littleliliput wrote:Capital weapons have high damage but lack feeling of this power.
Paul could it be possible to implement those two suggestions? Or could there be a different solution?
Capital weapons as they are now are ok, but I think it's worth trying to make them better and really fun to play with.
If you make capital weapons travel that fast... then what?
Get rid of every other "smaller" ship type, too?
Because if you get in range of a 2500ms/s PPC with anything smaller than M1/M2 and maybe well shielded M7 its game over before you knew what hit you... doesnt matter that they can only fire a couple of shots per minute.
I'm all for beefing things up compared to vanilla but dont loose perspective... that being said I already think the weapon re-balancing has gone totally wrong and is not working as it is.
I can accept (but dont really see the point) that now all fighter weapons are basically identical - only with different name and color for each race... ok, why not, no harm done, fighter vs fighter engagements still work with this setup.
But talking about the omnipresent beam weapons here (and with speeds of 1500+ms/s you can now add all capital ship weapons into that category).
What's the point of maintaining and fielding carriers or fighter wings anymore if fighters cant even get in range of bigger ships now without being sniped from across the other end of the sector?
Doesn't matter that they can only fire 10 times a per minute or so...
And if you fly yourself capital ship combat it is as boring as it gets - you can not dodge enemy fire anymore or outmaneuver their turrets, the only thing you can do is stay in range and wait and sit it out. And hope your shields regenerate faster than your enemy's or that their hull runs out before your own.
The way capital ship weapons work in XRM is one of the biggest disappointments for me so far, no need to go down that road any further.