Weapons Demonstration: News and Discussion

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    When i load in ships they have invisible blocks (16x16x16) everywhere... those blocks are loaded in, i can remove or add to them, they are just invisible...
    I confirm this issue
    http://oi58.tinypic.com/x0tl05.jpg

    This is an awesome spacestation downloaded in the community content
    The whole upper circle vanished except the first layer (1 on picture)
    Some other random chunks are missing (2 on picture)

    replacing or adding blocks in these areas have no effect. Blocks on this chunk keep invisible
     
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    I confirm this issue
    http://oi58.tinypic.com/x0tl05.jpg

    This is an awesome spacestation downloaded in the community content
    The whole upper circle vanished except the first layer (1 on picture)
    Some other random chunks are missing (2 on picture)

    replacing or adding blocks in these areas have no effect. Blocks on this chunk keep invisible
    was it a world that had been created before the prebuild?
     
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    Nope, reseted world, imported ".sment" and spawned with /spawn command in the 18th build
     
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    I'm starting to loath the new dev model. Cannon's power requirements are just too big, and lasers aren't as destructive as you'd like. The only upside to the new weapon system in my opinion so far is how missile speed was greatly increased. I don't mean to rage or anything, but these are real issues that need to and should be fixed.
     
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    I'm starting to loath the new dev model. Cannon's power requirements are just too big, and lasers aren't as destructive as you'd like. The only upside to the new weapon system in my opinion so far is how missile speed was greatly increased. I don't mean to rage or anything, but these are real issues that need to and should be fixed.
    This is precisely why its not just released as is, instead we are using a dev build to test these issues.
    I appreciate the input from people so far.
     
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    Actually I love the new weapons systems, it allows for a load of extra things that could not be done before.
    I don't mind needing a secondary AMC system for rapid fire because that allows me to have two AMC's controlled by two people or one powerful weapon same goes for any other combination. It just all comes down to your design when you make your systems, with an activation block, delay blocks along with a bunch of tech beams and you have a automatic ship repair dock, switch it up and its a timed repeating fire command for your weapons. I've made all sorts of awesome automated and semi-automated sub-systems on my ships. I think in the end it helps to balance the game while adding many features with room to grow and the best direction to take...I'm glad its forcing people to do away with those massive bricks stuffed to the brim with AMC's and shielding sniping from sectors away and force people to play the game it is meant to be played.

    The only thing that's lacking is proper AI to utilize it, be-it NPC or Bobby AI the more complex features added to the ships in game with less attention to AI for simple autopilot commands such as evade, circle, escort, and go-to will leave us stuck mid battle running through corridors and halls to reconfigure weapon systems should current configurations or system damage leaves us ineffective in combat...
    In testing on my lan party we have found this is very easy to do when attacking someone who's ship is large and has many weapon systems but little crew for re-configuration mid battle; the ship stops when all main weapons are damaged or needs to be adjusted for better effectiveness by time they get back into the core the shields are at or near 0%. Thus head to head battles have become very short-lived and in no-way as fun except the fact we are trying out new weapons against a dying ship that can't fight back.

    We now feel having escorts, scouts, and fighters are almost a must at this point or at the least AI autopilot commands to keep the ship in motion. The more balanced the weapons get the more types of ships will be needed on the battlefield and this we are REALLY seeing at this point and we are hoping battles aren't going to end up being chasing ships sector to sector for hours on end because they have no escorts (I wont say any names) but I do see the point, sometimes its just a no win situation with the type of ship you have unless you have a chance to re-configure your guns and you can't do that sitting in spot and no one at the helm without being destroyed.

    The positive to this is you need to first build smaller class ships before you build a super massive ship or there would be no protection for it. The downside is there is no-one to pilot your escorts and frigates because there is no autopilot commands. For now we feel safe in the dev build as we can test the weapons but using them in battle will be at the cost of loosing your ship so we only wonder how bad things are going to suck when the new update comes and we basically loose the use of large ships because we need large crews to man them but as I see it played not many people want to be a crew of someone else's ship rather a captain in command of a fleet.
     
