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Post by wafflestoo on Nov 14, 2016 15:59:22 GMT
I've been enjoying a little meta-game I like to call "Railgun limbo", seeing just how little power-draw I can get away with and how small I can make the weapons and still have them perform competitively with / out-perform the stock guns. The two current favorites are a 12kw railgun I like to call, "The Closer" and a 110kw coilgun I call, "The Hammer".
But I also recognize that this is hardly helping to serve Qswitched's mission statement of, "finding out what space combat might really be like."
...so I'm on the fence.
What do you think?
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Post by redparadize on Nov 14, 2016 16:03:09 GMT
I want it to be fixed. I want to do legit design as much as possible. The silica aerogel fix broke all my missile and my overall strategy, and I am happy about it.
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Post by jonen on Nov 14, 2016 16:25:42 GMT
Not really, but then I don't really have a lot of coil and railgun designs to be broken.
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Post by dragonkid11 on Nov 14, 2016 16:26:31 GMT
Eh, things get fixed. We as the players, adapt tot the change.
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Post by coaxjack on Nov 14, 2016 17:02:16 GMT
I think a huge part of the fun of this game is scratching the engineering itch, so having materials that go way beyond superconducting, or tap into some magical vacuum energy to run at 8000% efficiency or whatever isn't really good sportsmanship. Finding a workable solution with your (realistic) given materials is what it's about.
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Post by leerooooooy on Nov 14, 2016 17:56:50 GMT
It is necessary but it's not going to change much immediately. The meta is already 90% laser spam and 10% hypervelocity kamikaze drone spam, with the rare broken coilgun managing to stay relevant once in a while. The bugs about overkill damage are IMO a lot more annoying
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Post by someusername6 on Nov 14, 2016 18:10:47 GMT
It is necessary but it's not going to change much immediately. The meta is already 90% laser spam and 10% hypervelocity kamikaze drone spam, with the rare broken coilgun managing to stay relevant once in a while. The bugs about overkill damage are IMO a lot more annoying I have spent zero time trying to design rail guns and coilguns after I learned they could break physics in game this way. If nothing else I expect that a fix will cause people to pay more attention to them and try to see what could be done (even if turns out to not be competitive).
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Post by wafflestoo on Nov 14, 2016 18:29:44 GMT
I used to feel that way until I determined all but one of the stock guns were broken, so I embraced the madness
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Post by wafflestoo on Nov 14, 2016 19:38:35 GMT
I think it'd be less on the fence about it if it were easier to check lasers for flouting the laws of physics. It's fairly trivial to determine muzzle energy and see something amiss, but is it feasible for a 10GW laser to have an M-squared of 3 or less? Huh... I don't even begin to know how to check that.
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Post by concretedonkey on Nov 14, 2016 20:47:49 GMT
Frankly half of the fun is adapting and I'm sure that most of you think it, but the feeling of doing something correctly is much better than just exploiting something broken.
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Post by subunit on Nov 14, 2016 21:04:49 GMT
I think it'd be less on the fence about it if it were easier to check lasers for flouting the laws of physics. It's fairly trivial to determine muzzle energy and see something amiss, but is it feasible for a 10GW laser to have an M-squared of 3 or less? Huh... I don't even begin to know how to check that. This is a good point. As it is I think lasers are going to end up pretty dominant and missiles and drones generally wont have enough mass to mount enough armor to close inside their engagement envelope. It would be nice to know if this is an artefact of the way they're modelled, like the way coilguns currently spit 100 nukes/second etc.
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Post by randomletters on Nov 15, 2016 0:34:32 GMT
Assuming the stresses and material properties stay more or less the same it should be very easy to duplicate the current performance of railguns, simply at a much higher energy cost.
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Post by dragonkid11 on Nov 15, 2016 0:56:30 GMT
Honestly, if coilgun and railgun is ever fixed, I will just replace my defensive guns with conventional guns and let my drones do the job of wiping out capital ships instead.
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Post by Durandal on Nov 15, 2016 0:58:58 GMT
I think it'd be less on the fence about it if it were easier to check lasers for flouting the laws of physics. It's fairly trivial to determine muzzle energy and see something amiss, but is it feasible for a 10GW laser to have an M-squared of 3 or less? Huh... I don't even begin to know how to check that. This is a good point. As it is I think lasers are going to end up pretty dominant and missiles and drones generally wont have enough mass to mount enough armor to close inside their engagement envelope. It would be nice to know if this is an artefact of the way they're modelled, like the way coilguns currently spit 100 nukes/second etc. I wouldn't be so sure. Lasers are good, but I wouldn't expect each and every tactical consideration to be solved by GW lasers. If all you have is a hammer, everything looks like a nail.
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Post by bdcarrillo on Nov 15, 2016 1:18:07 GMT
Well, the laws of physics must be obeyed.
I prefer to watch the technological evolution that we're pushing through. Look at each of the common strategies and counters that are developed here... We're essentially beta testing space combat through trial, error, and sharing our ideas. We're clamoring for the developer to include new features so we can exploit eachother weaknesses and develop new techniques.
But, as I said, the laws must be obeyed.
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