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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: Attenuation  (Read 689 times)

SaberCherry

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Attenuation
« on: September 05, 2020, 03:31:08 PM »

It would be nice to have an attenuation option on weapons, particularly beams, such that they do full damage at range 0 and 0 damage at max range.  Beams are currently pretty OP since they are instant and never miss; it would be nice if some of them had a downside.  Or, if mods could add weapons with attenuation.  It would particularly be fun if beam weapons had greater attenuation in nebulas.
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Megas

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Re: Attenuation
« Reply #1 on: September 05, 2020, 06:43:52 PM »

NO WAY!  Do not need a reason to double down on melee combat and turn Starsector into a glorified beat-'em-up like Streets of Rage.  Guns need to stay as guns, not turn into knives, brass knuckles, or chainsaws (because they deal insignificant damage beyond point-blank range)!

That aside...

No hard flux is a huge downside for beams.  If anything, the smaller beams and Paladin PD need help.

Small beams are low-powered and good mostly as anti-missile PD, although they are effective against small ships with no or weak shields (i.e., early-game fodder).

Medium beams are graviton, which is a tactical laser substitute with... quirks, phase beam which is mainly a PD weapon against small ships, and heavy burst laser which is barely stronger than the small burst PD, but with much worse efficiency.  (I prefer small burst PD over medium.)

Of the large beams, HIL and Tachyon Lance are useful, but Paladin PD is a liability due to horrible flux inefficiency for what it can do.
« Last Edit: September 05, 2020, 06:47:08 PM by Megas »
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FooF

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Re: Attenuation
« Reply #2 on: September 07, 2020, 09:29:20 AM »

There will be a skill in the next update that halves beam range but allows them to deal hard flux to shields. There will also be a skill that will increase Energy weapon damage as your ship's flux goes up so between the two, you could have beams that do extra damage, at shorter range, that deal hard flux.

That's not exactly what you're suggesting but it's in the same vein.
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Megas

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Re: Attenuation
« Reply #3 on: September 07, 2020, 10:05:02 AM »

A skill grants the hullmod that will halve range for hard flux.  Basically, spending lots of OP for a Light Mortar (with less range) in beam form.
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DatonKallandor

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Re: Attenuation
« Reply #4 on: September 08, 2020, 06:57:13 AM »

Yeah I suspect that will end up being very underpowered, because the alternative is worse.
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