This has been said a lot, but energy for guns doesn't make sense. I watch a lot of lets play of Starbound and they use melee and they don't have to worry about stamina and they have shields and parry so the argument of more risk doesn't hold too much weight. I wouldn't mind needing to use iron to create bullets. Its just makes range playthroughs so much longer and difficult because of always waiting for energy to refill. Even when I don't completely use all my energy it pauses before starting to refill. I end up making spears just so I have some other weapon to use between charges. I don't want to have to switch to melee just to play the game at a decent pace. Please add bullets at least for non laser/ energy type guns. I'm ok with the grenade launchers using energy since they aren't really useful for most combat.
I like the system how it is, it makes sense to me. Melee is a more fast-paced skillful playstyle, and if you make a mistake you get punished for it. Stave combat is the safest, all you have to do is stay out of the way and click the enemy. Ranged is between the two- attack from a distance, but you're still in danger if you make a mistake. I would much rather use the energy bar instead of bullets. It prevents spamming shots everywhere, and makes you consider whether you want to attack or flee using tech.
i think melee should be using energy too but less than ranged... right now i just cant run out of energy with my melee weapon that spit projectiles which is bad if you think about it...
Having played through the Floran dungeon, I can tell you how wrong you are. Using a Durasteel Hammer with my Human, I was one-shotting those melee Florans while they could get maybe a hit off on me. The final Floran posed -some- challenge. On my Novakid with Durasteel gear? I depleted my energy bar twice using two revolvers and a rifle and ended up almost dead from one Floran used a one-handed sword. The armor they use just negates so much damage unless it's a Hammer or Broadsword that ranged attacks aren't even worth the trouble.
I never had any problems like this with durasteel equipment, in the Floran dungeon or the following mission. Still, like I said, you're almost bound to get hit when using melee, while if you're careful with ranged you could even clear an entire planet without getting hit once.
ranged weapons sucks... i woudl prefer energie cost for a clip reload more than a cost per shot ... rocket are better than any weapons right now in the ranged categori
What about energy clips? Kind of self-using medkits for energy. As soon as your energy depletes it will automatically use up 1 clip and: - restores a certain amount of energy (within 1 second) - initialize the self refilling (skip this cooldown before the normal refilling starts) Right now you can buy medkits/bandages at the outpost ... what about selling energy clips too? A small energy clip would refill 20% of energy and cost 50 pixel each. medium -> 40% -> 100 pixel large -> 80% -> 200 pixel This will significantly reduce the waiting time in combat/exploring if you spent pixels, but you don't have to. And there will still be a time, where you can't use energy, even with large energy clips. how about that? Sounds better than it is now, but not OP? The amount of restored energy and the price could be used to balance it a bit
I would agree completely if not for the fact that you can use the energy charging tech. Yes, you have to stand still to use it, but it still works imo. Now I think that "plasma" energy based guns make sense using energy imo. However, any gun that is not "plasma" based I would like to see bullets or energy clips instead. Also for melee weapons with ranged effects I do believe they should use energy. As for shields and blocking I would like to see them use up energy as well and not just waiting for blue meter to charge up before you can use it again. I think next patch the developers really need to work on the energy system imo.
Actually, that is actually caused by the fact that most dungeon NPCs (The ones with gear) have damage reduction which causes rapid-hitting weapons with low damage to be rather ineffective on them, as using a sniper rifle or some other hard-hitting kind of weapon tends to compensate for that, along with the fact that most melee weapons have a higher DPS than their ranged counterparts (Which is really bad in some cases).
You were doing great until you mentioned higher DPS as the factor. No, a weapon can have high DPS but low damage per hit. Machine pistols in this game are a shining example: a bunch of weak hits every second having high dps, yet a hammer will have similar or slightly higher dps, but will be much better at killing because all that damage is done in one swing that you might have to wait a second or more for. Take a look at random or mod weapons that have higher damage than their dps. The outdated Planetside 2 weapons mod is a shining example: The Phoenix has a DPS pf 5,000, but the damage is 15,000 because you can only fire off one shot every three seconds. Miss with it, and you'll regret it; hit with it, and well, that kind of damage could potentially one-shot the Shockhopper boss.
Actually, it is just yet another factor which often happens. It isn´t the only one, althrough it isn´t helped by the fact that, as melee weapons rarely miss due to obvious reasons, it means that they often, at least axes and hammers, often have both a high average DPS and a high damage per hit; which has to be compared to ranged weapons, which in most weapons with that trait, do require being very precise in order to avoid wasting the shot.