- Reactor-related blocks are now 0.5 mass.
- Chambers are now 0.25 mass per block.
- Other systems are 0.1 mass per block.
Power & Reactors
- Disabled stabilizer distance and side-based bonuses. (for now.)
With the new, non-facing-based stabilizer angle mechanic now in game, reenabling stabilizer distance may not be game-breaking, but nonetheless testing the basic balance of systems is much easier without having to worry about spacing out stabilizers on system test rigs. As such, the required distance for stabilizers on Quickfire is currently zero, and facing/angle bonuses are currently disabled.
- Switched reactor level calculation to linear formula.
Chamber sizes will now change every 100 reactor blocks, rather than on a logarithmic scale. There are no longer optimal reactor sizes for chamber mass efficiency.
- Increased stabilization percentage for full power to 100%.
25% stabilization no longer counterintuitively yields full power.
TL;DR: there are more than two or three efficient sizes of ship now.
Overall, the power of thrusters has been reduced significantly. Reaching the max speed cap is no longer as easy for most ships, and mathematically impossible above a certain reactor size. Additionally, there should now be more variation in speed cap depending on ship design choices.
- Nerfed thrust scaling.
Thrust per block is decreased, and the diminishing returns on thrust have been increased.
- Increased thrust-to-weight ratio requirement for maximum top speed to 3.0.
In other words, 2.5 TWR no longer gives the max top speed.
- Added a small resting power consumption to thrusters.
Damage Type System
Shields, weapons, and armor now have damage type vulnerabilities. EM does extra damage to shields, Heat does extra damage to armor, and Kinetic weapons do more damage to systems and other armorless blocks.
Armor & Shields
Shield and armor defenses (aside from certain strategic uses of the shield low damage chamber) have been chronically underpowered compared to weapons since the inception of Weapons 2.0, creating a situation in which avoiding damage via maneuverability is the only viable method of defending yourself. For the Quickfire configs, we have adjusted the stats for shields and armor, and we have also worked with Schine on modifying armor mechanics to (ideally) give some viability to the construction of “tankier” ships.
- Enabled new exponential armor calculation formula.
For both beams and cannons, armor thickness/depth now has a much greater effect on damage mitigation.
- Adjusted armor ratings, resistances, and mass.
All armor also has a default damage type resistance of 0.2 to all damage types. For more information on the damage type system, see this spreadsheet, which you may copy and save in your own Google Drive for personal use.
- Shields now grant 25 recharge per block
- Shields consume 50 e/s/block both while resting and charging
- Weapons’ power has been brought better in line with the damage-absorbing capabilities of armor and shields.
- Some outright broken combinations have been altered or replaced.
- Some of the incentives for output spam, including beams’ 50% reduction to damage distributed via acid, have been removed.
- Additionally, some weapons have been modified to fill more distinct roles, and weapon ranges have been diversified to be a more consistent trade-off versus damage.
- The multiple-output penalty for weapons - being easily circumvented via the significantly more performance-intensive use of multiple entities - is currently disabled.
Furthermore, a few bugs, including weapons magically penetrating through ships and lock-on missiles trying to hit empty space instead of their target, have been traced down and patched during the course of Quickfire’s internal testing.
- Reduced damage overall
- Increased projectile speed.
All cannon projectiles have 2 seconds of travel time to reach their maximum range.
- Removed cursor recoil (does not affect backward recoil or impact force)
- Increased maximum acid damage propagation (minimizes damage loss on large cannons)
- Set base range to 9km
- Cannon/Cannon: 6km range
- Cannon/Missile: 3km range
- Cannon/Beam: 12km range
- Cannon/Cannon has been minorly tweaked (mostly to adapt it to general changes we made to cannons) but the fundamental design of the weapon is unchanged. It is a mid-range, rapid-fire weapon with decent DPS.
- Cannon/Missile remains a powerful charge cannon, but is now shorter in range than the base cannon and has a bit more relative ‘oomph’ overall. Its damage cone has been changed.
- Cannon/Beam has returned to its role as a long-range cannon. Its DPS is not as good as the other combinations, but its range is significantly higher. Its damage cone has also been modified.
- Increased armor-based beam damage mitigation
- Reduced overall damage
- Set base beam range to 9km (full damage at 4.5km)
- Set damage falloff to 40% damage at 100% range, and 100% damage at 50% range.
