[UI] Laser Cannon Overhaul + Others

Discussion in 'General Archive' started by HunterCataOfficial, Sep 20, 2020.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
  1. Before reading, please do note that these changes are meant to help the player progress through the game and to let the player experience with the lasers, to see which one fits the best. This thread mainly focuses on the following aspects:
    • RESOURCES
      • Aka Prometium, Endurium, etc.
    • SKYLAB
      • The changes for the recipes will require the player to upgrade its' Skylab. Yet another update related to game progression.
    • ASSEMBLY
      • The player will mainly use the Assembly in order to progress.
    • GAME PROGRESSION
      • Game progression will be made with the help of Assembly. The player will know what to do next based on the next laser cannon he's crafting.
    • UNDERPERFORMING LASERS
      • There are lasers like the SLL that are very good against aliens or SL lasers that can burst for a lot of damage.
    • TWEAKING RECIPES
      • Some recipes require just too many materials to hard to grind for, so they have been tweaked.
    • SITUATIONAL LASERS
      • Certain lasers, like the AA-1 and AAP-1 have been tweaked in order to play a much more situational role, such as fighting the AI Ships.
    LF-1
    • Base damage increased by 10. (from 65 to 75)
    • New Passive:
      • Starting anew is difficult: (stacks per laser!)
        • +1% Credits till level 16;
        • +1% Experience Points till level 16.

