CyberTao
鬼佬
I've poked around with enough people to know that the engine currently can't seem to do more than 1.intentionally capped
If it was intentionally capped at 1, why is the value set to 10?
I've poked around with enough people to know that the engine currently can't seem to do more than 1.intentionally capped
I have no idea why the value is set to 10 but it says it's capped at one and may be implemented later so I can only assume it's intentional.I've poked around with enough people to know that the engine currently can't seem to do more than 1.
If it was intentionally capped at 1, why is the value set to 10?
Most of the foot notes and info in the configs were made by Calbiri I believe, Schema may have just decided it wasn't worth all the work to change it currently. They probably aimed for 10, found out it doesn't work, and decided to leave it as such for now. The note was probably made to let us know that it doesn't go pass 1 and that they are aware of that, or that's my take on it.I have no idea why the value is set to 10 but it says it's capped at one and may be implemented later so I can only assume it's intentional.
Schema made that one after it was reported at a bug. You could be right and it's just there to let everyone know they're aware of the problem and it's not really intentional. If that's the case though it's kinda strange punch would be nerfed to bring it in line with a technically broken effect.Most of the foot notes and info in the configs were made by Calbiri I believe, Schema may have just decided it wasn't worth all the work to change it currently. They probably aimed for 10, found out it doesn't work, and decided to leave it as such for now. The note was probably made to let us know that it doesn't go pass 1 and that they are aware of that, or that's my take on it.
Some weapon combinations have built-in "block-breaking-capabilitys" (high fire rate/splash damage resulting in less overkill damage vs blocks) like any missile combination and cannon-cannon, , while others have no at all (cannon-pulse).A question about inherit explosive or punch effects; Why is this so sought after? I'm just asking in general, but how is a weapon being able to break X extra blocks any different than adding those effect blocks to the weapon?
I'm not quite sure you grasp the concept behind the support/slave systems. They were made in away so that you do not need to go 100%, you could tweak the values to get the reload/damage/speeds/etc you wanted out of your weapon. If explosive was set to a max radius of 10 for example, 50% support would give you a radius of 5, the value it is set to would serve as the hardcap to prevent cannons/beams from completely overtaking missiles on capital ships. A Normal cannon/- dealing more damage and having a bigger hole than a nuke for example would be balance breaking.Its bugged currently, but even i think even in a fully working state: a set radius is a poor design choice. These kind of set values tend to favor a certain size/way to build and result in cookie cutter builds.
The radius should increase with increasing initial-damage, but should be affected by dimishing return in order to avoid some kind of one-shot setups.
I think Pierce is 60%, since it is suppose to do more damage to hull at the cost of shield damage (when they were both 50%, they did the same damage).but welp... they need some love for sure. The damage reduction after each block travelled (currently 50%?) is way too high.
But Effect blocks also count towards the DPS of the array, Master+Slave+Effect=Array size, it is just as effective to add Punch effect to a gun as it is for the gun to inherently have Punch, it does not save space or increase damage at all. That's the part I don't get, since they would not allow weapons to have effects that surpass the already existing effects. If cannons got Pierce, it would be the same as the pierce effect (Because of 'balance'), and an inherit explosive effect would still be bugged, just like the effect. You gain no advantage at all, you just shuffled stuff around and removed some combustibility.Adding the ability to effectivly damage blocks artificially using effect-moduls is not as efficient as using a more potent weapon to begin with.
Yeah, probly that is better.It's kinda in an odd place, might be easier to make other weapons more appealing than it is to make Cannon/Cannon less appealing.
Well, that's why I couched it in a question.... 'Cuz I don't play with others. I don't really like the shotgun version of missiles to begin with (just a personal thing), Missile weapon is "overly effective" in the current structure. The cone idea is worth consideration.Having an enemy-only, auto-locking, bulk missile spitter seems OP, it would become worse than Cannon/Cannon is atm.
Because of the inherent "explosive" effect of Missiles (?) -- which is usually even amplified by the actual Explosive Effect. Maybe missiles shouldn't be allowed to have this effect either (since they can't have Punch or Pierce), or nerf the Explosive effect radius bonus? I think the general feeling is that "we gotta do something to help these other weapons because Missiles are dominating the game." Whether such a "feeling" is reality or merely a perception is the bigger issue, I suppose.A question about inherit explosive or punch effects; Why is this so sought after? I'm just asking in general, but how is a weapon being able to break X extra blocks any different than adding those effect blocks to the weapon? Most other effects would override them (EMP, Ion, Any momentum effect), and the few that wouldn't would lead to combinations like Explosive+Punch at the same time (You'd still be breaking the same number of blocks, since this does not add damage).
It truly gains no advantage other than just adding those effects to the weapon. Are effects that expensive? Or is it cause Explosive is bugged and cannot be increased beyond 1, and people think that was a design choice? Why do people think this would add anything to the game, aside from a free change in crater?
