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Who designed the Shatterforce laser?

 
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Who designed the Shatterforce laser? - 6/3/2014 5:23:09 AM   
Unforeseen


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It doesn't make sense, this weapon seems to be completely useless. The only thing this weapon seems to have going for it other than being required for the Titan Beam tech is its higher range than the other equivalent energy weapons in it's tier.

The thing is...it's final tech upgrade is 6 levels into the tree, and it only gives 12 damage, 48O range, with a fire rate of 2.2 seconds. Compare this to a Enhanced torpedoes which is only 2 levels into the tree and gives you a weapon with 17 damage, 46O range, and 2.9 seconds firing, that can be upgraded further and is just a step in the line for even better torpedoes all without having to go 6 levels into your tech tree to get it.

And don't even get me started on the Phaser Lance.
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RE: Who designed the Shatterforce laser? - 6/3/2014 5:47:16 AM   
pycco

 

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what, i have won many games with the shatter force laser, it is over powered if anything.
its strengths come from the rapid fire not damage it's self. when you put 15 lasers on a ship they fire so fast and non stop it can over power most shield just through dps alone.

(in reply to Unforeseen)
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RE: Who designed the Shatterforce laser? - 6/3/2014 7:47:55 AM   
towerbooks3192


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quote:

ORIGINAL: pycco

what, i have won many games with the shatter force laser, it is over powered if anything.
its strengths come from the rapid fire not damage it's self. when you put 15 lasers on a ship they fire so fast and non stop it can over power most shield just through dps alone.


Will be trying Shatterforce as I have been using impact assault blaster the whole time. I think I must have been placing only a few before since I avoided using those because it seems like they are really underpowered. I have been happy with Impact assault these days I never bothered using Shatterforce.

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RE: Who designed the Shatterforce laser? - 6/3/2014 7:54:40 AM   
Alphanos

 

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quote:

ORIGINAL: pycco
what, i have won many games with the shatter force laser, it is over powered if anything.
its strengths come from the rapid fire not damage it's self. when you put 15 lasers on a ship they fire so fast and non stop it can over power most shield just through dps alone.


This is a confusing reply. Unforeseen didn't say that the weapon can't do damage. Any weapon can do damage when you stack a ton of them on a ship. Unforeseen's point was that the Shatterforce laser at tier 6 can be compared with another weapon at tier 2. I haven't gone to inspect the stats of each weapon, but if he's right, then that's a clear balance error .

< Message edited by Alphanos -- 6/3/2014 8:55:33 AM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 8:06:02 AM   
fenrislokison

 

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well there is also component size and energy consumption to bring in the balance.

Also, the damage loss per 100 distance.

I must confess that i usually go for impact blaster myself, but it forces me to put a lot of engines on my ships to be able to close in and do maximum damage. Lots of engines and impact blaster means maximum energy consumption which means more reactors.

In my current game, i was considering a military design based on long range weapons that don't lose damage like missiles and phasers, and put the design stance on Standoff so it'll always try to maximize distance, avoiding damage from area weapons and short range weapons like gravitic and all.
As you avoid damage, you can put less shields, and as you don't lose damage over distance, you can also put less engines to close in, and all this space can be used for more weapons.

I don't have acces to the numbers right now, but i think it could be not only a viable, but an efficient ship design. I'll try to come back later on this :)


< Message edited by fenrislokison -- 6/3/2014 9:07:04 AM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 8:16:44 AM   
Lucian

 

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quote:

ORIGINAL: fenrislokison

In my current game, i was considering a military design based on long range weapons that don't lose damage like missiles and phasers, and put the design stance on Standoff so it'll always try to maximize distance, avoiding damage from area weapons and short range weapons like gravitic and all.
As you avoid damage, you can put less shields, and as you don't lose damage over distance, you can also put less engines to close in, and all this space can be used for more weapons.



I like the sound of that! I might give that design philosophy a try in my next game.

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RE: Who designed the Shatterforce laser? - 6/3/2014 8:36:46 AM   
towerbooks3192


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[image][/image]

Currently modified my design to try shatterforce and I currently have this (I suck at designing ships). Made 10 of these for a pirate hunting fleet. fought a large pirate port with 8k shield. 7 out of the 10 survived and one was unfortunately captured so it left me with 6. I reckon I could not do it with my old design which only has 12 assault impacts and would have required me to place tons of engines to get up close.