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    I'm starting to loath the new dev model. Cannon's power requirements are just too big, and lasers aren't as destructive as you'd like. The only upside to the new weapon system in my opinion so far is how missile speed was greatly increased. I don't mean to rage or anything, but these are real issues that need to and should be fixed.
    exactly, I only like the new weapons system due to the MAJOR missile improvement, but the beams for example, are simply cannons that must be focused at an area for a longer time that do damage, basically a salvage beam without salvaging :(

    Edit: And the general concept is really good with all the new features. It's just that weapons don't look...fancy.
     
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    Can I be the dick who states the unpopular opinion and says that he likes the new weapon system? Sure it need some tweaks but it allows for so much creativity and diversity with our ships, and once we get the tertiary effects in the dev build (hopefully SOON(TM)) the game will be a lot more fun. It also means that the game is less 'core drill' and more 'actual tactics', especially with the tertiary effects.
     
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    I did see the new "ion" effect in the latest build. it confuses me
    the new ion effect is balanced to be 2x more effective against shields and 1/4 effective against blocks, so it's basically the shield buster, but I dunno why there is a new effect for this (what will be EMP for?)
     
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    I did see the new "ion" effect in the latest build. it confuses me
    the new ion effect is balanced to be 2x more effective against shields and 1/4 effective against blocks, so it's basically the shield buster, but I dunno why there is a new effect for this (what will be EMP for?)
    Sapping power I presume.
     
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    Sapping power I presume.
    Yes I think you're right.
    So EMP will be used to put a ship power down to zero when not shielded? Will it need to target a power generator directely or just deal increased damage (implies moar power sucking if proportionnal) against power blocks (<CannonPowerDamageBonus>)?
    I think I'm more the ion effect guy (must be nice with yellow fire effect)
     
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    From what we have noticed here in testing EMP sub-systems don't have enough effect for some missile configurations and KB missiles (the targeting version (not heat) I can't remember if its bb/kb) cant be grouped with anything why???
    I'd personally would love to have it turn to a slow but powerful torpedo system for capitol ships and stations. Capability to be made into a WMD (with ridiculous requirements of course).... we made swarm EMP missile system(d1000+d1000+EMP effect) it shoots a swarm of 100-200 nearby enemy seeking missiles but the missiles still destroy the ship at times.

    Heat effect and or blocks would be nice and the ability to have AI turrets target missiles for a first try at a counter measure system. Heat effect attached to D1000+D1000 makes flares that shoot off into random patterns or blocks attached to your ship can be turned on or off to force missiles in your direction or to hit only that area of hull, missile weapons with targeting capability will target nearest flares or "hot-zone" by default this should require a lot of power to run. Each "heat" block can be targeted by only one missile and needs about 10,000 e/s to power on and will do so automatically once the ship is targeted by a missile or can be left active VIA structure menu or activation block. The power requirements for a flare system should be lower than anything else has its just launching out non-threatening flares.
     
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    Can I be the dick who states the unpopular opinion and says that he likes the new weapon system?
    Everybody likes the new weapon system. The only problem people have is that it's unbalanced, which wasn't denied by anybody so far and will be addressed.
     
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    Can I be the dick who states the unpopular opinion and says that he likes the new weapon system? Sure it need some tweaks but it allows for so much creativity and diversity with our ships, and once we get the tertiary effects in the dev build (hopefully SOON(TM)) the game will be a lot more fun. It also means that the game is less 'core drill' and more 'actual tactics', especially with the tertiary effects.
    I like the new weapon systems, I look forward to being able to tweak them to my specific needs, I love how rapid fire cannons look firing from my destroyers point defence guns... but as the balance sits now cannons are useless. My main assault fighter runs out of power before it can break a target with 4 shields just sitting there. The fighter itself has 56 shield generators so this means any and every dog fight ends in a stalemate. I don't know if this means they'll just nerf the shields to compensate but a single default Isanth-VI just flies circles around and laughs at my destroyers pathetic attempts to kill it.

    Everybody likes the new weapon system. The only problem people have is that it's unbalanced, which wasn't denied by anybody so far and will be addressed.
    I have noticed tweaks to the balance but I'm not sure what the testing standard is. Lasers used to cut through a stock Isanth but now seem much slower but still not as useless like the cannons.
     
