Forums » Suggestions

Seeker Beamer

May 21, 2022 greenwall link
There are beam weapons in the game but none we can use.

Seaker Beamer

-Manufacturable Ship
-Uses current seeker model
-Fires a built-in non-autoaim straight laser beam that deals 1000 damage instantly
-Range is 4000m and it fires through and causes damage to ANYTHING in that path.
-must be pintpoint/direct hit to cause damage
-ship may be mounted as a turret on a capital ship and gets a boost in stats
-purpose would be for non-Deneb, non-Hive skirmish use (OK for queening)

Standalone Ship
Damage: 1000
Addon Ports: none
Energy to fire: 100
Targetting:
Firing Delay: 8 seconds
Mass: 2000kg
Cargo: none
Armor: 100
Speed: 45m/s
Thrust: 190N
Turbo Thrust: 200N
Spin Torque: 7.2Nm
Turbo Speed: 220m/s
Turbo Energ: 50/s
Cu as cargo: 100

Turret Addon
Damage: 12,000
Energy Drain: 5000
Delay: 8 seconds
Targeting: none
Energy: 1000/blast
Cu as cargo: 100
Grid: 40

Prerequisites:

-Turrets must be destructible
-Use in Deneb War as a turret constitutes a war crime and if brought into a deneb skirmish sector it results in a special unaligned task force that jumps in and destroys your capital ship with overwhelming force.
-if present in hive skirmishes it causes all hive bots to attack your ship en masse
May 21, 2022 Sid123 link
I'd suggest increasing the volume as cargo to 150 cu. If it has a 100 cu volume as cargo, it can be used in overstuffing to stuff six XCs in a goli and 8 in a dent, and I'm not sure that it's really a good idea.

Also, what beam weapons are there in game that we can't use?
May 21, 2022 Anewold link
capships dont have 5000 energy
May 21, 2022 Sid123 link
I think he means they drain 5000 energy from the ship they hit, not the ship they're fired from.
May 21, 2022 notcreativenickname link
Sounds cool +1
May 21, 2022 greenwall link
Whoops, thanks Anewold. We could either adjust to 4000 energy, or require an upgraded capship powercell (manufacturable of course), that provides 5000. I sadly cannot update the OP.
May 21, 2022 incarnate link
Orientations are still quantized, just less than they used to be. Without auto-aim, you'll have some trouble direct-hitting something at 2000m, let alone 4000m.

The main reason why we haven't released beam weapons, is that they run a bit counter to the "twitch" model game in which skill is supposed to be a major determining factor. Once you get into beam weapons, they're insta-hit. Even without auto-aim, the defender cannot do anything to avoid them.

In this case, the defender can't even hide behind objects, all the way out to 4km. It seems a bit potentially frustrating and overpowered. What's the goal here, exactly?
May 21, 2022 biretak link
+1 incarnate... no beam weapons. +1 to kennyb's master of twitch combat.
May 24, 2022 greenwall link
This suggestion is one implementation of something I've thought about for awhile: which is basically a pilotable tiny ship that can also be mounted as a turret in capital ships.

The idea being these ships would be highly specialized, highly vulnerable, operable outside of a capital ship turret but much more powerful when used as a capital ship turret.
May 24, 2022 look... no hands link
The turret fighter idea is interesting. Not so sure about the beam weapons for the reasons Incarnate mentioned.