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RE: Who designed the Shatterforce laser? - 6/3/2014 8:53:59 AM   
Darkspire


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quote:

Currently modified my design to try shatterforce and I currently have this (I suck at designing ships). Made 10 of these for a pirate hunting fleet. fought a large pirate port with 8k shield. 7 out of the 10 survived and one was unfortunately captured so it left me with 6. I reckon I could not do it with my old design which only has 12 assault impacts and would have required me to place tons of engines to get up close.


This is from a neutral viewpoint

Up the Proton Thruster to 10
Up the Thrust Vector to 5 (turn rate 9s, needs to be at least close to 19+)
Drop 1 on the armor (5 is good and is easier to just add 5 with a click then six)
Fusion Reactors out Quantam Reactors in
Drop the reactors to 2
Drop the shields to 4
Drop the lasers by 24 to 6

If you scale the number of components from the escort upwards it makes designing a lot easier to manage. Also add energy collectors as soon as you can in a game, they help a lot in saving fuel.

Destroyers are best used in the defense of a system in small fleets of 4+, for Pirate base busting go with a fleet of 10 capital ships, lose less ships and is more efficient in eradication.

Darkspire

< Message edited by Darkspire -- 6/3/2014 9:59:58 AM >


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RE: Who designed the Shatterforce laser? - 6/3/2014 9:04:58 AM   
towerbooks3192


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quote:

ORIGINAL: Darkspire

quote:

Currently modified my design to try shatterforce and I currently have this (I suck at designing ships). Made 10 of these for a pirate hunting fleet. fought a large pirate port with 8k shield. 7 out of the 10 survived and one was unfortunately captured so it left me with 6. I reckon I could not do it with my old design which only has 12 assault impacts and would have required me to place tons of engines to get up close.


This is from a neutral viewpoint

Up the Proton Thruster to 10
Up the Thrust Vector to 5 (turn rate 9s, needs to be at least close to 19+)
Drop 1 on the armor (5 is good and is easier to just add 5 with a click then six)
Fusion Reactors out Quantam Reactors in
Drop the reactors to 2
Drop the shields to 4
Drop the lasers by 24 to 6

If you scale the number of components from the escort upwards it makes designing a lot easier to manage. Also add energy collectors as soon as you can in a game, they help a lot in saving fuel.

Destroyers are best used in the defense of a system in small fleets of 4+, for Pirate base busting go with a fleet of 10 capital ships, lose less ships and is more efficient in eradication.

Darkspire


Cheers mate! I will do that. I just researched quantum engine and titan beams. Don't really know what to look for when it comes to vectoring engines and armours. As for blasters, I thought the more the merrier. But yeah shatterforce is really good. I might divide this current fleet then build a proper capital fleet.


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RE: Who designed the Shatterforce laser? - 6/3/2014 9:23:26 AM   
DeadlyShoe


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Range is a huge advantage; the shatterforce is mostly competing with maxos blasters and impact blasters.

the principle downside of the shatterforce is being bad against armor...

titan beams are overpowered its true ;)

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RE: Who designed the Shatterforce laser? - 6/3/2014 9:33:10 AM   
fenrislokison

 

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Maybe i missed something but is there an intrinsic difference between escorts, frigates, destroyers, cruisers and capital ships?

i mean you can customize design, behaviour and everything with no limits relative to type so i always considered the different class of ships as a helpful way to sort out things but for all i know, instead of escort, frigate, destroyers, cruisers and capital ships, they could have been named class 1, class 2, class 3, etc.

Am i wrong?

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RE: Who designed the Shatterforce laser? - 6/3/2014 9:36:25 AM   
DeadlyShoe


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As far as I know the only actual coded difference other than name and design template is that escorts arn't placed into fleets by the formation AI.

Note: You can also pick whatever picture you want for a design.



< Message edited by DeadlyShoe -- 6/3/2014 10:37:01 AM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 10:04:58 AM   
Darkspire


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quote:

ORIGINAL: fenrislokison

Maybe i missed something but is there an intrinsic difference between escorts, frigates, destroyers, cruisers and capital ships?

i mean you can customize design, behaviour and everything with no limits relative to type so i always considered the different class of ships as a helpful way to sort out things but for all i know, instead of escort, frigate, destroyers, cruisers and capital ships, they could have been named class 1, class 2, class 3, etc.

