Very minor "issue" with (handheld) rocket launchers Say I fire 1 rocket, hit my target and choose to reload so my rocket launcher is fully loaded next time I need it. Only 1 rocket gets taken from my inventory and put into my rocket launchers (as intended). The rocket launcher goes through the full reloading sequence though so I literally hear my character slide 5-6 rockets in there, while in reality, it's only one.
T2 Shotgun is wayyy OP. I can destroy a single metal hull block in one shot. This made raiding the mining complex a simple task. Laser Rifle could use a boost, it shouldn't take 4 shots to kill a slime or worm. Also, it is possible to have the laser pass through the target rather than make an explosion sound upon damaging?
T2 shotgun seems fine to me. I mean, it only has a 20-30 meter range. Don't forget these blocks are just hollow cubes of iron. Not bulletproof by a long shot. I'll wait until more block types are in game with better durability or armor ratings before I complain too much about balance.
I can confirm that shotguns go through their full reload cycle (sound of 4 shells being loaded in succession), even if you are only reloading one shell.
I'm not sure if weapons on ships falls into this thread, but I'll post this anyway: Weapons on small ships need to have their fire converge on the cross-hairs wherever they're placed on the ship. It's stupid when you place a few chain guns on your wings only to have them not hit anything when your enemy is in your sights.
Agreed! Also ship weapons should shoot at where the crosshair is pointing at the moment they are fired. (Simply put, stop adding ship momentum to projectile momentum. Even 20th century military vehicles had the technology to deal with that.)
Weapons with scopes have a range to target at the dot. That could be added to the ships and be the convergence point for weapons. Granted it might take a fraction of a second or so for weapons to focus when moving the target across things as teh distance to target would then change quickly.
This is because theres only one sound file for the gun reload action, so its using it until they create a new sound file appropriate for a single load.
Current weapon system should be re-balanced: - You are able to out range any enemy turret defense in BA just using SV with rocket launcher. - Also using snipe rifle it is easy to destroy everything from safe range It is offline raiding issue.
This shouldn't be possible anymore since patch 5.0. Have you tested this after the release of this patch? Sniper-rifle is intended to have a very long range. Eventually I'm sure the devs will balance out weapons. I foresee that sniper-rifles will keep a long range but severely reduced damage on structures so taking down a base with a sniper rifle won't be an actual option (unless you want to spend several hours shooting turrets from a distance)
Yes you can take any turret type down being out of range for example using rocket launcher on SV and they don't shot you back. No matter how many turrets you put in your base and what defense shape you use I can take them down without a fight from ship which contains only 10 blocks to be built.
Roger that. At what range can you hit turrets without turrets firing at you? Also, do you shoot the rockets in a straight line or do you let them arc? (Arc = aiming above target so rocket flies up and then down onto target)
Sorry man, but 12.7mm is an anti-materiel caliber, it's specifically designed to disable vehicles and equipment from extreme range irl. It being overkill on human-sized targets is just a nice bonus. I don't see the sniper getting nerfed at any point so much as other weapons being more effective at the cost of decreased range like the...well, the rocket launcher already does that.