Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 3 4 [5]

Author Topic: Sabot srm  (Read 30338 times)

arwan

  • Admiral
  • *****
  • Posts: 669
    • View Profile
Re: Sabot srm
« Reply #60 on: February 25, 2012, 05:09:09 PM »

Reaper class torpedo (all forms)
range: 1000
damage: 4000
impact: 300
damage: high explosive
speed: 300
flight time 7 seconds
projectile HP: 400

reaper class torpedo (launcher variants "typhoon" "cyclone")
launch speed: 50

Atropos class torpedo (all forms)
range: 1000
damage: 2000
impact: 150
damage: high explosive
speed: 150
flight time: 12 seconds
projectile HP: 250
launch speed: 50

i believe the Reaper class torpedo (single shot) has a typo for its launch speed.. i think its meant to be 50 but its listed as 0.
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Anysy

  • Commander
  • ***
  • Posts: 225
    • View Profile
Re: Sabot srm
« Reply #61 on: February 25, 2012, 05:12:21 PM »

mm what does the impact: mean? I assume an aoe of sorts?

Otherwise, yeah, 150 speed on atropos torps seems REALLY low - Like im not really sure where I would actually want to use those over a reaper, which goes so much faster.
Logged

arwan

  • Admiral
  • *****
  • Posts: 669
    • View Profile
Re: Sabot srm
« Reply #62 on: February 25, 2012, 05:26:48 PM »

im not sure myself but i believe it is the damage it does from inertia if it were to hit you at top speed. so add it to damage.
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Flare

  • Admiral
  • *****
  • Posts: 906
    • View Profile
Re: Sabot srm
« Reply #63 on: February 25, 2012, 08:15:11 PM »

Speaking of torpedoes.. Weapons in Starfarer inherit the launching ship's momentum, including missiles, yes?

not missiles.. i have ran into my own sabot rounds before because i was faster than them. after shooting them at full throttle in a straight line.
sabots keep your momentum...  :-\ fairly sure...

They do, until their main engines kick in. It has to do with the same trick of first moving at max speed without any flux, and not touching the engines once you raise shields or start shooting to retain that max speed. When you're moving at max no-flux speed, and you incur flux, igniting the engines makes your ship slower.


Impact does nothing IIRC.


i believe the Reaper class torpedo (single shot) has a typo for its launch speed.. i think its meant to be 50 but its listed as 0.

Launch speed deals with the speed at which the missile pops out of the tube without its engines igniting. Projectile speed determines its engine-on speed. The reaper torps then come out of their tubes with their engines on.
Logged
Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Reshy

  • Admiral
  • *****
  • Posts: 1266
  • White
    • View Profile
Re: Sabot srm
« Reply #64 on: February 26, 2012, 02:13:17 PM »

any reason for sabot to be so much crappier than harpoon with range and tracking? both do 750 damage sabot just does kinetic instead of exlopsive...  :-\
(besides sabot has awesome pewpew factor built into it) its ridiculous that sabots cant out run hammer head firing em...   :'(

thought only benefit for kinetic is that it does better shield damage? ???

(if sabots get buffed at some point they would brobably need to be called MRMs instead ^^)


The reason Sabot are considered useless is because they're a limited ammo weapon that takes out regenerating shields.  It's really easy to take down shields with them, but you only have 6 shots so besides for a free overload or two it doesn't help.  Harpoons are better as once the shields ARE down they do massive amounts of non-recoverable damage.
Logged

Dreyven

  • Captain
  • ****
  • Posts: 275
    • View Profile
Re: Sabot srm
« Reply #65 on: February 26, 2012, 02:29:16 PM »


The reason Sabot are considered useless is because they're a limited ammo weapon that takes out regenerating shields.  It's really easy to take down shields with them, but you only have 6 shots so besides for a free overload or two it doesn't help.  Harpoons are better as once the shields ARE down they do massive amounts of non-recoverable damage.

well, really depends on the weapons you are using and on the enemy ship...
some ships are actually incapable of bringing down enemy shields because they don't have the flux capacity for it,
some enemies just shrug it off (happens even more with some mods where frigates with 0.4 flux/dmg exist)
but can already happen now and then

and especially bigger ships have trouble in bringing down shields because smaller ships can just fly out of range when they need to

also there are some other factors, harpoons are weaker against PD (sabots are too fast to shoot down)

and the damage of harpoons is just semi good...
most ships don't even have that much armor and sabots deal the same amount of damage against hull
Logged
Pages: 1 ... 3 4 [5]