Am i wrong?


quote:

ORIGINAL: DeadlyShoe

As far as I know the only actual coded difference other than name and design template is that escorts arn't placed into fleets by the formation AI.


The AI uses different routines for the different classes when they are on auto, like escorts primarily are assigned escort duty etc.

Darkspire

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RE: Who designed the Shatterforce laser? - 6/3/2014 10:41:58 AM   
fenrislokison

 

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thanks, that's good to know :)

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RE: Who designed the Shatterforce laser? - 6/3/2014 3:04:57 PM   
Spidey


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quote:

Fusion Reactors out Quantam Reactors in
Drop the reactors to 2

Say what? His 30 shatterforces guns alone are eating just over 270 energy per second when firing. How is he going to cover that plus engine usage plus static drain with just two quantum reactors? What am I missing here?

Edit: Oh, crap, don't I feel like an illiterate moron now.
quote:

Drop the lasers by 24 to 6

But come on, how boring is it to build a ship with a pathetic six lasers on it? I've seen math books with more sparkle than that.

Edit 2:
quote:

Destroyers are best used in the defense of a system in small fleets of 4+, for Pirate base busting go with a fleet of 10 capital ships, lose less ships and is more efficient in eradication.

I disagree with this part, though. Destroyers are excellent in a groups of 8+, you just need to size them right. 350-400 for the mid-game usually does it. Size 500-550 late game. Plenty of firepower, the same staying power as a pocket battleship, small enough that they don't need 35 thrusters to move, and the group means a few stray shots from a grav gun won't be a problem at all.


< Message edited by Spidey -- 6/3/2014 4:21:36 PM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 3:38:09 PM   
Unforeseen


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quote:

ORIGINAL: pycco

what, i have won many games with the shatter force laser, it is over powered if anything.
its strengths come from the rapid fire not damage it's self. when you put 15 lasers on a ship they fire so fast and non stop it can over power most shield just through dps alone.


I feel like your trolling here. The shatterforce is vastly the opposite of over powered. It's final upgrade is potentially weaker than a tier 2 torpedo. It is definitely not gaining much from it's fire rate, which drops considerably with its first upgrade to 2.2. The torp fires quite a bit slower than that at 2.9 but it has higher range, and considerably higher damage. Minimal damage loss and only a 1O energy increase which is not bad at all. I just don't feel like the size justifies anything here, but that's just my opinion.

With the shatterforce the way it is, it's only value is as a stepping stone to Titan Beam or to nerf a strong player that wants more of a challenge so he uses a weaker weapon. I absolutely promise i can beat any design using shatterforce lasers as its primary with a comparable tech ship using concussion missiles or energy torpedoes.

(in reply to pycco)
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RE: Who designed the Shatterforce laser? - 6/3/2014 4:16:53 PM   
Kantay

 

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I wouldn't say that the shatterforce is in any way weak, it is small in size so you can pack a lot of them on a ship, the problem is more in the way that torpedoes are OP. They have long range (and do decent damage even on max) and the closer something gets the more punch they pack. It feels like cheating against the AI when conquering their immobile bases for example, where they just don't have the range to respond and as such you can kill a base with minimal losses.
Also as short range weapons go, there is the devastator beam that you can find in ruins.

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RE: Who designed the Shatterforce laser? - 6/3/2014 4:26:48 PM   
Aeson

 

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As far as the topic of the original post goes, Shatterforce Lasers are really not that bad. For starters, you simply cannot just compare things by damage, range, and rate of fire.

