Flaks: deshield (takes a bit of skill to time right)
Prims: hullbusters (should take a bit of skill to aim)
The current prims are a joke. In fact I hate almost every gun now going the way of dispersion. At least give an option of 3.03 prims with no dispersion and slower speed. Right now my prim slots feel useless.
(11-17-2024, 06:07 PM)Antonio Wrote: - Changed: Cruiser Primary Turrets' dispersion angle reduced by 10%; power usage reduced by 10%.
After testing this pre 10% and currently with the 10% reduction I have to ask:
Who thought this was a good idea, and why?
Like if the goal was to make people rely on flaks less, you did the opposite lmao. I'd now rather use flaks on my cruisers than touch the current prims, because they feel overtuned and useless. I didn't use flaks often prior to the changes. Found the prims did just fine and I could hit things pretty reliably.
Now I don't want to touch either. They feel like hot garbage. The dispersion is way too high, and the speed doesn't really make up for it with how little power is behind the punch, and how quickly they'll drain your core even while managing your power with shutting shields down.
That dispersion needs to be tuned WAY down. The speed doesn't mean anything if it takes more than 70% of my core to deshield a fighter within 500m range. You get eaten alive. I'd even ditch the speed if it means I could hit something.
If you're using prims to deshield a fighter at 500m when flaks hit a fighter consistently at 500m, you're doing something wrong.
The point is that the prims are the ones mitigating the amount of damage a fighter can do to you after it approaches within 500m into the envelope where the dispersion stops being a problem at those velocities if you have noticed the powercore damage that prims do.
Thank you for your efforts and time spent to bring more fixes and patches to the mod.
I hope you check the "Archon" ability to carry volume 0.5 ores as the "Hegemon" does because it seems it holds only 2,400 units.
(Yesterday, 11:08 AM)HonourWolf Wrote: If you're using prims to deshield a fighter at 500m when flaks hit a fighter consistently at 500m, you're doing something wrong.
The point is that the prims are the ones mitigating the amount of damage a fighter can do to you after it approaches within 500m into the envelope where the dispersion stops being a problem at those velocities if you have noticed the powercore damage that prims do.
Flaks do not consistently hit wdym lmao
I spent the better part of an hour unable to hit fighters with flaks or prims at ranges between 600m and under. Flaks aren't effective coverage anymore, so no they aren't reliable.
None of the stats you've outlined made me like prims nor does it change the fact that they're functionally useless right now. Kinda like how gunboat guns were a couple updates ago.
Flaks don't even go in the right direction half of the time. Those aren't reliable. Kage and I tested that pretty thoroughly so idk where you're gettin that intel from.
quick edito:
Honestly all this rebalance of prims and flaks has done from my point of view is give snubs a greater opportunity to engage a cruiser without consequence.
Dispersion means it should be efficient energy wise. Current prims even with the 10% are not there. You tickle someone's shield a tiny bit while the fighter has more DPS.
Especially in group fights a Cruiser won't have enough energy left to screen off fighters because it can only fire 3 salvos due to having to spent energy on other stuff and then it's stuck to a measly 1.5 prim firing. All while a fighter has more than enough energy and can just fly circles with their fingers in their nose.
They went from completely useless and equal to not mounting any prims to, yay I can shoot an NPC that flies straight at me at impulse speed but it still costs me my whole core to drain their hull to 50%.
You're going to have to tweak a whole lot more if your intended purpose is to make fighters sweat a little when taking on a cruiser since right now all they have to worry about it not accidentally running into a heavy gun while prims are just eye candy for cinematic effects.
(11-17-2024, 06:07 PM)Antonio Wrote: - Changed: Cruiser Primary Turrets' dispersion angle reduced by 10%; power usage reduced by 10%.
After testing this pre 10% and currently with the 10% reduction I have to ask:
Who thought this was a good idea, and why?
Like if the goal was to make people rely on flaks less, you did the opposite lmao. I'd now rather use flaks on my cruisers than touch the current prims, because they feel overtuned and useless. I didn't use flaks often prior to the changes. Found the prims did just fine and I could hit things pretty reliably.
Now I don't want to touch either. They feel like hot garbage. The dispersion is way too high, and the speed doesn't really make up for it with how little power is behind the punch, and how quickly they'll drain your core even while managing your power with shutting shields down.
That dispersion needs to be tuned WAY down. The speed doesn't mean anything if it takes more than 70% of my core to deshield a fighter within 500m range. You get eaten alive. I'd even ditch the speed if it means I could hit something.
If you're using prims to deshield a fighter at 500m when flaks hit a fighter consistently at 500m, you're doing something wrong.
The point is that the prims are the ones mitigating the amount of damage a fighter can do to you after it approaches within 500m into the envelope where the dispersion stops being a problem at those velocities if you have noticed the power core damage that prims do.
Neither weapon consistently hits anything at 500m. I don't know what backwards method was used to actually test Prim changes but they're absolutely useless to keep a fighter off of you which is clearly the entire point of the weapon now, but they don't actually do enough damage to be a threat. Flaks are way too inconsistent to reliably keep a fighter away and once the fighter is inside of the minimum range of the flak the prims aren't enough of a threat to discourage them from sitting on you. I'd genuinely rather have the previous version of prims back where they move slower (but still fast) but actually do damage to the ship when they hit. I don't care about power core damage because the damage they do because they do is only really noticeable against bombers, which are by far the least relevant snubs.
In short, cruiser prims effectively do nothing and you're genuinely better off just shooting your defense turrets at a snub because you're more likely to hit with them.
(Yesterday, 12:29 PM)Lord Caedus Wrote: Neither weapon consistently hits anything at 500m. I don't know what backwards method was used to actually test Prim changes but they're absolutely useless to keep a fighter off of you which is clearly the entire point of the weapon now, but they don't actually do enough damage to be a threat. Flaks are way too inconsistent to reliably keep a fighter away and once the fighter is inside of the minimum range of the flak the prims aren't enough of a threat to discourage them from sitting on you. I'd genuinely rather have the previous version of prims back where they move slower (but still fast) but actually do damage to the ship when they hit. I don't care about power core damage because the damage they do because they do is only really noticeable against bombers, which are by far the least relevant snubs.
In short, cruiser prims effectively do nothing and you're genuinely better off just shooting your defense turrets at a snub because you're more likely to hit with them.
honest question, have you ever actually tried to fly a snub at cruiser flaks
[03.07.2024] LNS-Beast***: we can do this every day but you have to buy bigger stronger ships...and i'll help you