Re: Suggestion: Sometimes beam pierce shields
Posted: Wed Jun 20, 2012 5:44 am
so, let me respond to this with my limited grasp of the balance done here.
Most weapons are supremely good at whatever niche they fill. Stacking your ship with them will ensure that you dominate a particular situation - however they are situational, and the wrong situation will defeat you.
In my game I tend to have a backup/alternate weapon in my hold and a couple of drones for swapping in and out.
In mantis space, I usually have an antipersonnel drone to tie the enemy up while I gas them.
in most other spaces I am sporting 2+ anti ship drones
My spare weapon is sometimes a beam weapon - specifically the halberd. The halberd is a situation weapon that does more damage than just about any other single weapon in the game but it does so conditionally. If you can get someone's shields down, you can do a lot of crew damage to crowded rooms and a tremendous amount of hull damage. It is a fantastic weapon to follow up from taking down enemy shields with. It's situational however, and much less useful on things with 4 shields. Know this, and use it accordingly.
On ships with more shields, you need things that bypass shields. missiles/ teleport bombs / boarders.
Remember that when you are evaluating weapons you have several competing factors :
slot expense
power expense
time expense
opportunity expense
you have a finite amount of slots, power and time and within all of that, some weapons are more 'generally applicable' than others and some weapons are extremely opportunistic. The fire beam is an example of extremely opportunistic weapons. In the right circumstances, it's super effective. In most, it's not effective at all.
Instead of thinking in terms of how a weapon is weak in general, think about what circumstance makes that particular weapon strong, and play to it.
Most weapons are supremely good at whatever niche they fill. Stacking your ship with them will ensure that you dominate a particular situation - however they are situational, and the wrong situation will defeat you.
In my game I tend to have a backup/alternate weapon in my hold and a couple of drones for swapping in and out.
In mantis space, I usually have an antipersonnel drone to tie the enemy up while I gas them.
in most other spaces I am sporting 2+ anti ship drones
My spare weapon is sometimes a beam weapon - specifically the halberd. The halberd is a situation weapon that does more damage than just about any other single weapon in the game but it does so conditionally. If you can get someone's shields down, you can do a lot of crew damage to crowded rooms and a tremendous amount of hull damage. It is a fantastic weapon to follow up from taking down enemy shields with. It's situational however, and much less useful on things with 4 shields. Know this, and use it accordingly.
On ships with more shields, you need things that bypass shields. missiles/ teleport bombs / boarders.
Remember that when you are evaluating weapons you have several competing factors :
slot expense
power expense
time expense
opportunity expense
you have a finite amount of slots, power and time and within all of that, some weapons are more 'generally applicable' than others and some weapons are extremely opportunistic. The fire beam is an example of extremely opportunistic weapons. In the right circumstances, it's super effective. In most, it's not effective at all.
Instead of thinking in terms of how a weapon is weak in general, think about what circumstance makes that particular weapon strong, and play to it.