Sublight

Sublight

K-Vortex-Missile Tube HYPER weak?!
Well... yeah...

Compared to 2x Frigates or just a normal gun... like T3 Plasma gun does 1900 per Shot with several ingame upgrades, which also apply for the missile i guess.

But the vortex barely does 48dmg/tick... with roughly 10 ticks in small area... but it fires also 20x slower... so idk.

Pretty lame for "high end" weapon?^^
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Hi Escandiel,
I was hoping that the bonus effect of pulling and group up enemies with a small damage over time effect would give it some additional balance.

Very much a start light pass as its easy to buff weapons, but nerfing them never seems fun.
But I'll do a couple tests to see its effective damage and either really increase the magnet strength and make it do more damage so it stands out like a more unique weapon.

Again thank you for your continued feedback, it really helps!
Have you considered joining the Discord, as I respond to messages there way faster.
Originally posted by CODEBREW SOFTWARE:
Hi Escandiel,
I was hoping that the bonus effect of pulling and group up enemies with a small damage over time effect would give it some additional balance.

Very much a start light pass as its easy to buff weapons, but nerfing them never seems fun.
But I'll do a couple tests to see its effective damage and either really increase the magnet strength and make it do more damage so it stands out like a more unique weapon.

Again thank you for your continued feedback, it really helps!
Have you considered joining the Discord, as I respond to messages there way faster.


The problem i see in your game is that most ehm skills or level up stuff adds percentage in firing rate range etc. and only a few High grade upgrades increase damage...

Or the lower one gives dmg but removes rate... and thus all damage items scale worse than the rate turrets like Plasma imho.

Before i have +10% damage i have around +60% crit and +15-20% rate (while not having any T2 research upgrade for those skills yet)

In numbers i just had a game Lvl 50 Brigadier.
1x AN\EX Plasma Gun and 1x Type 31 Barrage Cannon.

The ANEX did 1,8 million, the Barrage 300k, while having the barrage before the AnEx and in same shooting position frontal.

100dmg .5 rate Type31 (3x explode, but that doesnt really do much imho)
vs
30 Dmg and rate 6 (3x single)

Means basically... 50 vs 180dmg per shot/ingame timeframe.

In the end they had 800 damage Barrager gun, .7 rate vs 230 dmg 9 rate...

560 aoe 10m vs 2070 single mh... idk :D
Thats not really fair.

Aoe range doesnt seem to increase with guns.. just with missiles pulsers maybe?

Also need to consider volley guns can miss, single shots rather little chance to miss




Even the Swarm missile i got did more damage than the Barrager... which is uhm... idk?!
Originally posted by CODEBREW SOFTWARE:
Hi Escandiel,
I was hoping that the bonus effect of pulling and group up enemies with a small damage over time effect would give it some additional balance.

Very much a start light pass as its easy to buff weapons, but nerfing them never seems fun.
But I'll do a couple tests to see its effective damage and either really increase the magnet strength and make it do more damage so it stands out like a more unique weapon.

Again thank you for your continued feedback, it really helps!
Have you considered joining the Discord, as I respond to messages there way faster.


Would also be cool to have a "deploy next boss early on" ^^
Thanks a lot for the super in-depth breakdown, this kind of feedback is incredibly valuable.

I agree faster weapons are performing way better than slower weapons especially, AOE weapons are failing to balance out.

I also really appreciate the genuine interest and effort you keep putting into playing the game and sharing your thoughts. It helps a ton.

I’m going to do a broader damage/balance pass over the next few days and will definitely keep all of this in mind when tuning existing weapons and adding new ones going forward.
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Showing 1-4 of 4 comments
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