I hereby would like SS to follow my pattern of Energy Balance and maybe even Critical Hit chance.
The Energy Balance and Critical Hit chance are currently very inbalanced.
I can proove this many ways, but shall try it with v1's scale of damage of weapons, not speed of weapons.
Why you may ask? Well, Speed does not have anything to do with the energy usage.
If the energy usage is based on damage only, it would be more fair. I am basing this on Certain weapons, such as the Sniper Blaster, which uses double energy usage as the blaster but does the same damage. The blaster is one of the best weapons ingame if looked qua energy, I only think that the blaster has to be equalized in the lower systems so "newbies" do not have to go so often to an energy field.
Sniper Blaster on the scale of hyper is currently, to my oppinion, wrong. It is said to do as much damage as 2x Blaster Damage. But I have experienced much less. My ZP Preonic Beam has 2x more damage then the ZP Power Blaster. However, has less damage then the ZP Pulsar Blaster.
So I can't say the actual damage, but it's less then 2x, more like 1.5x Energy should be 1.5x that of the blaster, so the ZP Plasma Beam Sniper Blaster should cost 35x2 - 35:2 = 70-17 = 53 or for less mathematic people, a lot less ^^
Same for the Rockets. It is currently based to cost 3x that of the blaster, but it does just less damage then that. It's more like 2.5x so 35x2 + 35:2 = 87
I think that SS should re scale the energy balance to go more around damage.
Then Critical Hit.
Currently, Critical Hit is best on lower ranks, if ss wants us to kill higher ranks for cryonite, then the next rank from which we can receive Blueprints should have a bigger chance of critical hit.
The Energy Balance and Critical Hit chance are currently very inbalanced.
I can proove this many ways, but shall try it with v1's scale of damage of weapons, not speed of weapons.
Why you may ask? Well, Speed does not have anything to do with the energy usage.
If the energy usage is based on damage only, it would be more fair. I am basing this on Certain weapons, such as the Sniper Blaster, which uses double energy usage as the blaster but does the same damage. The blaster is one of the best weapons ingame if looked qua energy, I only think that the blaster has to be equalized in the lower systems so "newbies" do not have to go so often to an energy field.
Sniper Blaster on the scale of hyper is currently, to my oppinion, wrong. It is said to do as much damage as 2x Blaster Damage. But I have experienced much less. My ZP Preonic Beam has 2x more damage then the ZP Power Blaster. However, has less damage then the ZP Pulsar Blaster.
So I can't say the actual damage, but it's less then 2x, more like 1.5x Energy should be 1.5x that of the blaster, so the ZP Plasma Beam Sniper Blaster should cost 35x2 - 35:2 = 70-17 = 53 or for less mathematic people, a lot less ^^
Same for the Rockets. It is currently based to cost 3x that of the blaster, but it does just less damage then that. It's more like 2.5x so 35x2 + 35:2 = 87
I think that SS should re scale the energy balance to go more around damage.
Then Critical Hit.
Currently, Critical Hit is best on lower ranks, if ss wants us to kill higher ranks for cryonite, then the next rank from which we can receive Blueprints should have a bigger chance of critical hit.