Let's compare the Titan I, Impact Assault Blaster III, Epsilon Torpedo II, and Shatterforce Laser III:
Weapon                  Size   Damage   Range   Energy/Shot   Energy/sec   Damage Loss   Fire Interval
-------------------------------------------------------------------------------------------------------
Titan I                   6      20       390       28            20.0           3           1.4
Shatterforce III          4      12       480       20            9.1            1           2.2
Impact III                5      22       310       38            23.8           4           1.6
Epsilon II               15      17       460       30            10.3           3           2.9

A cursory examination of this chart may suggest that, compared to the other weapons presented, Shatterforce Laser IIIs suck. This, however, is not the case, especially when compared to the Epsilon Torpedo II, as in the original post. To see why, we must look at the DPS per unit size of the various weapons at valid ranges:

DPS per unit size at
Range:                  0        100        200        300        400
-------------------------------------------------------------------------------------
Titan I               2.38       1.90       1.43       0.952      0
Shatterforce III      1.36       1.25       1.14       1.02       0.909
Impact III            2.75       2.25       1.75       1.25       0
Epsilon II            0.391      0.322      0.253      0.184      0.115

This does not consider the impact on DPS per unit size due to the reactors necessary to power the weapons, but given that Shatterforce Laser IIIs have the lowest energy per shot and lowest energy per second of the four weapons considered here, including the reactors in the comparison is unlikely to make Shatterforce Laser IIIs look worse regardless of whether you choose to limit guns per reactor by reactor output or reactor storage. As can be seen in the chart, Shatterforce Laser IIIs are strictly superior to Epsilon Torpedo IIs at all ranges by a significnat margin, and additionally require less energy than the torpedoes do. Somewhere in the 200-300 range block, the performance of Shatterforce Laser IIIs becomes reasonably close to that of the Titan Beam I and Impact Assault Blaster III, and in fact surpasses the performance of the Titan Beam I at ranges in excess of 300 range units. Naturally, both the Epsilon Torpedo II and the Shatterforce Laser III outperform the Titan Beam I and Impact Assault Blaster III at ranges in excess of 400 range units, but then that should be expected since the latter two weapons cannot engage at that range.

When comparing weapons, it is not the damage, range, and rate of fire which is important in determining which weapons are better - these things factor into the problem, yes, but you must also consider how many can fit into a given amount of space, and how the weapons impact reactor requirements, and how this impacts the other aspects of a design. If we have a hypothetical reactor that can support 10 of either the Shatterforce Laser III or Epsilon Torpedo II, which would you rather mount? 10 Shatterforce Lasers are only 40 size units, whereas 10 Epsilon Torpedoes are 150 size units, so I'd go for the Shatterforce Lasers as, in all likelihood, I can fit two groups of 10 Shatterforce Lasers and the hypothetical reactor into less space than I can fit the hypothetical reactor and 10 Epsilon Torpedoes plus enough fuel cells to at least make up the difference in combat time. For that matter, if the hypothetical reactor is the Fusion Reactor (size 15), I can fit in 30 Shatterforce Lasers and 3 Fusion Reactors (30*4 + 3*15 = 120 + 45 = 165) into the same space that I can fit 10 Epsilon Torpedoes and 1 Fusion Reactor (10*15 + 1*15 = 150 + 15 = 165). Do you see the problem with comparing these weapons without considering anything other than their damage, rate of fire, and range?

It should also be noted that if the limiting factor on the number of guns we can carry is reactor output, then you can carry roughly twice as many Shatterforce Laser IIIs as either Impact Assault Blaster IIIs or Titan Beam Is.

< Message edited by Aeson -- 6/3/2014 5:30:08 PM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 5:20:18 PM   
pycco

 

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quote:

ORIGINAL: Unforeseen


quote:

ORIGINAL: pycco

what, i have won many games with the shatter force laser, it is over powered if anything.
its strengths come from the rapid fire not damage it's self. when you put 15 lasers on a ship they fire so fast and non stop it can over power most shield just through dps alone.


I feel like your trolling here. The shatterforce is vastly the opposite of over powered. It's final upgrade is potentially weaker than a tier 2 torpedo. It is definitely not gaining much from it's fire rate, which drops considerably with its first upgrade to 2.2. The torp fires quite a bit slower than that at 2.9 but it has higher range, and considerably higher damage. Minimal damage loss and only a 1O energy increase which is not bad at all. I just don't feel like the size justifies anything here, but that's just my opinion.