I'm more looking towards the HP system for the missile OP-ness fix I guess. With it is a Ship-wide Armour Migration system (I dunno what to call it), which I had heard Cal talk about a few times. The more hull you have, the more damage gets shaved off a projectile when it damages Armoured blocks (Anything with a natural armour rating), and Missile comes into contact with a lot of hull (especially if it hits a multi-layer section of hull, which I expect to see with this system).Maybe Missiles need a longer cooldown in general. Maybe increased rate of fire should come with an accuracy penalty -- and Cannon/Pulse type of stuff should have greater projectile speed and accuracy.
The high speeds that most servers use most definitely fuck with the balance of weapons. It makes it impossible for PD to take down missiles, and it makes cannons feel like hitscan weapons.Ya know, I was also thinking that alla youz who "tweak" yer servers with top-speed increases and the like are kinda breaking the balance of weapons even more. (Just thinking that though, cuz I'm not on such a server.) Any response to that notion, veterans?
Thats why i proposed that the radius of the explosiv effect should depend on the initial damage of the weapon system.As well, the damage dealt to each block is Damage/#BlocksHit, with a radius of 1, damage is divided by 6, since 6 blocks would be hit ideally. This means that small ship weapons would have to use smaller support %s for explosive, or else their damage would be too spread out to have any effect on armoured blocks, and larger ships would use the full 100% for maximum breakage.
Interesting. Didn't knew that. Thanks for rectifying the misinformation on this one.But Effect blocks also count towards the DPS of the array, Master+Slave+Effect=Array size, it is just as effective to add Punch effect to a gun as it is for the gun to inherently have Punch, it does not save space or increase damage at all. That's the part I don't get, since they would not allow weapons to have effects that surpass the already existing effects.
I can only think that a penetrative quality of a weapon is only useful if it, in a sense, creates a "breach" in the armor, and then whether there is another weapon that can take advantage of such a breach. As it stands now, cannons/beams only naturally damage 1 block at a time. If there is a weapon that can take that 1-block-breach and tear it open, then the pierce is worth something, otherwise the "wall" of armor just gets "pin-pricked." Maybe missile fire will only be effective after enough breaches have weakened the armor. I dunno...Would that not give more of an advantage to a punch/pierce penetrating weapon like a cannon or beam?
Hey! I knew that! Does that mean I'm no longer a Class-1 Noob??? plz plz plz!!!But Effect blocks also count towards the DPS of the array, Master+Slave+Effect=Array size
I think the reason people do not know this is because it wasn't like that originally. It caused concerns and eventually it was silently brought over to make effects count I believe. It would be a joke otherwise, especially for Ion and Overdrive if you think about it. Give up 1/3 (or even 1/2 if you don't use slaves) of your weapon to get double shield damage and no hull damage? Who would even buy that in this age of min/maxing.Interesting. Didn't knew that. Thanks for rectifying the misinformation on this one.
If I can tell you a small story, I will tell you of how people are strange. I hear people talking about balance, bout how weapon X can do this compared to Y, and complaints about out "16 weapons". We don't have 16 weapons, we have 20. People always forget about the default weapons, or even the incredible amount of variation from playing with the slave percents. Every weapon is given a slave on principal, it somehow makes it better than it is by default, despite that not being true at all.If there is a weapon that can take that 1-block-breach and tear it open, then the pierce is worth something, otherwise the "wall" of armor just gets "pin-pricked."
How long have you been here? Far longer than the average noob I feel, most of those come and go after a week or so. Grats on the promotion.Hey! I knew that! Does that mean I'm no longer a Class-1 Noob??? plz plz plz!!!
Forums are for babblers. My vote could be purchased... maybe...Did I ever tell you I like to babble? Cause I do. Vote for me for Council o7
Sometimes I don't even know. I confuse myself inside my own head and sometimes even contradict myself, so I just babble it all out. I rarely get a response when I do though, since I don't think anyone understands how to respond to it. But that is my entire thought process on Weapon effects/damage scaling/etc, so I'll probably not squabble on about that too much more this thread.you were agreeing or disagreeing with me or just soliloquizing (or all of those!) Certainly worth the contemplation.
It'd need to be inaccurate with both AI and Player firing.instead of cutting down the range of rapid fire guns i would prefer to give faster firing weapons a lower accuracy ...but that would also need an AI redo. That would also cure the sadness that is an AI using a sniper cannon.
Yes. The accuracy would be solely depending on the weapon system, removing the need for an inaccurate AI and so making sniper turrets more viable while ciws turrets more or less stay the same and having a small balancing effect on player used weaponry (core drilling gets harder for instance).It'd need to be inaccurate with both AI and Player firing.