Has anyone conducted any real combat tests of finished ships (ie having viable thrust, shields, armor, weapons) built in 2.0?
A long tube gets max per-block power efficiency from reactors, but it makes "coring" the stabilizer and reactor core pretty easy since you always know where they are. It also reduces reactor stability to rely on a single - easily located - stab group compared to using multiple groups at shorter range.
The only cost to shedding these drawbacks is literally a very small increase in mass from multiplying stabilizers. Is saving that tiny bit of weight even worth embracing such an instable and vulnerable dong config in the first place, or is min-maxing the raw power numbers out of context actually a net loss here?
After building a few things in dev, I am progressively getting the impression that a lot of the 'problems' with 2.0 are literally only the result of clinging to min-max reactor numbers because that used to be the key to unlocking meta for so many years.
For example, "we are 'forced' to build in long tubes, then our ships are super brittle because the whole ship is basically a wrapped reactor stream." Well, we aren't actually forced to tube... that's a choice, and it is literally the choice that is causing the additional fragility in our ships. Accepting a few hundred or even thousand stabs to reach dong-power with (gasp) a non-phallic shape might end up resulting in a ship that isn't infuriatingly fragile, and that mass difference is pretty marginal when compared to the increase in both freedom and survivability it conveys.
Power min-maxing in 2.0 is starting to look an awful lot like an "Efficiency Trap" specifically targetted at engineers clinging to numeric optimization (meta-seekers). There are still bugs and imbalances, obviously, and I am hating the stab streams, but I am starting to wonder if the apparent meta is really the actual meta in the dev pre-release, or if the raw numbers are deceiving.
A long tube gets max per-block power efficiency from reactors, but it makes "coring" the stabilizer and reactor core pretty easy since you always know where they are. It also reduces reactor stability to rely on a single - easily located - stab group compared to using multiple groups at shorter range.
The only cost to shedding these drawbacks is literally a very small increase in mass from multiplying stabilizers. Is saving that tiny bit of weight even worth embracing such an instable and vulnerable dong config in the first place, or is min-maxing the raw power numbers out of context actually a net loss here?
After building a few things in dev, I am progressively getting the impression that a lot of the 'problems' with 2.0 are literally only the result of clinging to min-max reactor numbers because that used to be the key to unlocking meta for so many years.
For example, "we are 'forced' to build in long tubes, then our ships are super brittle because the whole ship is basically a wrapped reactor stream." Well, we aren't actually forced to tube... that's a choice, and it is literally the choice that is causing the additional fragility in our ships. Accepting a few hundred or even thousand stabs to reach dong-power with (gasp) a non-phallic shape might end up resulting in a ship that isn't infuriatingly fragile, and that mass difference is pretty marginal when compared to the increase in both freedom and survivability it conveys.
Power min-maxing in 2.0 is starting to look an awful lot like an "Efficiency Trap" specifically targetted at engineers clinging to numeric optimization (meta-seekers). There are still bugs and imbalances, obviously, and I am hating the stab streams, but I am starting to wonder if the apparent meta is really the actual meta in the dev pre-release, or if the raw numbers are deceiving.
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