Ah yes, now I see. Having checked much more thoroughly, the shields are inherited from the main ship while it remains the main ships shields remain above 50%. I suppose this means it is pointless to place shields on turrets. Thanks for help!
I suppose the ability to see the shield on turrets...
[RESOLVED]
For some reason, my ship seems to be unable to destroy the shields of an online blueprint. Instead of the shields being destroyed, the shield value stays at 1.0/11k shields. The percentage is at 0.0%, but is unable to break through the value, despite the damage of most ships easily...
Thanks you for adding new the weapons update into the game. Even if some weapon configurations are not as useful (not yet unbalanced design WITH balanced play), it adds so much to the game in terms of depth and strategy.
Also for the existence of this game. With it, I feel as though I would...
Today, I completed a docked shield supply beam for my new ship. It is shaped to the interior of the ship. I also finally started putting weapons, shield capacitors, jump drive, and jump inhibitor for the new ship. The new ship is based off this cool design I found on DA here. I put some wireless...
Based off of Jaaskinal's Small Chaindrive. I didn't touch the logic much.
Disclaimer: Does not have thrusters for convenience and does not generate its own power. The "dockable" part is more of a requirement.
This 3x3x6 Shield Generator allows ships to have a separate shield generating entity...
That seems very reasonable. Now I just wait until StarMade allows significant increases in client RAM.
Has anyone been able to test activating and deactivating Radar Jammers? I don't have any way of testing this, but maybe reactivating jammers would nullify the effect of scanners. There should...
Of course, unless someone happens to be a robot that calculates wind, changes in wind, atmospheric pressure. Or said person is Raven from That's So Raven (You can gaze into the future!).
The main way to prevent this is for people to actually use scouts ships with radar jamming. In real life, people have weapons that can shoot extremely far and accurately. But it is the human that becomes the limit, never the weapon. I can't shoot a steel plate from 600 yards or meters, but a...
Of course I can, the real life weapons have real life applications and fundamentals of real life combat always apply to video games. Mainly because human fighting each other in video games would use similar tactics to fighting other people in video games (i.e. Starcraft 1 and 2, Warcraft, other...
Energy from cannons could dissipate somehow, or the projectile begins to collapse from the inside. Missiles would have the same explosive power, and accelerate until they run out of fuel and travel indefinitely in space (let's not do that). Beams could lose their focus over a distance. Pulse...
Large ships shouldn't be just 2km away from each other to fight. The only reason the sector long sniper were a problem back then was because we had damage, reload, range, and projectile speed scaling at the same time for the cannons. It's absolute chaos when two large ships are right next to...
tl;dr, Increase weapon range with weapons block count. Please.
As of right now, a small ship has as much attack range as a large ship. Even though a small ship has far fewer blocks, it can engage at the same distance as large ship along with a speed advantage as well as being harder to hit. A...
I'm certain that this has been suggested before, but it struck me that this has not been mentioned anywhere. A simple upgrade for mining ships and cargo ships that allow for extra thermal protection while near a star. These kinds of hull would sacrifice a lot of HP just to allow the ability to...
Defense
Between hull and shield blocks, hull blocks have essentially 400 hp per block. However, this only protects if the hull is the part that is hit. Shield blocks are able to protect all round. Hull is easily destroyed by missiles, but missiles don't do very good DPS for shields. Shields are...
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