Kinetic Void

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Kaypix Apr 14, 2014 @ 3:10pm
Weapon Suggestions for D11 Balance Please
Hey guys, D11 is live, what do you think so far about how the weapons are BALANCED in relation to the durability of enemy ships?

This discussion is only focusing on weapon balance, if you have general weapon / game suggestions, post them here.
Last edited by Kaypix; Apr 14, 2014 @ 3:10pm
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Showing 1-15 of 31 comments
Piscis Ferro Apr 14, 2014 @ 3:35pm 
I already did a post in suggestion about balance and a new type of weapon (because I think Beams only fit in large vessels with large reactors)

About weapons, I only test the shotgun kinetic weapon (the weapon that you start with one of the 2 starting ships sorry about names :( )

That weapon is useless. you need to be so close, and is imposible to get close and dogfight in this game. The damage is low even if you get close. And of course at 1-2 km or more, is imposible to land a single shoot and when you do, you do so low dmg. Shields recharge rates are too high. So is like if you dont do any dmg at all.

But I think that the problem too is the disparity of distances and speed. For example, in x3 20Kms are too large distance. Dogfighting with small vessels occurs in 500m-2kms, always, in dogfighting the enemy ship never go up from 2km, maybe 3km. (here is exeptions but too rare)

Here, in kinetic void, is unpredictable, Yesterday I tried to dogfight and its imposible, ships go from 1km to 20km of distance in matter of seconds. And the AI is unpredictable you cant follow it, because when you try you have it at 2 km, then it turned? It pass you and when you go back the AI is 20km away. Try again and repeat. Is frustrating.

Atm the best weapons (the only useful ones) are Guided misiles, and Beam lasers. Because them always hit.

Last edited by Piscis Ferro; Apr 14, 2014 @ 3:37pm
Winter Dragon Apr 14, 2014 @ 5:29pm 
I find all kinetic weapons underwhelming. I tried 30 guns on a battleship, size 3 and 4, played with several different kinds from gatling guns to railguns, to the large scatter gun and cannon.

The target was an escort cruiser with 68k shields and 83k durability. Range, less than 20km. It took 5 minutes to kill this enemy with all 30 guns on it the entire time, and towards the end they were only 9km away and still it took ages to finish them off.

I think kinetic weapons and unguided missiles need much more accuracy, and, kinetic weapons might need more damage as well.
ichneumonid Apr 14, 2014 @ 6:57pm 
Originally posted by Winter Dragon:
... I think kinetic weapons and unguided missiles need much more accuracy, and, kinetic weapons might need more damage as well.

I have also found it can take 5 or more minutes (many more for very large ships) pounding away before a similar sized ship is destroyed, especially when fighting the AI using one of my own ship designs (therefore equivelent firepower, shield, and armor). I have also noticed a lot of misses with kinetic weapons which does not bother me much considering the difficulty of hitting a moving target from a moving platform with a moving slug. I think I would prefer to see more damage added to kinetic weapons rather than more accuracy (although both could help). I think about the large kinetic weapons like battleship guns, most shells miss but when one does hit they can really do some damage. Actually, now that I think about it, why not have explosive shells for the kinetic guns? Explosive shells could have an area affect so a direct hit is not necessary to do damage.

Having said that, I don't want to see similar sized ships destroy one another in just a few seconds, then the battle would become about who scores the first hit. The amount of time spent in the battle is not much of an issue if you are having fun. I have had some very long battles that were entertaining because I fought them at close range and was trying to maneuver around my oponent into his firing arc blind spots while bringing to bear my own maximum firepower. But just sitting at long range pounding away watching the shield and hull bars slowly go down is not much fun.
Kaypix Apr 14, 2014 @ 7:13pm 
One thing to keep in mind as you guys give us suggestions, is to remember that as your weapons get stronger so you can kill enemies faster, so will theirs, since they are ships you created or were created using the same mechanics.
Harahel Apr 14, 2014 @ 9:35pm 
I would like to see better target leading with the non guided missiles. It seems they do alot of damage, but are nearly impossible to hit with unless you get right up close.