    MP-1
    • Can be crafted in the Assembly:
      • 1 LF-1;
      • 10,000 Credits;
      • 100 Prometium;
      • 100 Endurium.
    • Can no longer be bought from Shop.
    • Base damage increased by 15. (from 75 to 90)
    LF-2
    • Can be crafted in the Assembly:
      • 1 MP-11;
      • 10 Mucosum;
      • 5 Scrap;
      • 50,000 Credits;
      • 250 Prometium;
      • 250 Endurium;
      • 250 Terbium;
      • 10 Prometid;
      • 10 Duranium;
      • 1 Xenomit.
    • Can no longer be bought from Shop.
    • Available in the Auction, in the Hourly Section.
      • Can't be bought from there either, using Instant Buy.
    LF-3
    • Another way of crafting it in the Assembly:
      • 1 LF-2;
      • 1 High-Frequency Cable or 1 Nano Case.
      • 250,000 Credits;
      • 250 Uridium;
      • 5,000 LCB-10;
      • 32 Prometid;
      • 32 Duranium;
      • 2 Promerium;
      • 10 Xenomit.
    • Can no longer be obtained from a Booty Chest.
    • Can no longer be bought from Shop and from Auction with Instant Buy.
      • You can still bid for an LF-3 though!
    Unstable LF-4
    • Can be crafted in the Assembly anytime:
      • 1 LF-3;
      • 2 High-Frequency Cables or 2 Nano Cases;
      • 500,000 Credits;
      • 500 Uridium;
      • 25,000 LCB-10;
      • 250 MCB-25;
      • 64 Prometid;
      • 64 Duranium;
      • 12 Promerium;
      • 20 Xenomit.
    • Damage changed: Will deal between 175 and 275 damage per shot. (from 128 to 220)
    • Can no longer be obtained from Obsidian, Red and Blue Booty Chests.
    LF-4
    • Can be crafted in the Assembly:
      • 1 Unstable LF-4;
      • 1 Nano Condenser;
      • 1 Prismatic Socket;
      • 1,000,000 Credits;
      • 1,000 Uridium;
      • 50,000 LCB-10;
      • 1,000 MCB-25;
      • 25 MCB-50;
      • 128 Prometid;
      • 128 Duranium;
      • 24 Promerium;
      • 40 Xenomit;
      • 4 Seprom;
      • 50 Palladium.
    • Can no longer be obtained from a Booty Chest.
    • Base damage increased by 10. (From 200 to 210)
    • Available in Auction, in the Weekly Section.
      • Can't be bought using Instant Buy though.
    (Every Enhanced LF-4)
    • Changed Assembly Recipe: (from 160 Kyhalon, 300 Tetrathrin, 350 Bifenon, 1 LF-4 and 400 Log-Disk)
      • 50 Kyhalon;
      • 100 Tetrathrin;
      • 250 Bifenon;
      • 1 LF-4;
      • 5,000,000 Credits;
      • 5,000 MCB-50;
      • 500 MCB-50;
      • 25 SAB-75;
      • 20 Seprom;
      • 50 Xenomit;
      • 100 Palladium;
      • 100 Log-Disk.
    LF-4 Paritydrill
    • Passive bonus damage versus aliens increased to 30, from 5.
    • Base damage reduced by 10. (From 230 to 220)
    LF-4 Magmadrill
    • Passive bonus damage versus players increased to 30, from 5.
    • Base damage reduced by 10. (From 230 to 220)
    LF-4 Hyperplasmoid
    • Base damage reduced by 25. (From 225 to 200)
    • New Passive:
      • Nanothirst: Every 5th succesuful hit, you heal for 20% of your ship's laser damage done.
        • Note: P.E.T. Laser Damage isn't counted!
        • Example: You deal 20k damage on your 5th hit. You get healed for 4,000 damage.
    Prometheus Laser
    • Changed Assembly Recipe: (from 75 Booty Keys, 200M Credits, 15k UCB-100, 2,500 RSB-75, 6,000 Rinusk)
      • 10 Booty Keys;
      • 50,000,000 Credits;
      • 25,000 MCB-50;
      • 10,000 SAB-50;
      • 1 SL-03;
      • 1 SLL-03;
      • 1 Enhanced LF-4; (Any)
        • 50 Seprom;
        • 100 Xenomit;
        • 2,000 Rinusk.
    • New Passives:
      • Thirst for Vengeance: Your laser deals +20% damage towards aliens, but x3 damage vs BL aliens.
        • It will deal 240 damage towards normal aliens, but 600 damage towards BL aliens.
      • Vital Point: Every 3 successful hits, your laser overdrives and deals +150% damage.
        • It will deal 500 damage normaly, 600 damage towards normal aliens and 1,500 damage towards BL aliens.
      • These passives replace Prometheus Lasers' current passives.
    • Nerfs:
      • Damage reduced from 210 to 200.
    LF-P01
    • Can be crafted in the Assembly:
      • 1 LF-4;
      • 1 Hybrid Processor or 1 Micro-Transistor;
      • 100 Promerium;
      • 5 Seprom;
      • 10 Xenomit.
    • Obtaining from completing Galaxy Gates (always active):
      • Alpha. (10%)
      • Beta. (15%)
      • Gamma. (20%)
      • Delta. (25%)
      • Lambda. (20%)
      • Kuiper. (25%)
    • Base damage increased by 20. (from 280 to 300)
    SL-01
    • Can no longer be bought from Shop.
    • Can be crafted in the Assembly:
      • 10 Mucossum;
      • 5 Scrap;
      • 1 Plasmide;
      • 25,000 Credits;
      • 200 Prometium;
      • 200 Endurium;
      • 200 Terbium.
    • New Passive:
      • Vital Point: Every 3 successful hits, your laser overdrives and deals +150% damage.
      • This passive replaces SL-01's "overdrive function" passive.
    SL-02
    • Changed Assembly Recipe: (from 2-H-HFC, 1 H-NCA)
      • 1 SL-01;
      • 1 High-Frequency Cable;
      • 1 Nano-Case;
      • 250,000 Credits;
      • 500 Uridium;
      • 500 Prometium;
      • 500 Endurium;
      • 500 Terbium;
      • 10 Prometid;
      • 10 Duranium;
      • 1 Xenomit.
    • Removed the -25% range debuff.
    • Available in Auction, in the Hourly Section.
      • Can't be bought using Instant buy though.
    • Base damage buffed by 8. (from 142 to 150)
    • New Passive:
      • Vital Point: Every 3 successful hits, your laser overdrives and deals +150% damage.
      • This passive replaces SL-02's "overdrive function" passive.
    SL-03
    • Changed Assembly Recipe: (from 2 H-MT, 1 H-NCO, 100 Aurus and 1,200 Chromin)
      • 1 Micro-Transistor or 1 Hybrid Processor;
      • 50 Bifenon;
      • 5 Kyhalon;
      • 25,000 LCB-10;
      • 1,000 MCB-25;
      • 2,500 Uridium;
      • 50 Prometid;
      • 50 Duranium;
      • 10 Promerium;
      • 25 Xenomit;
      • 5 Seprom.
    • Removed the -25% range debuff.
    • Base damage buffed by 13. (from 158 to 175)
    • New Passive:
      • Vital Point: Every 3 successful hits, your laser overdrives and deals +150% damage.
      • This passive replaces SL-03's "overdrive function" passive.
    SLL-01
    • Can no longer be bought from Shop.
    • Can be crafted in Assembly:
      • 5 Mucossum;
      • 1 Scrap;
      • 15,000 Credits;
      • 120 Prometium;
      • 120 Endurium.
    • Changes:
      • PvE damage increased by 20. (from 130 to 150)
      • PvP damage nullified. (from 85 to 0)
    SLL-02
    • Can no longer be bought from Shop.
    • Can be crafted in Assembly:
      • 1 SLL-01;
      • 1 High-Frequency Cable or 1 Nano Case;
      • 100,000 Credits;
      • 250 Uridium;
      • 480 Prometium;
      • 480 Endurium;
      • 480 Terbium;
      • 12 Prometid;
      • 12 Duranium;
      • 1 Xenomit.
    • Available in Auction, in Hourly Section.
      • Can't be bought using Instant Buy though.
    • Changes:
      • PvE damage increased by 30. (from 145 to 175)
      • PvP damage nullified. (from 90 to 0)
    SLL-03
    • Changed Assembly Recipe: (from 2 Nano Cases and 1 High Frequency Cable)
      • 1 SLL-02;
      • 2 High-Frequency Cables or 2 Nano Cases;
      • 5 Bifenon;
      • 10,000 LCB-10;
      • 500,000 Credits;
      • 1,000 Uridium;
      • 48 Prometid;
      • 48 Duranium;
      • 12 Promerium;
      • 24 Xenomit;
      • 1 Seprom.
    • Available in Auction, in Daily Section.
      • Can't be bought using Instant Buy though.
    • Changes:
      • PvE damage increased by 40. (from 185 to 225)
      • PvP damage nullified. (from 140 to 0)
    AA-1
    • Can be crafted in the Assembly anytime:
      • 1 SLL-02;
      • 1 LF-2;
      • 50 Bifenon;
      • 10 Kyhalon;
      • 10 Tetrathrin;
      • 25,000 LCB-10;
      • 1,000 MCB-25;
      • 1,000,00 Credits;
      • 500 Uridium;
      • 50 Seprom;
      • 100 Xenomit.
    • Changes:
      • Damage vs AI Ships increased by 50. (from 250 to 300)
      • Damage vs anything but AI Ships decreased by 30. (from 180 to 150)
    AAP-1
    • Can be crafted in the Assembly anytime:
      • 1 LF-P01;
      • 100 Bifenon;
      • 25 Kyhalon;
      • 25 Tetrathrin;
      • 50,000 LCB-10;
      • 5,000 MCB-25;
      • 500 MCB-50;
      • 2,500,000 Credits;
      • 2,500 Uridium;
      • 75 Seprom;
      • 150 Xenomit.
    • Changes:
      • Damage vs AI ships increased by 250. (from 500 to 750)
      • Damage vs anything but AI Ships decreased by 75. (from 225 to 150)
    OTHERS
    Mucossum, Scrap, Plasmide and Prismatium

