Star Valor

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Ion beam build?
Is it viable to have a capital ship with custom massive ion beam(s) and just constantly squeezing out the energy from enemy capital ships?
It could also help against smaller ships such that they can't really move around and maneuver without energy...

If so, what would be the practical size of and how many ion beams should be reasonably used?
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Showing 1-13 of 13 comments
Moon-Shadow Jun 23, 2022 @ 11:09pm 
To me, ion weapons would only make sense if there were weapons that were weak against shields but very strong against hull.

But such weapons would only make sense if every ship had shields, not like this Time where you're met with so many that don't have shields.

Opponents would have to have at least a very light shield, where these weapons are then of little use, so ion weapons would be best, and any other weapon is fine.

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Cannons work well against hulls, but they're not weak against shields, so Ion weapons don't make much sense either.

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What's missing Ion Missiles. ( Is better for me. )

Ion missiles, so you use up ammunition and time, instead of generating heat and needing energy, which look different visually and are not too weak compared to ion lasers and beams.

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Don't know if that fits the game.

What else might be needed would be ion missiles, with effects other than energy drain.

Maybe slow it down a bit, but while the effect is still active, no more missiles can prolong the effect, you have to wait until it stops working.

Or a maximum % of the shield is missing for a short time.

But such a missile must be visually distinguishable from the others, so that you know what's coming and whether you want to shoot it if you don't have any gunners to do it.
hareth Jun 24, 2022 @ 3:57am 
Large ships usually have weapons that use ammunition, which is of little use. The armor and shield values of small boats are low, so it is unnecessary to use it.
phoenix_54d Jun 24, 2022 @ 4:34am 
Large ships often have energy weapons to go with that, and some are pure energy boats.
It isn't impossible to make some ion beams, but as (for now) they only momentarily drain energy, the moment the beam comes off they can start right back up at full power.
Later there may be a build-up and fade to the effects for less of a 'hard stop' without building to 'disable', but a much more effective soft-control.

For now, a large ship can make use of them in limited fashion, mainly to screw with enemy capitals. Whether that's worth lowering your TTK against everything will depend on your build and style, but you'll want to craft enough continuous ion to have several thousand (like 4k+) once all buffs, crew, crits and purpling are taken into account.
Plüschtiger Jun 25, 2022 @ 10:21pm 
Originally posted by phoenix_54d:
For now, a large ship can make use of them in limited fashion, mainly to screw with enemy capitals. Whether that's worth lowering your TTK against everything will depend on your build and style, but you'll want to craft enough continuous ion to have several thousand (like 4k+) once all buffs, crew, crits and purpling are taken into account.
TTK?
Jaasrg Jun 26, 2022 @ 1:42am 
Originally posted by Plüschtiger:
TTK?
Time to kill.
Qiox Jun 26, 2022 @ 1:07pm 
Originally posted by TheWhitestOfFangs:
Is it viable to have a capital ship with custom massive ion beam(s) and just constantly squeezing out the energy from enemy capital ships?
It could also help against smaller ships such that they can't really move around and maneuver without energy...

If so, what would be the practical size of and how many ion beams should be reasonably used?

I tried it and it worked great. I built simple Overload Ion Beams. Just 1 core + Overload + Continuous. Upgraded to purple they did 553 energy drain. I used 4 of them on a Sanctuary. It worked great against stations. You quickly completely stop any station from firing at you.

For Ravager bosses it just depends on what type of weapons they have. Obviously anything with beams or pew pew energy weapons become harmless.

I had a lot of fun with that setup.
Last edited by Qiox; Jun 26, 2022 @ 1:08pm
MrPurple33 Jun 26, 2022 @ 3:15pm 
I've flirted with trying out Ion Beams, but for what they do in both Star Valor and other games, they just aren't my style

Doing Energy Drain AFTER the Shields are down are interesting, but I'd be more inclined if Ion Beams BYPASS the Shields, do no damage, and directly drain energy, not at full "damage" but say 1/3rd- OR Ion Beams do just straight up Less Energy Drain/Damage and go right past the Shields still

Picture that Giant Ion Cannon on Hoth in "The Empire Strikes Back"- It's only shown once, but it fires two big blasts from the planet Hoth and cripples a Star Destroyer- right past Shields, Deflectors, everything just hits and disrupts all the systems on the Destroyer

So with my preferred playstyle I just go for the damage and kill

Qiox did have some interesting, useful examples though- I utilize Overloads sometimes with weapons- usually it depends more on how much extra Heat is caused on the Barrels/Hardpoints/Turrets than the increased energy cost- sometimes it's worth it with energy weapons, sometimes it's not- usually works better with smaller 1 and 2 point Lasers, and not Beams- Overload Cannons I use a Lot, as there is still no energy use and it pumps up Cannon Damage well

So Qiox using 1 Ion Core + Overload + Continuous, for a 2 point weapon does sound feasable to me- you get a free Boost for the Core as well, I'm guessing a Heatsink would be slapped on to mitigate the Overload Heat, and the Overload pumps the Ion Capacity up, something I hadn't thought of (SO impressed by how much weapon variety/crafting you can do in Star Valor- I sometimes spend 30min testing 6 different ways of arming a weapon, just to see what is the best damage, ROF, and most energy/heat economic)