With the shatterforce the way it is, it's only value is as a stepping stone to Titan Beam or to nerf a strong player that wants more of a challenge so he uses a weaker weapon. I absolutely promise i can beat any design using shatterforce lasers as its primary with a comparable tech ship using concussion missiles or energy torpedoes.


wish we could see but there is no mp, im not trolling they are very strong the dps alone is crazy. with bigger ships when you are able to put 30+ they kill most ships in a few seconds 1v1 let alone in fleet of 20+. the range and "low" energy cost allow for more weapons and defensive capability's. the torpedoe and missile boats are really good to though, try a few ships with the shatterforce lasers same amounts and build but replace the torpedoes and missiles with shatter force. they will out dps the missile/torpedo boats. btw torpedoes are very strong and i use them on the designs with the shatter force for the extra raw power, as a secondary weapons and for the range on stronger enemy's. of course by the end game i have titan beams, they are a great for the mid game though there resource cost is also a reason i use them.


quote:

ORIGINAL: Alphanos

quote:

ORIGINAL: pycco


This is a confusing reply. Unforeseen didn't say that the weapon can't do damage. Any weapon can do damage when you stack a ton of them on a ship. Unforeseen's point was that the Shatterforce laser at tier 6 can be compared with another weapon at tier 2. I haven't gone to inspect the stats of each weapon, but if he's right, then that's a clear balance error .


i was disagreeing with his interpretation of them being under-powered for a t6 weapon. each weapon has its pros and cons. its is very difficult to say this is op this is to weak when we have the ability to design are own ships and can test them against them each-other. i only can give my perspective based one what i have seen/experienced.


< Message edited by pycco -- 6/3/2014 6:27:11 PM >

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RE: Who designed the Shatterforce laser? - 6/3/2014 11:38:40 PM   
Spidey


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Unforeseen, would you please stop throwing out random fluff and actually start reading stuff? You're comparing guns straight up without accounting for size at all and that is a rubbish way to do it.

Make two ship designs of a given size. Equip one with those T2 torps. Equip another with shatterforce lasers. Use the same number of size units on weapons. Which ship does more damage? Yes? Can you say it?

That being said, there's about no chance I'd ever tech to shatter 3. It's a dead end tech that leads nowhere and it costs about half a mil less research (on normal research cost) to go through HP Blasters, Sync'd Energy Output, and Advanced Beams and end up with Titan Beams than it does to get to Shatter 3s. This is a general problem with the non-ultimate T6 techs. In my opinion, they're just about never worth it.

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RE: Who designed the Shatterforce laser? - 6/3/2014 11:57:47 PM   
Shark7


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Never been a fan of the shatterforce myself, preferring phasers.

However, I wonder how it compares to rail guns? I tend to use a mix of both lasers and rail guns since the rail guns can completely ignore the shields. It makes them a far better choice if you need to take something out quickly.

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RE: Who designed the Shatterforce laser? - 6/4/2014 12:08:51 AM   
Locarnus


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@Spidey:
You may want to take a look at my tech tree mod, linked in my signature.
It removes the diversity killing wrap up techs like titan beam as well as stretching/filling up the tech tree. It is work in progress, but the first problems have already been adressed. Compatible with DW:U Extended.

Without the titan beams, shatterforce is a valid choice, though some more balancing is needed.

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RE: Who designed the Shatterforce laser? - 6/4/2014 12:12:06 AM   
Tcby


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quote:

ORIGINAL: Aeson
<Boss breakdown>


Great post!

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RE: Who designed the Shatterforce laser? - 6/4/2014 12:32:58 AM   
Unforeseen


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quote:

ORIGINAL: Spidey

Unforeseen, would you please stop throwing out random fluff and actually start reading stuff? You're comparing guns straight up without accounting for size at all and that is a rubbish way to do it.

Make two ship designs of a given size. Equip one with those T2 torps. Equip another with shatterforce lasers. Use the same number of size units on weapons. Which ship does more damage? Yes? Can you say it?


Size is not everything, you may want to consider actually doing something yourself before suggesting someone else do it as part of an argument. While i did not test T2 Epsilon, i did test T3 Epsilon vs T6 Shatter. I put 5O Shatters on a frigate, then removed them all and began adding Torpedoes until the damage matched up. It took 3O. It takes just 3O torpedo launchers to do what 5O lasers can do, plus better range and considerably less research points. Sure if you plan on going titan beams, it may be justified as a temporary loss in efficiency. But this is a comparison that assumes you are not going to research Titan Beams any time soon. If your also struggling with power, the shatter can be useful there but who doesn't invest in good reactors?

