Weapon Appreciation Thread

General discussion about anything related to Transcendence.
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Atarlost
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A lot of people have mentioned that some numerically balanced weapons feel weak. For a slightly more coherent take on the phenomenon Christopher Franklin on kinaesthetics.

The solution, I think, is sound. The current fire sounds are weak. They sound good on repeating weapons, but unless paired with recoil or powerful graphical effects tend to fall flat when not repeated. The kinetic cannon sound in particular is a pathetic click.
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In case of the slam cannon, no amount of special effects will make it feel stronger. The only way to make the slam cannon stronger is to increase its damage (and WMD while you are at it) or give it a useful special ability. I suspect the slam cannon is the gold standard for level 4 blast damage. Of all of the damage tiers used in part I, blast is the only matter damage type that is weaker than its corresponding energy damage type, particle. At level 4, particle DPS is 33, and blast DPS is 31.5.

Omni particle cannon is numerically balanced at the high end of level 5, but it is scoffed as weak. The only solution I see aside from recalibrating damage for everything is to add a level 6 non-military omni particle weapon with more DPS. Having fewer midgame enemies that are highly resistant or immune to particle would help. Not every game will have outlaw miners and other early game enemies infesting systems up to Jiang's Star.

Lamplighter sounds weak, but it is strong, at least when compared to other unenhanced weapons.

Powergamers will use the most effective tool at their disposal, even if effects are lackluster or stupid. Similarly, obviously inferior tools with flashy and beautiful effects will be scorned and underused.

Transcendence is weak on sound. It needs more and better.
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Here are some throw-away weapon appreciation thoughts:

The game doesn't need any more omnis. Omni particle with a +10% or a +25% will carry a freighter player who has a half-decent standoff weapon and is smart about their shield/armor combo into Ares territory just fine. I personally have rocked the omni-particle/markIII+fast combo up to just before Point Juno as a freighter pilot with only a little more caution and tedium than a normal game.

The best way to make weak weapons more viable is to slash 30% off their costs. Makes them less farmable, but also more accessible in stores as a natural trade-in progression.

Slam cannons need an increase in projectile speed by about 5% and they will be fine.

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PM wrote:Omni particle cannon is numerically balanced at the high end of level 5, but it is scoffed as weak.
Need to correct myself. Omni particle is balanced roughly at the mid-range of level 5. For it to be near the high end of level 5, it would either need to shoot five shots per second, or its average damage raised to 6.5 or 7 per shot. The reason dual particle or lancer is useful is because their power is at the high end of level 5 or low end of level 6.
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Smartcannons are gorgeous for dealing with pretty much everything due to the homing nature of the shells, incredibly low cost, high find amount, and rather strong power- especially when you have the appropriate kinetic boost device(s?).
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Atarlost
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The Slam cannon isn't the gold standard for blast according to the balance calculations I did a while back, it's paying a range penalty. Matter weapons have a default range of 48 where energy weapons have a default range of 60 so reaching 80 costs the slam cannon a larger range penalty than the particle beam. The actual gold standard for blast are the Moskva 33 and 21.

Omnis other than the RK15, omni-Tev, lightning turret, and IM90 are probably overvalued in the balance calculation, and those are probably undervalued. (same way dual weapons are a little undervalued except the dual recoilless which is terribly overvalued)

Omnis are good, but apart from the IM90 and lightning turret they're mostly good against less threatening enemies. The most dangerous enemies are, in my experience, slow enough to hit reliably with fixed axis weapons.
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Amariithynar
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Atarlost wrote:The most dangerous enemies are, in my experience, slow enough to hit reliably with fixed axis weapons.
examples? Phobos, I assume, is one.
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Phobos, Deimos, Worldship, Earth Slaver, Tripoli, Drake, Charon Frigate, Urak Destroyer. It's the nature of capital ships to be slow and large and dangerous.
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Amariithynar
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I can agree with the first three (especially the third... damn worldships) but... the rest? Not really.
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Amariithynar wrote:I can agree with the first three (especially the third... damn worldships) but... the rest? Not really.
Yeah, and I would argue that the Dwarg Master, Barbary, Ronin-III, Steel Slaver, Tundra, and Ranx gunship are all equally dangerous enemies that are easier to fight with omnis. Heck, I'd usually rather fight a drake than a couple of Corsair-IIs, especially now that they don't have Light Blast Plate anymore. Furthermore, the Charon Frigate has gunship speed; it's only easy to hit due to quirky scripted behavior.
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Well, to be honest I don't fight barbaries or dwarg masters. I sic Jenna or Rama on them respectively. The former are too much trouble to chase down after dropping their shields and the latter will leave me with an annoying, useless mob of raiders that are slightly less annoying and more likely to be useful if they're hanging around Rama instead of me.

Ronin III aren't usually hostile. Thr rogue ronins and crates encounter is pretty rare. Steel Slavers are only bad if you don't pick up wingmen and they're in the company of wind slavers. They're not very fast anyways. Tundras aren't dangerous unless you're escorting something or using an oversized modship. Ranx Gunships aren't really that fast, though I suppose they might be a problem if you fly a freighter or oversized modship or don't watch your weight.
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Atarlost wrote:Well, to be honest I don't fight barbaries or dwarg masters. I sic Jenna or Rama on them respectively. The former are too much trouble to chase down after dropping their shields and the latter will leave me with an annoying, useless mob of raiders that are slightly less annoying and more likely to be useful if they're hanging around Rama instead of me.

Ronin III aren't usually hostile. Thr rogue ronins and crates encounter is pretty rare. Steel Slavers are only bad if you don't pick up wingmen and they're in the company of wind slavers. They're not very fast anyways. Tundras aren't dangerous unless you're escorting something or using an oversized modship. Ranx Gunships aren't really that fast, though I suppose they might be a problem if you fly a freighter or oversized modship or don't watch your weight.
I guess it comes down to playstyle, then. I don't care enough about Rama to babysit him and consequently he always ends up dying to a penitent shrine or Sung fortress or some such thing.

I agree that raiders make for very poor allies indeed; they always find a way to slip into your line of fire.

I've been getting the crate encounter at least 2-3 times a game lately. They are an interesting opponent and I like how you have to kite them away from the crates to keep them from blowing up the loot.
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If you're going to kite enemies have your wingmen waiting just out of aggro range and lure enemies into them. They're more effective and they tend to live until after you stop needing them.
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