Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I wonder if having actual magazines for some ballistic weapons would work well and be interesting.
All ballistics had limited ammo before the 0.65a releases. Player could shield tank them until the enemy ran out of ammo, then shoot back.
Quote from: Ad Astra on April 17, 2021, 12:50:25 PMI wonder if having actual magazines for some ballistic weapons would work well and be interesting.All ballistics had limited ammo before the 0.65a releases. Player could shield tank them until the enemy ran out of ammo, then shoot back.
Quote from: Megas on April 17, 2021, 01:05:05 PMQuote from: Ad Astra on April 17, 2021, 12:50:25 PMI wonder if having actual magazines for some ballistic weapons would work well and be interesting.All ballistics had limited ammo before the 0.65a releases. Player could shield tank them until the enemy ran out of ammo, then shoot back.I was wondering what that mod was even for. Now I know it isn't for anything anymore.
Not as limited ammo, but as magazines that need reloading or something of that sort, like an autopulse that instead of slowly recharging, it just spends all rounds, reloads and starts shooting again.
We had that too in one of the 0.65 releases. In practice, that turned all ballistics into autopulse lasers that effectively did (more-or-less) half DPS in most fights. Basically gimped ballistics and made some energy weapons good for universals (reliable DPS despite terrible range).Also, it was a mess for stats.
Wyvern is 100% correct about the math.
Basically the issue with regenerating magazines for ballistics is that it was applied in a rather ad-hoc fashion, with no particular attention to refinement or which weapons should have larger/smaller clips or higher/lower sustained DPS. And then rather than attempt refinement, the notion was just dropped. A pity, really.