I'm not saying Torpedos are not over powered. They are, but the Shatterforce laser is just underwhelming despite it's size. Especially for a T6 weapon. If i were banking on using long range weapons in the early game, with the intention of eventually going for the Titan Beam i would invest in at least T2 Torpedoes before heading across the tiers of beam weapons. That isn't to say i wouldn't equip a small number of lasers, their small size makes them excellent fillers for extra space.

(in reply to Spidey)
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RE: Who designed the Shatterforce laser? - 6/4/2014 1:05:47 AM   
pycco

 

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quote:

ORIGINAL: Shark7

Never been a fan of the shatterforce myself, preferring phasers.

However, I wonder how it compares to rail guns? I tend to use a mix of both lasers and rail guns since the rail guns can completely ignore the shields. It makes them a far better choice if you need to take something out quickly.


really hmm every time i use rail guns my ships are not very good. are you using heavy rails? combining weapons is a great way to be sure that it can attack and match if not exceed the ships the designs are fighting.

it is next to impossible to say this is op this is to weak. there are to many variables ship size,tech lvl,what you are fighting. vs the sukari both of said weapons fall flat, so its not about 1 weapons but how well the whole ship is designed.

@Unforeseen you left out a lot of detail of the "test" such as total size,need power,speed,shields,armor. now if you are going to do a "test" please provide the full details not just the FP aspect you can skew results any way you want this way. if we want an accurate test we need a set ships size, engine #,thrusters #, shield #, armor # reactor #, and include top speed,fuel storage#, cruise speed, cost of ships, maintenance cost,(im sure i missed some) total tech cost for SF lasers t2, epsilon torps t2.

< Message edited by pycco -- 6/4/2014 2:22:44 AM >

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RE: Who designed the Shatterforce laser? - 6/4/2014 1:30:19 AM   
Aeson

 

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quote:

Size is not everything, you may want to consider actually doing something yourself before suggesting someone else do it as part of an argument. While i did not test T2 Epsilon, i did test T3 Epsilon vs T6 Shatter. I put 5O Shatters on a frigate, then removed them all and began adding Torpedoes until the damage matched up. It took 3O. It takes just 3O torpedo launchers to do what 5O lasers can do, plus better range and considerably less research points. Sure if you plan on going titan beams, it may be justified as a temporary loss in efficiency. But this is a comparison that assumes you are not going to research Titan Beams any time soon. If your also struggling with power, the shatter can be useful there but who doesn't invest in good reactors?

I mean, it's great that you've found a design that has 'equivalent damage,' but ... saying that the two designs are equivalent despite one design requiring more than double the space for its weapons is rather ridiculous. Nor is this difference going to be made up in reactor requirements - 50 Shatterforce Lasers require a reactor output of about 500, which is maybe 5 Fusion Reactors or 75 size points, while the 30 Epsilon Torpedoes require a reactor output of ~300, which is about 3 Fusion Reactors or 45 size points. That only makes up for 30 size units out of the 250 size advantage you gave the torpedo boat. What else does the laser boat have that goes into that missing 220 size? You could fit in four fighter bays, 22 shield generators, 220 units of armor, another 30 or 40 Shatterforce Lasers, almost 40 fuel cells ... Do you really expect to be taken seriously when you post such a flawed comparison?

For that matter, in what other ways is your torpedo boat comparable to your laser boat? It's almost certainly not the same speed, unless you've given Sluken StarBurner IIIs to the torpedo boat and Ion Engines to the laser boat, or given the torpedo boat even more of a size advantage than is readily apparent from your insistence that 30 Epsilon Torpedoes are equivalent to 50 Shatterforce Lasers, or some other such nonsense. It might be a similar cost, though costs are variable depending on resource availability and the Shatterforce Laser uses more resources per size unit (13 resources per 4 size versus 16 resources per 15 size), but then that's not unreasonable as the Shatterforce Laser is significantly better than the Epsilon Torpedo under any rational comparison, nor would I consider it unreasonable for the laser boat to be more expensive than the torpedo boat; it's the price you pay for fitting equivalent firepower into less than half the space, and regardless also depends on what else is on your ship.

