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Weapons on ships

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12 years ago
Jul 31, 2013, 9:48:53 AM
Hi. I just started with Disharmony, playing my first game. One thing (among others) I don't get is putting weapons on ships.

Each kind of weapon can be selected as melee, medium and long range. Each range having different statistics. If I put just one kind of weapon to ship, lets say kinetic, regardless of which range I choose in design, they are fired also during other phases of the battle. I would undertand that if there was not a difference in tonnage for differnet ranges.

Could anybody please explain ?

Thank you
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12 years ago
Jul 31, 2013, 10:44:16 AM
Welcome to the Forums,



The Weapon mechanic is still a bit wonky imho. However there are some basic guidelines:



Weaponranges define how much damage the weapon does in each respective phase, I don't have the numbers in my head but generally they do most dmg in their preffered phase and considerably less in the other two phases.

Weaponranges define how often the weapon fires: Longrange only fires a few VERY powerfull shots once a round(they fire at the beginning of the battle and the projectiles hit at the end of the phase, Melee weapons fire a multitude of projectiles with very low damage 4 times a phase hitting almost instantly, Medium range is pretty easy to figure out^^

Tonnage is dependent on how compatible the weapontype is with the range-mod. Thus missiles work best at long range Lasers best at medium range and kinetics best at melee. So a Melee missile module is much heavier than a Longrange missile module.



So unless you have a fancy genius plan just use longrange missiles mediumrange lasers and shortrange kinetics.
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12 years ago
Aug 1, 2013, 7:11:20 AM
Yes, I understand this. My question is, (for simplicity lets say I have just kinetics available) why would I choose long range kinetics which come at higher tonnage ? I can select melee which has the lowest tonnage and they will fire in all three phases of the battle.
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12 years ago
Aug 1, 2013, 9:47:23 AM
Because long-range weaponry even tho they fire the least have the most "punch" and considering the accuracy factor give you a chance to destroy the enemy before he brings his medium and short-range weapons into play effectively. Its true that melee weaponry will still fire more often during longrange-phase but the accuracy-penalty it gets makes it almost worthless during that phase.



Testing by the community determined kinetics to become less effective the further away you get from melee range tho so even tho you still get an advantage, its just not as good as if you stay with the old-school model of long range = missiles (personally I LOVE melee range missiles but hey)
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12 years ago
Aug 1, 2013, 9:55:31 AM
Tho currently there isn't all that much point in the battlesystem, just stick to the Ideal versions, you'll be fine. I think they are looking into making it more of a choice rather than a confuso-tron.



personally I LOVE melee range missiles but hey
Probably the most awesome weapon ingame.
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12 years ago
Aug 2, 2013, 5:49:40 AM
Ca_Putt wrote:
Tho currently there isn't all that much point in the battlesystem, just stick to the Ideal versions, you'll be fine. I think they are looking into making it more of a choice rather than a confuso-tron.



Probably the most awesome weapon ingame.




They still need to patch/fix it tho to make it a "real" choice. As it stands long-range kinetics and melee-missiles are subpar to their "true" counterparts, which is a shame.
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12 years ago
Aug 6, 2013, 7:22:01 PM
MTB-Fritz wrote:
They still need to patch/fix it tho to make it a "real" choice.




it is not loved here to say this, but the ranges in MOO2 made rally sense, since they did offer tactical choices:

  • long range, did hit over long distance immediately, most power, but high tonnage as well
  • normal range, average power, but able to target fighters and missiles too
  • short range, (very short range), lowest damage, but additional multiple autofires to missiles and fighters



And, last not least, you were able to build in a ship say 4* short range kinetics and 2* long range kinetics for different use cases!
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12 years ago
Aug 7, 2013, 6:52:40 AM
Yah I d love to make a kinetic dreadnaught with only kinetic weapons on all possible ranges, maybe it ll be patched in the future who knows.
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12 years ago
Aug 7, 2013, 8:36:22 PM
MTB-Fritz wrote:
Yah I d love to make a kinetic dreadnaught with only kinetic weapons on all possible ranges, maybe it ll be patched in the future who knows.




All weapons on all settings fire on all range...



This is how the range on weapon option works.



There are 3 phases, long medium and short. Each phase has 4 rounds.



Melee setting will fire lower damage shots, but will fire every round.



Medium setting will fire every 2 rounds.



Long setting will fire just once per each phase.



The settings are just worded very poorly.
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12 years ago
Aug 9, 2013, 4:18:40 PM
Gaizokubanou wrote:
All weapons on all settings fire on all range...



This is how the range on weapon option works.



There are 3 phases, long medium and short. Each phase has 4 rounds.



Melee setting will fire lower damage shots, but will fire every round.



Medium setting will fire every 2 rounds.



Long setting will fire just once per each phase.



The settings are just worded very poorly.




I guess I didnt express myself good enough smiley: smile



What I meant is a dreadnaught with longrange kinetics, mediumrange kinetics and meleerange kinetics all in one hull. It would be kinetic-INFERNO!!!!
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12 years ago
Aug 10, 2013, 5:54:50 AM
MTB-Fritz wrote:
I guess I didnt express myself good enough smiley: smile



What I meant is a dreadnaught with longrange kinetics, mediumrange kinetics and meleerange kinetics all in one hull. It would be kinetic-INFERNO!!!!




That would be a cool option to have.
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12 years ago
Sep 5, 2013, 11:45:46 AM
Gaizokubanou wrote:
All weapons on all settings fire on all range...



This is how the range on weapon option works.



There are 3 phases, long medium and short. Each phase has 4 rounds.



Melee setting will fire lower damage shots, but will fire every round.



Medium setting will fire every 2 rounds.



Long setting will fire just once per each phase.



The settings are just worded very poorly.




Was this changed in a recent patch? Because as of now that's just not true.



Right now it is like this:

1. Missiles fire once every 4 rounds, lasers once every 2 rounds and kinetics once every round. In other words missiles fire once per phase, lasers fire twice per phase and kinetics fire four times per phase.

2. Long range weapons are heavier and less accurate than lower range weapons but deal more damage. See the tooltip for a weapon module for details.

3. Every weapon will fire at all ranges, but at ranges that are different from the intended range they will get an accuracy malus. (see BattleDescriptor.xml)

The accuracy of long range weapons is divided by 4 in all phases except the long range phase.

The accuracy of medium range weapons is divided by 3 in all phases except the medium range phase.

The accuracy of melee weapons is divided by 10 in all phases except the melee phase.
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12 years ago
Sep 5, 2013, 7:59:07 PM
Warlaan wrote:
Was this changed in a recent patch? Because as of now that's just not true.







That is correct. This is how it is via 1.1.17, while the use that you disagree with is describing how battles worked in Disharmony before the patches were implemented.
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