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laser beam = surgical tool to annoy cats and blow up space mines
i really do not know how to put into perspective... but thats literally it.
the shards are a literal shotgun that will cause devastating damage point blank that gets pathetic the more distance is between the shooter and the target while the beam deals always... some... damage up until the target is out of range.
What is the role of a shotgun? Traditionally, it sacrifices accuracy and range to gain massive damage against lightly armored targets.
Lightly armored targets are small. Lightly armored targets are fast. Lightly armored targets are hard to hit. Do you see the problem yet? The things that the shotgun are supposed to do, are exactly the opposite of how the game works.
How can you fix it? Get the shotgun more damage maybe? But more damage means it will destroy bigger ships, making the shotgun excel against heavy armor. An accuracy boost means it's no longer a shotgun. There's no more pellet spread. A speed boost means it's no longer a projectile weapon. It's more like a melee range laser drill.
For the price to build them? I'm okay with the power they provide. you're gotta barrel stuff the enemy somewhat, but if you can point blank someone? They'll know about it.
Try Terran MK2 pulse, for the record.
IMO, the weapon simply exists and it is up to the player to figure out how to use it. So the battery isn't "supposed" to be anything in particular, it is a space shotgun. That means short range.
Thanks for the response, my problem with the shard is that it doesn't seem to matter if you are max range it will still obliterate small ships, especially the lightly shielded paranid ships that i use.
On a side note what exactly is the difference between "Attack" and "Bombard"? I would assume the range?
attack means use all weapons available, bombard means that long range weapons shalll be prefered.
If one prefer single volley at point blank range riding S ship its better to just stick with Blast mortars. Otherwise, imo, TER Pulse better against S and more versatile in general, Shards better against L+. Both good against M.
There are nuances as for size of the ship you use, number of enemies, hardpoints, installed mods, fighting tactic etc. What may notably impact the weapon showcase perception though.
Pure statistical DPS of the Shard Battery is high. But it isn't always possible to fully benefit of the firepower.
I don't think S shards are overpowered. They are super short range and are outclassed by muons on a pure dps / cost analysis.
As for operating too close to the enemy; this is by design. A bad crew in a fast ship will in fact fly right up to the enemy and die due to how skill modified weapon range is utilized to create attack patterns.
On the other hand a good crew in a slower ship will keep a great distance. frigates are typically good with long range weapons. Try osprey with Paranid railguns, and you'll see what i mean.