(in reply to Unforeseen)
Post #: 26
RE: Who designed the Shatterforce laser? - 6/4/2014 2:07:40 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
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I used the same ship, with the same components except for the weapons. Sure, you can stack 4OO guns on a ship and it'll outdps everything else in the game. That's typically how things go in EVERY game. The point i'm making here, is that you have to do things like that in order for this weapon to even come close to a weapon that is several tiers behind it. This comes with the drawback of a dramatic cost increase, huge increase in power usage requiring more or bigger reactors, and MORE research points if you ignore it being a step for the titan beam.

In any case, i don't see any reason to continue this. You all have time to sit there and type out these argument's and accuse me of not providing enough information or of making flawed comparisons when none of you has bothered to actually come forth with your own evidence to support the claim. This whole thing felt like i was on the steam forums. Regardless, Locarnus's mod wins, solves/will solve this issue no matter who was right.


(in reply to Aeson)
Post #: 27
RE: Who designed the Shatterforce laser? - 6/4/2014 2:17:48 AM   
pycco

 

Posts: 345
Joined: 5/28/2013
From: United States of America
Status: offline
quote:

ORIGINAL: Unforeseen

I used the same ship, with the same components except for the weapons. Sure, you can stack 4OO guns on a ship and it'll outdps everything else in the game. That's typically how things go in EVERY game. The point i'm making here, is that you have to do things like that in order for this weapon to even come close to a weapon that is several tiers behind it. This comes with the drawback of a dramatic cost increase, huge increase in power usage requiring more or bigger reactors, and MORE research points if you ignore it being a step for the titan beam.

In any case, i don't see any reason to continue this. You all have time to sit there and type out these argument's and accuse me of not providing enough information or of making flawed comparisons when none of you has bothered to actually come forth with your own evidence to support the claim. This whole thing felt like i was on the steam forums. Regardless, Locarnus's mod wins, solves/will solve this issue no matter who was right.




you dodged the question, that means there were significant differences in most aspects of the designs i know i tested it myself.

that being said it is not about the weapon type but how well the ship is designed.

< Message edited by pycco -- 6/4/2014 3:18:29 AM >

(in reply to Unforeseen)
Post #: 28
RE: Who designed the Shatterforce laser? - 6/4/2014 2:32:43 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
quote:

ORIGINAL: pycco

i know i tested it myself.



Really? You didn't post any of the results. So how can we know you actually tested it?

It is very clear what you are trying to do here, and as such I've put in a request for the thread to be locked.


< Message edited by Unforeseen -- 6/4/2014 3:36:48 AM >

(in reply to pycco)
Post #: 29
RE: Who designed the Shatterforce laser? - 6/4/2014 2:35:49 AM   
Spidey


Posts: 411
Joined: 12/8/2013
Status: offline
quote:

Size is not everything, you may want to consider actually doing something yourself before suggesting someone else do it as part of an argument. While i did not test T2 Epsilon, i did test T3 Epsilon vs T6 Shatter. I put 5O Shatters on a frigate, then removed them all and began adding Torpedoes until the damage matched up. It took 3O. It takes just 3O torpedo launchers to do what 5O lasers can do, plus better range and considerably less research points. Sure if you plan on going titan beams, it may be justified as a temporary loss in efficiency. But this is a comparison that assumes you are not going to research Titan Beams any time soon. If your also struggling with power, the shatter can be useful there but who doesn't invest in good reactors?

I'm not saying Torpedos are not over powered. They are, but the Shatterforce laser is just underwhelming despite it's size. Especially for a T6 weapon. If i were banking on using long range weapons in the early game, with the intention of eventually going for the Titan Beam i would invest in at least T2 Torpedoes before heading across the tiers of beam weapons. That isn't to say i wouldn't equip a small number of lasers, their small size makes them excellent fillers for extra space

I'm sorry to say that this is probably the single most clueless post I've seen on this forum in my half year here. And I've seen some really questionable people make really questionable claims.

Let's do some basic math instead of talking crazy talk.

