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Suggestions / Heavy Burst PD 'buff'/'refactor'
« on: April 18, 2025, 11:20:36 AM »
Currently, because fighters have both small hitboxes and ship-level durability- rather than missile-level durability- killing fighters with warships is fairly difficult. Very few things actually kill fighters- they've got to be either overwhelming area of effect things like the Devastator Cannon, or very precise and high damage like the Phase Lance. Or, potentially, like the Heavy Burst PD Laser.
I suggest differentiating the Heavy Burst PD Laser from other weapons like the normal Burst PD Laser by making it a proper anti-fighter weapon. This could be done by increasing it's per-shot damage and overall DPS substantially, along with increased flux costs, and making it prioritize fightercraft, then missiles, then hostile ships. This would make the HBPD less efficient than other point defense options at intercepting missiles- at least, most missiles- especially in comparison to mixed Burst PD / PD Laser point defense grids. At the very least it would not make it substantially better at intercepting most missiles as it'll just overkill them, and would make it substantially better against fighters and probably also ships.
Probably something like output higher than a Pulse Laser while it has ammo, less high while it does not have ammo. Probably also an increase in OP cost. Maybe experiment with this in combination with the S-Mod E-mags changes?
It probably shouldn't, yknow, outright kill a Broadsword like a Phase Lance does. It probably should be quite effective against fighters in more sustained engagements. Prioritizing fightercraft over missiles would also make it ignore flares while firing on fighters, which normal anti-ship weapons already do.
I suggest differentiating the Heavy Burst PD Laser from other weapons like the normal Burst PD Laser by making it a proper anti-fighter weapon. This could be done by increasing it's per-shot damage and overall DPS substantially, along with increased flux costs, and making it prioritize fightercraft, then missiles, then hostile ships. This would make the HBPD less efficient than other point defense options at intercepting missiles- at least, most missiles- especially in comparison to mixed Burst PD / PD Laser point defense grids. At the very least it would not make it substantially better at intercepting most missiles as it'll just overkill them, and would make it substantially better against fighters and probably also ships.
Probably something like output higher than a Pulse Laser while it has ammo, less high while it does not have ammo. Probably also an increase in OP cost. Maybe experiment with this in combination with the S-Mod E-mags changes?
It probably shouldn't, yknow, outright kill a Broadsword like a Phase Lance does. It probably should be quite effective against fighters in more sustained engagements. Prioritizing fightercraft over missiles would also make it ignore flares while firing on fighters, which normal anti-ship weapons already do.