    • Doubled chance of dropping from their certain enemies.
    Hellstorm Launcher 1
    • Cost reduced by 50%. (from 500,000 Credits to 250,000 Credits)
    • New Passive:
      • Synergy: If this Rocket Launcher uses ECO-10 as its' ammunition, boost the damage of every ECO-10 rocket by 25%.
        • Every ECO-10 rocket that comes from this ship's rocket launcher will deal 2,500 damage instead of 2,000.
    Hellstorm Launcher 2
    • Changed Assembly Recipe:
      • 1 Hellstorm Launcher 1;
      • 1 High-Frequency Wire or 1 Nano Case;
      • 100 Mucossum;
      • 25 Scrap;
      • 5 Plasmide;
      • 250,000 Credits;
      • 500 Uridium;
      • 32 Prometid;
      • 32 Duranium;
      • 16 Xenomit;
      • 4 Promerium.
    • Can no longer be bought from Shop.
    • Can no longer be obtained from Auction.
    • New Passive:
      • Synergy: If this Rocket Launcher uses ECO-10 as its' ammunition, boost the damage of every ECO-10 rocket by 50%.
        • Every ECO-10 rocket that comes from this ship's rocket launcher will deal 3,000 damage instead of 2,000.
     
  2. Zecora

    Zecora User

    Sorry, but no. Straight up no.

    The progression in Darkorbit is massively broken. I agree. It should also be fixed eventually. But your idea isn't helping with that at all, if anything, you would make it worse.

    Progression is a matter of many factors. You're taking a small fraction of it, and because of that, you're neglecting the whole game around it. To give you a slight idea, you would make PvE even easier than what it already is. PvE is a cakewalk 90% of the time, and thanks to circling is in 90% of the cases independent on your equipment. you would make PvP harder than what it already is. And especially the PvP would become an even bigger problem. Two already very deciding factors. Furthermore, you would neglect defensive aspects. Hitpoints and shields are lacking especially in early game. You would neglect income. Hell, I'm already having a hard time getting Bifenon, and you want to make it mandatory in huge quantities.

    To sum it up, you would make growing up in Darkorbit take a multitude of times longer. Because in order to get to Prometheus, you would have to farm SO much things, you would even have to wait for weekly missions... You would require players to wait for months, potentially even years for what CAN currently be skipped.

