useful utility in PVP, but if you tried to go all rails in a 1v1 you'd get squished hard, and they need protecting in a wing fight. That'd be (a) the ship's hull (ramming ftw) and (b) thermal conduit PAs. I'm sure that game exists somewhere, but I'm not choosing to play it. If all weapons were "balanced" the way you're suggesting, it sounds like the differences between weapons would be merely cosmetic. ![]() Variety of weapons means that some will be better than others at specific tasks. I honestly do not understand the mindset of folks who call for a nerf any time they encounter a strong weapon. The ONLY weapon that even potentially compares are Plasma Accelerators, and only then because they can not only do basically double damage against resistance-stacked targets, they can further multiply that by 160% by going over 100% heat. They can be modified to run on fuel and then be synthed with premium ammo to actually gain damage from it, as well as reducing their heat by 40%, just for fun. They are the only module to cancel SCBs, making them a hard counter to shield tanks. ![]() They hit targets instantly and shred their modules, making them a hard counter to stealth hull tanks. Rails do both Thermal and Kinetic damage. Rails are the most stupidly OP weapon in the game right now.Ĭompared to a Class 2 Beam Laser, a Class 2 Rail has 44% more DPS, 60% better DPE, 66% better falloff, 500% better penetration depth, and 200% better Armor Piercing.Ĭompared to a class 2 Multicannon, a C2 Rail has 86% better DPS, 200% better armor piercing, 500% better penetration depth, and +∞ better projectile speed. ![]()
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