Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Serenitis on March 07, 2015, 05:31:24 AM

Title: Proximity Charge Launcher
Post by: Serenitis on March 07, 2015, 05:31:24 AM
This weapon is really not great, but it's actually not as awful as I thought it would be. 
But it is lacking one feature that would make it genuinely useful; the ability to detonate when in proximity to something hostile if they're going to miss and sail off into the distance.
(Making them detonate when shot down would also be interesting.)
Currently they are pretty bland and totally overshadowed by reapers in the unguided explosion department.

Also interesting that the tooltip says it has 'excellent' tracking, yet the weapons never display any such ability.

Title: Re: Proximity Charge Launcher
Post by: nomadic_leader on March 07, 2015, 07:30:49 AM
Yes, for now it's fun in the perverse way that trying to use only the revolver in an FPS is fun, for people who like that kind of thing.

For its OP cost though, it is a little underpowered. I thought it already had proximity detonation? Well if it doesn't, it should.

Or perhaps it should be made a bit faster, to at least make it easier to hit things.
Title: Re: Proximity Charge Launcher
Post by: TJJ on March 07, 2015, 07:47:39 AM
It's a suppression & area denial weapon, also one of the best PD in the game!
A support weapon, not a strike weapon.
Title: Re: Proximity Charge Launcher
Post by: Megas on March 07, 2015, 09:36:33 AM
It should cost less OP and maybe be rechargeable.
Title: Re: Proximity Charge Launcher
Post by: Serenitis on March 07, 2015, 11:19:07 AM
As far as I can tell though they don't seem to have any proximity ability, as they can miss by a hair and carry on into the black.
They do have quite an impressive range on them though, especially if you launch them mid burn.

Changing one value in phase_charge.proj however provides a much more satisfatory performance:
Code
"behaviorSpec":{"behavior":"PROXIMITY_FUSE",
"range":120,
Changing the proximity range from 75 to 120 seems to give them enough room for the ability to actually work as expected.
The fall off from never getting the core damage is more than offset by them actually hitting something.

It could do with the OP cost dropping a bit though.
Currently costs 10 OP for 30x500 or 15000 dmg.
Typhoon also costs 10 OP but has 5x4000 or 20000 dmg.
Prox. has 75% dmg capacity, so 7 or 8 OP?
Title: Re: Proximity Charge Launcher
Post by: CopperCoyote on March 09, 2015, 06:45:48 AM
If they got an upgrade that made them more potent against fighters and tightly packed ships they'd be pretty good i think. I currently use them on (flagship) vigilances ventures and dooms. Specifically for PD and anti fighter weaponry. The FMR makes it so i can guarantee the fighter wing kill.

It feels like the AI derps it up and shoots me with them pretty often so I don't risk it anymore.