Meson Cannons need a face lift |

The meson cannons, always being the younger step brother to anti proton beams, needs a make over. The feeble dandruff flinging accompanied by a robot cough seems kinda anti climactic compared to the effects for other weapons. This is especially relative to the anti proton beams, which is a technological peer.
What do you think?
Kerry-
"...I say we must move forward, not backward, upward, but forward, and always twirling, twirling, twirling towards freedom!"
-Kodos for President

Meson Blaster Effects
You can modify the width/height attributes in the "Bolt 1" entry in the BitmapEffects_SpaceCombat.txt file to make the Meson Blaster bolt larger.
Editing the upper left frame of Pulse_01.bmp (somewhere in the pictures folder, probably effects?) is another way to make it more it exciting.
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In fact:
Meson Blasters are so overpowered, as compared to other weapons, that there is really no way to use them incorrectly... But I digress..
Meson Blasters
I wouldn't say meson blasters are overpowered, but they do have a number of factors going for them, including their apparent ability to ignore evasion. Meson-blasters seem to autohit at close range, regardless of how much +def you have. I fly with some +200% eva, and against enemies packing APBs, I'm untouchable, they can't even hit me since they only have about +30% atk. If I try this against meson blasters, I am untouchable until I stop moving or get too close, then I instantly die. This is true of all bolt-style weapons, so there's something very different about how bolt weapons work vs. beams. Apparently, bolts remain live and can still inflict damage even on a "miss", whereas a beam has already been resolved when it misses.
Shard cannons, those are *REALLY* nasty, because armor is completely useless and so you die nearly instantly if they touch you. Even low-tech shardcannons are deadly.
Glad you mentioned that
One of the few times I ever lost to a stock AI in a serious battle rather than a colony scout mugging was a small fleet action where it was using shard cannons on my pre shields ships. The annoying neutral empire was blockading a warp point in about turn 15. The empire was in an adjacent star system to my home system typically
Shard cannons Are Mean
Shard cannons, not unlike meson cannons, are very mean (albeit meaner to you than to the AI, since the AI has pathetic armor on his ships anyway), and the trick is that you must absolutely NOT close and MUST stay moving, and make small erratic turns. Otherwise you will get hammered, and even having insane evasion won't seem to help for some reason. Apparently bolt projectiles remain active and may still inflict damage by colliding with a target even when it goes wide and misses. At close ranges, the angular deflection for a miss is not enough to stop it from impacting some part of your ship anyway.

back to the original topic
i would also like to see the meson cannons effects get pimped up.
they should a very own look, right now i think they look very similar to the depleted uranium canons effects.
hey kwok, since you know how it works, why not make some magical effects in the balance mod for the meson?! 

So you not only want Meson
So you not only want Meson blasters to be the best weapon in the game, you ALSo want to them to be the best looking and sounding..... hmmmm thats just being greedy
Accept their inherent pansyishness as the price you have to pay for using the hammer and gaffer tape (there is nothing that can't be fixed by using them) weapon of the future.




Meson blasters
Dont knock Meson weapons they are light fast firing and flexable, and PD blasters are one of the best point defence weapons in the game. That they dont look that flash matters litle when it comes to combat