Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Making the beam range scale with power would just put it back to where it was before.
I do think 300 is too short and it should be around 350 or so, but the weakness of a stacking railgun is the longer it is, the harder it becomes to protect the front because of building space.
Having a massive death laser is cool, but being able to protect it behind layers and layers of armor and shields because you can put them as far back as you want was problematic. Every other weapon bar missile launchers is far more exposed. Ion beam had almost no drawbacks.
Agreed. That would make it much more of a truly "scaled" weapon, like Railguns. (It "is" now, but that would assure it. Though, they may not want it "too" similar in that way, giving Railguns their own niche.)
I haven't yet patched... so my current play is saved from this travesty...
Now, though, was this done to make Railguns more attractive? To change Beamer ships to Rammers? To reduce the advantage Ion blocs have in the early game? To increase the allure of going all Ammo based?
So..., I now have to use railguns to seek a range advantage over most opponents? (When I patch.)
Truly powerful beams had huge space requirements.
They could have just made the width of the beam greater than what it was (1/3 of a tile or so) and that would mean everything would have to scale up, including any armored apertures, making them more vulnerable and more costly in their use of space in the ship. A "slight nerf" to range could have gone hand-in-hand there, too, without terrifying Beamship players too much... :)
Yea space requirements. That could be put anywhere on a ship unlike basically every other weapon that has to go on the edge, exposing it.
Oh you mean the giant hole that you could armor the hell out of and have multiple layers of shields?
I mean c'mon guys. You can't pretend that ion beam wasn't pretty much the go to weapon of most players for a reason. It was OP compared to everything else.
also for perspective this is the "cheapest" laser pump, anything less and you are probably better off just sticking it on the outer hull. ions were never particularly competitive in the sub-1M cost category
https://steamcommunity.com/sharedfiles/filedetails/?id=2887940146
In PVP and competitive design.
But, in Career Mode, it's a different sort of game. IIRC, my Ion ship only has 8 beams, which is all I can rationally support atm within my Crew limits in Career mode, being a little more than halfway through the game's difficulty. (It performs(ed) excellently against everything but full nuke boats, which I just made another ship to help deal with.)
But, such arrangements are nearly entirely dependent on the location of the exit Crystal, which can only be protected by Shields. It can't be blocked by Armor and no other link in the chain can be so blocked.
In that case, the Crystal is just like any other exterior surface mounted component. And, reducing that by locating it further in a "tunnel of armor" very much limits its targeting arc and the ship's overall flexibility in combat in terms of maneuvering.
It's a powerful weapon when used correctly, no doubt. But, it has it's problems, too, and some consideration of those has to be taken into account.
In amimal002's pic, that's 64 Crew just for the dedicated Operators, none of which can possibly do any double-duty else the entire beam their contributing too, out of the two, will have its output relatively crippled.
Then, there are the loaders necessary for energy and they must keep up the pace as well, else the same effect will occur and the beam their efforts contribute to will be drastically impacted.
It's a dance for those Ion configurations and every piece has to work without fail else it all breaks down pretty drastically, considering most ships that would use that arrangement rely on it nearly completely.
PS: I'm not an Ion Sympathizer or Apologist, :) just pointing out some things that I think make the Ion Beam system sometimes more vulnerable and expensive than other systems/approaches.
In the case of laser blaster or cannon builds your entire front has to be exposed. You cannot hide these behind armor. This makes them highly vulnerable to EMP and piercing shots, the components are expensive to build, require vulnerable crew working at the surface level of your ship, and because its power hungry you need reactors shallow which further increases the vulnerability to piercing shots.
Defending a beam ship means just plopping down more inert armor on the outside. You don't need point defense, you're immune to EMP, you're not risking any crew or valuable components.
There's a reason why nearly all ships submitted on the screenshots page are ion beam builds. Nearly no ships are laser blaster or cannon builds.
As of Ion setup need a lot of space, yes it does but in a 2D way, which is still significantly better than railgun that require you to have a really long ship, that needed power source all along the rail. Or else you have to constantly wiggle your ship to do fanning.
As of Ion's outer most crystal tend to be destroy, yes they do but you can still do spinal aim with your inner crystal, which preferably defended by 6+ shield, the system will remain operational. In the case of railgun, it just immediately die when the tip is destroyed.
Ion still have more versatility.
No it wouldn't, for the reasons stated above. Additionally it would make people think about exactly how many beam combinations they want to engage at a certain range. It would change a very important aspect of the weapon and make it more interesting.
Railguns are very easy to protect too - like any spinal weapon. Just put massive layers of armor in front of the muzzle and line shields within that armor slab. Or you could, as seen with many Ion Chambers, put the Railgun muzzle beneath a Shield Chamber with sidewards large shield generators. The same is not always possible with beams, if you want them to be able to aim.
That's not true at all. How are missiles that you can mount in the rear of your ship, that then fire and loop around your ship to still hit the enemy any less protected? They have not just layers of armor, but the entire ship in front of them. And as explained above, the front of Railguns are just as easy to protect as Ion Beams - even easier actually, because Ion Chambers are wide and bulky while a Railgun is sleek -> less area to protect.
And why are you guys talking about the supposedly problematic protectability of Ions in the first place, when the range nerf did absolutely nothing about that aspect??? It's like saying that the food is too salty, that's why you'll add less pepper next time. ????????
Can we stick to the topic, which is my suggestion and not some tangential aspect of the weapon?
having long ships is actually a lot better than having wide ones, because most of the damage is going to come from the front and the front of Railgun ships is much less wide, than the front of Beam ships and therefore easier to protect. Also, this has nothing to do with the range nerf, as nerfing the range does nothing to protectability. Why are we talking about this here?
Railguns can be armored the exact same way the inner Ion Chamber outlet prism can. And when that prism dies, so does the entire chamber. Take a look at the Shrike or that Monolith ship that has its third railgun buzzle deep within the ship. Saying beams are easier to protect just doesn't make any sense at all and - again - has nothing to do with the range nerf.
https://steamcommunity.com/sharedfiles/filedetails/?id=2887715196
There. Can we now end this tangential discussion that has nothing to do with the range nerf or my proposed solution, because the nerf didn't affect beam protectability? Thx.