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    I like the new weapon systems, I look forward to being able to tweak them to my specific needs, I love how rapid fire cannons look firing from my destroyers point defence guns... but as the balance sits now cannons are useless. My main assault fighter runs out of power before it can break a target with 4 shields just sitting there. The fighter itself has 56 shield generators so this means any and every dog fight ends in a stalemate. I don't know if this means they'll just nerf the shields to compensate but a single default Isanth-VI just flies circles around and laughs at my destroyers pathetic attempts to kill it.



    I have noticed tweaks to the balance but I'm not sure what the testing standard is. Lasers used to cut through a stock Isanth but now seem much slower but still not as useless like the cannons.
    The shield are totally OP in this dev build (no regen delay as we were used to). I can't wait to see it with the actual shields mechanics.
    Lasers are way more effective than AMC, I agree with it but their range is really lower. I'm not sure it's the right way to balance it
     
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    The shield are totally OP in this dev build (no regen delay as we were used to). I can't wait to see it with the actual shields mechanics.
    Lasers are way more effective than AMC, I agree with it but their range is really lower. I'm not sure it's the right way to balance it
    I have not been paying attention to if shields were changed, all I am looking at is the difference between my fighter current release and my fighter dev build. Pre-dev build in three shots I can kill the target but in the current release I cannot even scratch it. Dog fights are pointless as they will always be a stalemate unless your ships are built from solid guns and power and do not even use shields.

     
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    I have not been paying attention to if shields were changed, all I am looking at is the difference between my fighter current release and my fighter dev build. Pre-dev build in three shots I can kill the target but in the current release I cannot even scratch it. Dog fights are pointless as they will always be a stalemate unless your ships are built from solid guns and power and do not even use shields.

    Yea man the shields behavior is now in blockbehaviorconfig.xml and the values are the following
    Code:
    <General>
                    <BasicValues>                        <!-- totalUnitShieldCapacity = (unitSize*ShieldExtraCapacityMultPerUnit) -->
                            <ShieldExtraCapacityMultPerUnit>1</ShieldExtraCapacityMultPerUnit>                        <!-- totalUnitShieldRecharge = (unitSize*ShieldExtraRechargeMultPerUnit) -->
                            <ShieldExtraRechargeMultPerUnit>1</ShieldExtraRechargeMultPerUnit>                                                <!-- shieldCapacity = ((totalUnitShieldCapacity*ShieldCapacityPreMul)^ShieldCapacityPow)*ShieldCapacityTotalMul -->
                            <ShieldCapacityPow>0.66666</ShieldCapacityPow>
                            <ShieldCapacityPreMul>3.5</ShieldCapacityPreMul>
                            <ShieldCapacityTotalMul>350.0</ShieldCapacityTotalMul>                                                <!-- shieldRecharge = ((totalUnitShieldRecharge*ShieldRechargePreMul)^ShieldRechargePow)*ShieldRechargeTotalMul -->
                            <ShieldRechargePow>0.5</ShieldRechargePow>
                            <ShieldRechargePreMul>5.0</ShieldRechargePreMul>
                            <ShieldRechargeTotalMul>50.0</ShieldRechargeTotalMul>
                            <ShieldRecoveryTimeAfterOutage>15</ShieldRecoveryTimeAfterOutage>
                            <PowerDivFactor>0.333</PowerDivFactor>
                            <PowerCeiling>1000000.0</PowerCeiling>
                            <PowerGrowth>1.000696</PowerGrowth>
                            <PowerLinearGrowth>25.0</PowerLinearGrowth>
                            <PowerRecoveryTime>1000</PowerRecoveryTime>
                            <PowerBaseCapacity>50000</PowerBaseCapacity>
                    </BasicValues>
            </General>
    When they will put the shields like in the old state we may enjoy the new weapons more, I think. Now you can just see their effectiveness against hull or regular blocks, but it doesn't mean the new weapons are worst, we just need regular shields back.

    Edit: I just looked at your video, that's exactly what I say (dunno if im understandible) the 4 shields blocks you putted on are so OP they can regen 96% (telling random number) of your DPS and they have no delay between taking a shot and regen the shield so you loose against the shield capacity when getting out of power and don't even scratch the blocks.
     
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