I like that the weapons are arranged by size and DPS, with the absolute minimum stats one would have an interest in. This seems to support my continuing interest that if one can teach oneself to manage with the slower ammo weapons, there are huge advantages to them, especially if one can learn to fight from distance.
To date almost all the dog-fighting videos I have seen are at 0-2k "brawler" distances, and this is what Chris Roberts says he is looking to create "visceral feel" in. I see very little combat footage of players shooting habitually at 2-4k where they are in range because of their weapons choices, and their opponents are not. I have seen no footage of the sniping weapons--those that can hit beyond 4k, nor anything that shows how capable the zooming function is. I'd love to see some discussion of this, for surely players will choose to attack from beyond 2k just so they can snipe those using the short range weapons.
Although Chris said he is slowing the ships t half speed because he is looking to create a more visceral feel in the close in combat, it appears almost the opposite is true, in that slowing the ships actually affects the ability to hit them at greater range, more than at close range. The ships can now move half as much distance between when a weapon is fired and when it reaches target. This makes long range shooting MUCH easier.
https://public.tableau.com/profile/moonchilde#!/vizhome/SC2-5WpnStats/WeaponData
To date almost all the dog-fighting videos I have seen are at 0-2k "brawler" distances, and this is what Chris Roberts says he is looking to create "visceral feel" in. I see very little combat footage of players shooting habitually at 2-4k where they are in range because of their weapons choices, and their opponents are not. I have seen no footage of the sniping weapons--those that can hit beyond 4k, nor anything that shows how capable the zooming function is. I'd love to see some discussion of this, for surely players will choose to attack from beyond 2k just so they can snipe those using the short range weapons.
Although Chris said he is slowing the ships t half speed because he is looking to create a more visceral feel in the close in combat, it appears almost the opposite is true, in that slowing the ships actually affects the ability to hit them at greater range, more than at close range. The ships can now move half as much distance between when a weapon is fired and when it reaches target. This makes long range shooting MUCH easier.
https://public.tableau.com/profile/moonchilde#!/vizhome/SC2-5WpnStats/WeaponData