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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Weapon Disruptor is ineffective
 Author Weapon Disruptor is ineffective
Daisy
Grand Admiral

Joined: March 13, 2017
Posts: 23
Posted: 2020-01-30 14:21   
It reduces the range of the targeted ship by only 10%
It requires the corvette pilot to get very close (About 300gu?)
It requires that a player, currently a rare and valuble commodity, flies a corvette.



I like the overall idea here, and would like to see more corvettes get some utilities and abilities that give them a more well-defined role in the game.
As far as I can see, corvettes are really only useful for rapid troop bombing, aggressive pursuit, and being a general thorn in the side for keeping someone locked in combat.
It's generally not a whole lot of fun to be on the recieving end of these since they're worth nothing in prestige.
[ This Message was edited by: Daisy on 2020-01-30 14:24 ]
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2020-02-05 22:31   
Open to this being changed. I believe it's current state is it's initial import, which would likely have err'd on the side of caution. The weapon itself is located here: https://github.com/palestar/darkspace/blob/develop/Gadgets/ReduceWeaponRange.h

The below snippets indicate the modifiers applied to the target, with the energy cost, strength, range, and recharge time of the gadget. We're more than open to people coming in and tweaking values if they feel they have a better idea of how it should be balanced.

ReduceWeaponRange()
{
m_Modifiers.push(MT_WEAPON_RANGE);
m_Modifiers.push(MT_BEAM_RANGE);
}
int energyCost() const
{
return 10;
}
float strength() const
{
return -10.0f;
}
float range() const
{
return 300.0f;
}
int cooldown() const
{
return TICKS_PER_SECOND * 30;
}
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