Graphics wise, is it possible to scale the size of explosions with the damage dealt by the explosion? Some scaling of the muzzle flare on kinetic weapons would be good too, with particular reference to the Drones, as their muzzle flare is many times bigger than the drones model itself.
Kaypix Apr 15, 2014 @ 6:45am 
Harahel:
Thanks for your suggestions, I'll pass them along to our team.
Isimiel Apr 16, 2014 @ 5:12pm 
mass accelarator/MAC guns and a way to change beam color
Spencefence Apr 17, 2014 @ 12:54am 
Generally it seems like there needs to be more types of beam weapons. They're useful for taking out shields, sure, and keeping them down, but there is potential for them to have a more universal use; either make them different weapon systems, or have the beam turrets able to switch between different types of energy to tailor them to your needs at the time.

This might make them more useful in battles between dreadnoughts, battleships, destroyers, and cruisers, now that AMS makes long- and medium-range missile bombardments obselete and the only kinetic weapons powerful enough to be useful are either inaccurate or slow.

And I second Harahels suggestion, all of the weapon flares need to be scaled down. As a heavy user of beam weapons, the persistant, continuous blasts causes a lot of eye strain, especially when they essentially hide the front of my ship.
Last edited by Spencefence; Apr 17, 2014 @ 1:00am
xxlegacy251xx Apr 17, 2014 @ 6:25pm 
can we get mining lasers because i hate the drones and they will not fly back to me at all how many time i smap the recall button rhey dont come with the ores so can we get a beam for mining or change the mining drone with lasers baces that would look better and be more easy for us or me (depening on the drones coming back or not) it would fit the purpose for ships with big cargo space so we can use most of it for mining and ships we built for mining only . it will be awsome . and thank you if you add this to the game
Last edited by xxlegacy251xx; Apr 17, 2014 @ 6:26pm
Kaypix Apr 17, 2014 @ 8:16pm 
Legacy,
Mining drones do use lasers when they are mining asteroids, and they'll come back to the ship either when they are full or the asteroid blows up. We are working on additional drone AI for our next patch as well.
AliveDrive Apr 18, 2014 @ 8:35pm 
I think what Legacy was asking for was a ship mounted mining laser.

That way you can mine independently of the drones, but drones should still be the highest efficiency mining method.

This would also give us something to do after we've picked out the drones next target.

Muzzle flash on the drones is too big.

So wait, the enemy will be a random ship, even one of mine? Can enemies be any of the OP ships I've built in creative mode? o.o
Kris Apr 18, 2014 @ 10:06pm 
AliveDrive,

This is correct! Any ships in the SaveFiles folder the AI can use as well. Now if you drop a ship into any of the faction folders those are the ships that faction will use, and only those ships. If there aren't any ships in the faction folders, default by the way is empty, they will just pull from the completel list of ships. Hopes this helps a bit.
Gamtu Apr 19, 2014 @ 9:23am 
Lasers currently out perform all other weapons by a lot. They are instant damage. We are all familiar with eve. I played that for 5 years. In fleet battles the commanders prefered ships be fit with instant damage guns. Missiles and torpedos are to slow. I get the feeling here that the projectiles from the kinetic weapons are to slow. As others have said, it can take ages to kill a ship with them. Lasers on the other hand wipe the floor with the enemy. I guess it's always come down to DPS. I assume DPS is partly calculated by how often a weapon will miss the target? Projectile weapons in KV atm miss a lot and lasers hit 100% of the time.

Also I tried missiles. I had to keep running away to avoid dieing. Maybe the damage needs to be increased with them or make it so they only need to be near the enemy to explode and do some range of damage depending on how close they were when detonated? What if a missile could detect that it was going to miss the target. Rather than just fly by and disappear into space, it explodes in an attempt at doing some damage. It may still completly miss. It may however do some damage and collectively more damage.
Last edited by Gamtu; Apr 19, 2014 @ 9:29am
aether.tech Apr 20, 2014 @ 12:10am 
There is honestly, no point in using kinetic weapons of any type, nor most missiles (ungided ones are useless) Even guided missiles, because of the buggy pathing are mostly useless. Energy weapons....are about the only thing and are the only thing worth using. And honestly, I wouldn't mind the complete removal of unguided munitions entierly (kinetc weapons and unguided rockets.)
Silent Racket Apr 21, 2014 @ 6:52pm 
I agree. To use unguided missles or kinetic weapons you have to be almost on top of the enemy. Lasers are definately the way to go with their accuracy, speed, and range. Instead of getting rid of the bad weapons, perhaps they could be used in career mode as low cost turrets for the beginner. This would give them a purpose and a reason for not being as great as lasers, which would cost more.
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