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Scatter and Pulse turrents don't miss things that can't move anyway. They also tear up other capital ships with ease.
Plus they make the xbox 360 controller...pulse!
I seem to have got a more robust set up after some extensive tweaking of numbers. Lasers are now all terrible against shields (mining is better, but particle has increased hull damage), but I also went in toned back their overall damage as well. Scatter is still a little weak against shields but does much better hull damage, whereas Pulse is the reverse. Scatter is also a bit stronger than Pulse from having much shorter range. Ion turrets are now like shieldbusters - absolutely brutal to shields but not so great against hull. Special-drop weapons are largely unchanged (making them largely superior to store-bought hardware, ie something to hunt down once you're blackgated and mk6 decked).
Uhm...nope. They've got a range advantage on particle laser. But that's about it. MK6 Particle, even taking into account the lower shield penetration, still does more overall damage and cannot miss. 40% of 750/s is still a 30% increase over the 233/s you get from Pulse. And once you break through shields, Particle damage skyrockets. Pulse just has no practical use.
I am doing the similar mod settings. Almost everything is just like what you said here. It's kind of great that we have the same considerations.
The problem is that the price disparity is one that's extremely short-lived. And there are no "top-end" projectile turrets to fill the same billet either. It's mining lasers, all the way down. Not at all interesting, imo. Now, if adding/creating new weapons was as straightforward as tweaking existing ones, I'd be building all sorts of variants to fill in every niche (shields, hull, range, speed, price, all-around).
Secondly, you've pointed out exactly the flaw. The mining laser is quite a bit cheaper than the particle laser...and at mk6 handily outperforms it. The 'range' penalty is basically gone and, with full damage to shields, more than makes up for the slightly lower base damage.
um...nope...it has a very practical use.
What is the point of playing with a MK6 laser set up that removes any challenge?
The whole "point" of a small ship loaded with pulse and maybe one laser is that it is "strong enough" coupled with skill but is not so overpowered that you stop playing the game BECAUSE YOU ARE A LASER GOD AND CAN DESTROY ANYTHINGS IN TEH REGABLS GALTICS UNIVERSALS. KNEEL BEFORE ZOD!
What's the point of that?
It's fun to do once then it's like...meh.
It's a game.
I want to pop in every now and then and just have some fun that takes a little work, not turn on a laser machine to auto fry mosquitos. Fun the first time, boring as hell afterwards.
Setting up the right ship with weapon balance you can still squeeze a little fun out of RG after 100 hours. A bit like popping into Unreal Tournament Black and having a quick blast.
I can still take down anything with the pulse setup (even in a barracuda with only pulse turrets) and it's a helluva lot more fun than the disco light laser machine. Plus xbox 360 controller goes nuts so it's more kinaesthetic feedback as well.