- Set Beam/Cannon range to 6km (full damage at 3km)
- Set Beam/Missile range to 3km (full damage at 1.5km)
- Set Beam/Beam range to 12km (full damage at 6km)
- Removed lock-on functionality from base beam
- Removed configured damage loss for beam acid damage.
There is a parameter in the block behavior config which removes part of the damage distributed past the first block that is hit. This was set to 0.5, resulting in half of beams’ acid damage vanishing into thin air. This setting is likely a major contributor to the superiority of multiple beam outputs, and to the perception of the acid damage model as unreliable. We found and disabled this setting posthaste.
- Beam/Cannon is a continuous-fire, lock-on beam weapon with intermediate range and low damage.
- Beam/Missile is now a powerful, short-range burning beam with 2.5 seconds of fire time and 2.5 seconds of downtime between firing cycles. It no longer locks on.
- Beam/Beam is no longer the infinitely penetrating, exploitable, non-aiming, charge-up, shield-disabling, notoriously broken and awkward ‘doom beam’.
This combination is now a long-range pulse laser with a very short (0.2 second) firing cycle and fairly high damage. Its DPS is the lowest of all beam combinations, however.
- If you are suffering from doom beam withdrawal, we at QuickFire encourage you to rely on partial-secondary Beam-Beam, with its formidable burst damage and respectable range, or Beam-Missile with its powerful short-range blasts.
- Adjusted stats to match other Quickfire weapons and systems settings
- Uncapped missile radius? Full repercussions unknown; needs further testing.
- Increased base missile flight speed significantly
- Worked with Schine to resolve missile guidance issues, and tuned missile targeting prediction.
- Missile/Cannon (swarm missiles) now use base flight speed and blast radius.
- Missile/Beam (seeking missile) now has a 5-second lock-on time. Its relative range has also been boosted, and it now inherits the (much higher) base missile speed and blast radius.
- Missile/Missile (unguided bomb) arming timer is cut in half, and relative damage is increased.
Combined with the greater speed and maneuverability differences between ships created by our thrust config, this will ideally give the bomb a bit more utility. We don’t expect that it will necessarily be a competitive weapon without mechanical changes, but the newly tweaked Missile/Missile will hopefully be a bit of fun, and less impossible to use.
- All chamber costs have been modified.
See: this chart.
Our core goal while revamping chamber costs is to preserve choice and ship role specialization, while also allowing ships to enhance and customize basic functions additional to their dedicated role. We believe that forcing ships to use all of their Chamber Capacity in a single tree to achieve a given role is counterproductive, as any functional ship usually needs some basic enhancements (e.g. high speed, good defense…) to perform its role effectively.
For example, a dedicated combat scanning ship needs high speed to keep up with a stealthy enemy in order to track and ‘tag’ them for attack, a dedicated interdiction ship needs exceedingly good FTL to chase and pin down an adversary for the fleet to intercept, and a dedicated warpgate station needs solid defenses to remain intact while a fleet arrives to defend it.
- Shield anti-alpha and anti-DPS chambers have been adjusted.
- Shield anti-DPS has had its envelope modified. The original chamber began attenuating all incoming damage below 50%, which was rather overpowered as essentially all damage encountered in an even battle is less than 50% of your shields per tick or per shot. It now begins attenuating damage at 20%.
- Shield anti-alpha has been significantly buffed, giving a 40% maximum alpha strike reduction at level 1 and 70% maximum alpha strike reduction at level 2. (vanilla numbers are 25% and 50% respectively.) It also begins attenuating damage at 35% rather than 50%.
Further adjustment will likely be needed.
- Thrust Burst base charge time has been significantly reduced.
- Short-Range Scanner base charge time has been significantly increased.
Scanner recharge reduction chambers are now more valuable.
- Top Speed chamber now increases top speed by 10%/10%/15% in levels 1, 2, and 3 respectively, giving a total of 35% top speed bonus.
Naturally faster ships now benefit more from the chamber compared to slower ones.
- Warp Gate Free Target is now mutually exclusive with Warpgate Range.
Free-target gates are now locked to the base warpgate range. There is now an incentive to utilize linked, fixed-destination gates rather than free-targeting ones.
- Reduced chamber size relative to reactor, due to reactor sizes no longer being bounded by stabilizer distance.
More adjustments to chamber costs and functionality will probably be needed as testing progresses.
- Tweaked default Jump Drive stats.
Jump Drives now take longer to charge by default, but have a further jump distance. Additionally, the overall power requirements for jump drives are reduced.
- Increased tractor beam range and strength.
It was a bit weak - and the range was shorter than some of our ships!