Weapon			Rank	Size	DMG	RNG	ENRG	SPD	Pen	Refire	E/S	DPS #0	DPS #0
											per S		per S 
Shatterforce Laser 2	4	4	9	390	20	370	1	2.2	2.3	4.1	1.02
Epsilon Torpedo 3	3	15	21	550	30	86	3	2.9	0.7	7.2	0.48


I'm comparing Shatter 2 against Eps 3, which isn't fair since Shatter 2 is a tier above, but it's the weakest Shatter version at point blank range and Eps 3 is the best Eps version, so it's about as fair as it gets. There's no way to make Eps 3 look better than point blank vs Shatter 2, which isn't to say that Eps torps look good at point blank or are meaningfully used at point blank, but merely that this is when they look the least bad against Shatters.

Notice that the Eps torps are size 15. Fif. Teen. That's 3.75 more than the size of a Shatter laser. Now look at the damage. The damage is 21 vs the 9 of the Shatter. That's just 2.33 times more. Can you begin to see the problem? Size isn't everything but it is damned important when it's a hugely scarce resource and unless you're talking about extremely late game size 1000+ ships, size is a very scarce resource.

You throw 50 Shatters on a ship. Great. 50 Shatter 2s means a DPS of 50 * 4.1, adding up to 205. At point blank range, those 50 Shatters will do 205 damage per second at point blank range. Or put differently, if you spend 200 units of size on Shatter 2s, you'll get about 1 point of damage per second per unit size spent.

Now let's throw 200 units of size worth of Eps 3 torps onto a ship. 200/15 = 13.33. We can't add a third Eps torp, so let's round up, just to be nice. Eps 3 torps have a DPS of 7.2, so 14 of them will have a DPS of 14 * 7.2 = 100.8 at point blank range. That's less than half the DPS. Or put differently, if you spend 200 units of size on Eps torps, you will at very best case get just under 0.5 points of damage per second per unit size spent.

And why is it important to consider things in terms of per unit size? It's because you don't have infinite space. If you increase damage by throwing on another Eps torp, you're also adding another 15 units of size to the design. Two shatters do almost as much damage and take up merely half the space. Are you thinking that 10 Eps torps make for a good loadout? That's 210 alpha strike damage and 74 DPS at a cost of 150 units of size before reactors. Doing the same with shatters takes 24 Shatter 2s (alpha 216, DPS 98.4), adding up to just 96 units of space, leaving more than enough room to throw on an extra reactor to feed that many guns and still be lighter. You want to scale up? Fine. The further you scale up, the more decisive the Shatter size advantage is going to get. And that's why they're later in the tech tree.

You then, rather amusingly, said that it "takes just 3O torpedo launchers to do what 5O lasers can do". Yeah, 30 launchers at size 15. 30 launchers means spending four hundred and freaking fifty units of space. Just to build a legal ship with that much weaponry on it, you need tier 5 construction (size 650) and then we're still talking about a sitting duck of a ship. To get it armored and able to move, you need a lot more than 200 units of size worth armor plates, shields, engines, and reactors. Don't forget the life support that also adds up to quite a bit at this point. Saying "just" about 30 freaking Eps torps on one ship is hilarious.

Next you're talking about how torpedos are overpowered when in fact they're really not. Their DPS per unit size are consistently below that of most other weapons. What balances it out is that torps have an advantage in range and armor piercing capabilities, things you haven't even begun to consider the value of. AP qualities are of course nice but it only really matter against upgraded armor. Range isn't bad but it would mean a lot more if DW ship AI was better at skirmishing in and out of max range instead of drifting into range of the enemy regardless of settings. I like torps, don't get me wrong, but that's mostly because they're damn useful for base assaults whereas lasers mean that I have to get within range of everything the base has to throw at me.

And why would you research multiple weapon branches anyway instead of getting to the ultimates as fast as freaking possible? Why would you bother with Shatter 6 or Eps 3? What purpose is served by researching those instead of the weapons they unlock? I'd take Velo Shard 1 or Shockwave 1 over Eps 3 any day of the week without a second thought and I'd go through Impact Assault Blasters and get Titan Beam 1 before I'd even think about Shatter 6. There's just no point in going into a deadend tech instead of unlocking what is clearly a better weapon that even can be improved later on.

I'm sorry for bluntly piling on the criticism, by the way, but you can't say I didn't warn you, and you can't say you're not asking for it either.

(in reply to Unforeseen)
Post #: 30
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