Greetings guys,
At Larsenexs' request I've also a few questions - I crunched some numbers using admittedly dodgy metrics in this thread and found that kinetic weapons just were not worth it in any way, especially in 1.0 with bugged ship mods. Could you talk us through some of the mechanics in weaponry and the design philosophy behind each weapon and your perception of their place in combat, especially why Kinetics are so space intensive despite hitting so softly? Are there hidden mechanics we don't know about that increase kinetic efficiency?
Also, maybe it's been in another dev stream and I've missed it but with the changes to defence mods (now being a total, rather than a RNG damage mod like in GC2), are there any intentions to revisit the mechanics behind defences in any way so that they aren't stripped out in the first round or two of shooting? The numbers would be fine if combat hadn't changed but going up against a ship with 8 beams and having 16 defence, in theory that's 2 rounds, no shields!
Also, after number crunching my changes also landed the top level Kinetic (Singularity Driver) on the same statistics you changed it to in Patch 1.01, so I must be on to something!
Thanks guys!