    The only 3 lasers that need adjustments are MP-1, Hyperplasmoid and the Scatter Laser series And specifically the Scatter Laser series should be seriously buffed.
     
  3. I personally never had a hard time getting Bifenon, hence why I've added in recipes. I tried to give a reason to the following aspects:
    • Weekly Missions
      • Right now, they're useless, as not as many people use Enhanced LF-4s anymore, because Prometheus Laser exists and beats every single laser in the entire game. Correct me if I'm wrong, though, because I haven't been playing DarkOrbit as much as I used to do!
    • Daily Missions (including those with Tetrathrin)
      • After the Uridium Bank update, the Daily Missions have gotten a buff and they give 1k, 2k and even 4k Uridium, which makes them insanely good! The Tetrathrin daily missions are.. kinda useless aswell, even if they're daily. Read above.
    • Using the lasers that currently are pretty bad nowadays (LF-1, MP-1, LF-2, every SL, SLL-03 and Unstable LF-4)
      • The LF-1 is literally useless. The SLL-01 replaces it with ease! I tried to make it the base for progression, to give it some use, at least for the early game, just like SPC-XP01 and SPC-XP02 do.
      • MP-1 is another case of being absolutely useless. The SLL-01 replaces it with ease.
      • LF-2 is.. yet another case of being absolutely useless. The SLL-02 is just enough to replace the LF-2, as you'll not be seeing others using this one.
      • Every SL suffers from the range trade-off. I tried to fix it from the SL-02 and above to make it seem like a weaker Prometheus Laser, in terms of damage. (this would be true in reality, if it didn't have the range trade-off!)
      • SLL-03 is just costs too much for something you can get for cheaper. The LF-3 is much cheaper than SLL-03 and can be obtained from Shop, Assembly, Auction and Green Booty Chests. The SLL-03 is only available in Assembly, only to give you 5 extra damage, compared to LF-3! Waste of resources.
      • Unstable LF-4s are just.. weird.. Dealing between 128-220 damage is really bad. You'd be better off using an LF-3 or an LF-4 if possible. I tried to make them used in crafting an LF-4 with Palladium as Catalyzers, which would fix their randomness at the cost of dealing less possible damage.
    • Using Skylab in late game (Not only for Promerium and Seprom!)
      • Let's be real. You mainly used Skylab for Promerium, cus it gives lots of Credits, which is very good in the early game, but then used it only for Seprom and Promerium because of the Skill Tree and of the Refining, because who wouldn't love getting 60% more damage on their lasers and reach maximum speed?
    I'm happy that one of my points was understood. ("The progression in Darkoribt is massively broken") Another point was to use the resources we can get easily to progress with the help of Assembly.

    Thank you for the feedback, Zecora!
     
  4. Zecora

    Zecora User

    The issue we have nowadays is that - except for SG3N-BO3 Shields, Prometheus Lasers and Spartan - almost everything else is useless. The reason for that being is that you usually compare game content with what you have to fight against at your current stage. And considering you are playing a build-up game with open PvP aspects, the strongest enemy are UFE players. Making everything below their equipment redundant. Sounds weird, sounds stupid perhaps, but that's how it is. For more information, there is a YouTube Channel called Extra Credits who go in-depth with game development.

    You technically wouldn't make Skylab more relevant. It would be easier in a lot of cases to just kill aliens and collect their cargo boxes. Seprom would still remain the only thing you would have to send, so unless you would remove alien drops entirely, which I heavily recommend against, Skylab wouldn't become more relevant. Collecting cargo boxes, however, would.

    To keep a long story short, because I could go on for hours explaining it, if we want a good and healthy progression system, we would have to change several core mechanics first. We would have to make PvE more engaging and actually feel like progression is relevant, we would have to make PvP closed and not forced upon the player, and more importantly, we would have to fix the general income provided by the game.

    We could change progression before all of that, but with a lot of negative aftereffects.
     
    κγβε® likes this.
  5. κγβε®

    κγβε® User

    I just realised we have too many lasers. We should get rid of some! :D


    The Unstable LF4 is a high risk high reward type of laser where you can get insane damage or be very unlucky and hit low damage. I prefer the damage you proposed to a lower version of LF4 we have now.

    I like the healing part on the Hyperplasmoid if your intention was to replace the old passive, which doesn't make much sense to me on a laser.

    I wouldn't use any ammo as material for crafting.

    Each laser should be a crafting part for the next upgrade only if in the same category of lasers. For instance:
    SL-01 --> SL-02 --> SL-03
    LF4 --> Enhanced LF4s, Unstable LF4

    For the Hellstorm Launchers I would wait for these to be added into the game before doing any adjustment:
    [​IMG]
     
    Last edited: Sep 21, 2020