Qiox said he use 4 of those Ion Overload Beams at Purple Quality and Crippled a Sanctuary- that's Impressive, and useful- The big use he gives out is Ion Beams vs Stations- I usually don't attack and destroy Stations until I'm up to a Cruiser or at Least a Gang of Frigates and Corvettes, so I just go for as much Damage as Fast as Possible- Ion Beams combined with conventional damage weapons WOULD get those Shields down quick, and then the Ion Beams Drain the Station at a constant rate so all that Automatic, Homed-In, Industructable Defense Turret Fire would be just OFF- That is an excellent use and great idea

Against smaller ships, Shuttle to even Corvette, I'd think Ion Beams still wouldn't be worth it, still be faster to just kill them- also you'll probably have Escort AI Feet Ships still using their guns, killing them- and If you COULD just cripple a Ship Leaving it helpless, Star Valor sadly has no "Boarding" Mechanics for taking over a Ship rather that killing it and Loot falling out sometimes (One of the Very Few areas Star Valor Lacks- 90% of Star Valor Is Superior to most other Games though)
Last edited by MrPurple33; Jun 26, 2022 @ 3:17pm
a timed 5 seconds or so of reduced energy gain based on size of ion after being hit would be nice. give the weapon a different feel. maybe charged single shots doing way more ion damage at expense of chance to hit. perhaps ion timed damage could apply to energy throughput of other systems, say you get hit and your weapons can only output 80% of potential output regardless of how many reactors etc they have.
Last edited by yo cowards dont even smoke crack; Jun 27, 2022 @ 4:33am
Moon-Shadow Jun 27, 2022 @ 9:04am 
So is, ions have been rather useless.

Consumes space for the things you need to do damage to others.

And you can only fight one target, because sharing ion weapons for more enemies makes the effect weaker, and it takes even longer to fight others.

And if an opponent has weapons that don't use energy, they can continue shooting without any problems.

As long as Ion weapons don't have additional effects, they are useless rather than being able to use them normally against everything.

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They only make sense against very specific opponents, many strong shields and rather little energy and only energy weapons, and then only if you know in advance that this opponent is like that, i.e. Ravager bosses waiting in sectors for players to come.

And certain kill missions where an enemy also has a Fixed Sector, and after you spot the enemy, you Refit your Ship on a station in the sector anyway.
TheWhitestOfFangs Jun 27, 2022 @ 8:26pm 
Originally posted by Qiox:

I tried it and it worked great. I built simple Overload Ion Beams. Just 1 core + Overload + Continuous. Upgraded to purple they did 553 energy drain. I used 4 of them on a Sanctuary. It worked great against stations. You quickly completely stop any station from firing at you.

For Ravager bosses it just depends on what type of weapons they have. Obviously anything with beams or pew pew energy weapons become harmless.

I had a lot of fun with that setup.

Why not a 2-3 core on a turret?
Qiox Jun 27, 2022 @ 9:36pm 
Originally posted by TheWhitestOfFangs:
Originally posted by Qiox:

I tried it and it worked great. I built simple Overload Ion Beams. Just 1 core + Overload + Continuous. Upgraded to purple they did 553 energy drain. I used 4 of them on a Sanctuary. It worked great against stations. You quickly completely stop any station from firing at you.

For Ravager bosses it just depends on what type of weapons they have. Obviously anything with beams or pew pew energy weapons become harmless.

I had a lot of fun with that setup.

Why not a 2-3 core on a turret?

I wanted to keep it a size 2 weapon so that I was only giving up a total of 8 space with the 4 weapons. I still wanted to have enough damage output that I was not killing things annoyingly slow.
Moon-Shadow Jun 27, 2022 @ 9:54pm 
Because ion weapons are already 1 large as non-beam, and then 2 large as beam.

It is now practical that you can install a booster per core without the weapon getting bigger.

But the problem is if you want to put it in turrets, most ships are 2 size, rarely 4 size, and even more rarely more.

If it's not a tower, you have little problem building something bigger, the only problem is that the weapon gets bigger, so it heats up and costs more energy, so that with some weapons you have more problems using them than that they work against something.

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Ion weapons that overheat do nothing again.

Since the opponent then gets energy for everything again, while you shoot down their shields again and burn all the energy again.

If you fight with other weapons right away, you take the opponent's shields and the Hull, and if something overheats, the opponent can usually not full repair the shell again in the same Time.

Unlike when using ion weapons where you do no damage and the shield and energy charges evenly without the energy charging slower as it is not consumed for shield charging.

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That's exactly the problem, energy is not consumed by shields for recharging.

Only weapons consume energy to fire.

Also speed booster for ship, but only if you install more than 1, one is always enough for me, don't need more, therefore I don't see any energy consumption of boosters and therefore I don't need the skill from the sensor tree.

Otherwise, energy is only consumed if you use modules that drop the maximum energy regeneration below the value to have + energy production.

So if energy was expended on shields, less energy would charge while there was less energy, and ion weapons would work better.

But it would be best if ion weapons had additional effects on weapons and shields and energy, such as slightly less damage from weapons, slower shield loading, weaker absorption. ( Less energy regeneration but would have to be weaker, otherwise it would be too strong with the other or other effect instead less energy. )
TheWhitestOfFangs Jun 28, 2022 @ 10:35am 
fair arguments.
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Date Posted: Jun 23, 2022 @ 10:00pm
Posts: 13