Forums » Suggestions

Capital Weapon/Shield Energy Usage

Aug 07, 2021 Hawkfeather link
I don't think anyone really wanted this. PCB weapons disabling weapons and/or shields as well is a huge nerf to capship fighting capability, and basically turns them into glorified oversize moths.

If there absolutely *must* be a nerf, 1000 (or even 750 or 500) is *way* too much energy to require for a single caprail shot. Somewhere in the 100-250 range so that your ship has to really be out of energy before its weapons are disabled would at least be tolerable. It already feels bad enough to get swarmed by unrats or other bots, at least how it was before you could try to fight back instead of just being completely helpless.

I say all this as someone who regularly hunts player capships and would benefit extremely from this massive nerf to defensive capability. It's more fun for hunters, as well as more significant when you succeed, when it's actually a challenge.
Aug 07, 2021 incarnate link
Done, changed to 250. Should be in production now.
Aug 07, 2021 We all float link
Inc,

Is the change server side?
Aug 07, 2021 incarnate link
Yes, it is. If there are problems with it propagating correctly, let me know. We had issues with our tools around this last night.

But, when all is working well, it's runtime change that's made actively on the running server, and pushed out to the clients (sometimes requiring a re-dock or a sector change).