Weaknes of special weapons |
Special weapons (targeting specific systems, like engines, shields, weapons, ...) do nothing to shields and (at least those i tried) does not work through them. You must drop enemy shields before using such weapon. At least in BM11 they work through armor (don't know whether they are affected by emissive armor).
But if enemy ship has shield regenerators, special weapons has only small window of oportunity to hit.
And here comes another thing. They fire regardless whether target hass shield or not and they have long recharge time (waste recharge time and ordonance/supply).
All combined, they are MUCH less effective than their numbers sugests.

Re: Weaknes of special weapons
Ya special weapons shouldn't target a ship until sheilds are down. is there a way to change that??
i don't think they should skip sheilds, armour yes. but sheilds should have to be dropped. but they should do damage to sheilds or not fire until they are down.

Re: Weaknes of special weapons
Is perfectly possible to have special weapons damage shields - not sure exactly where it was changed though. Was it DamageTypes.txt?
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Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: Weaknes of special weapons
The latest beta changelog confirms that the emissive damage reduction will not affect weapons that skip armour 100%. That will help crystalline weapons behave as they should.




Re: Weaknes of special weapons
Many of the special damage types in the Balance Mod are affected by the current operation of the Emissive Armor. See: http://www.spaceempires5.com/en-US/node/4551 It's intended though that they should skip all armor types and directly affect the internal components.
Space Empires Depot | SE:V Balance Mod