This isn't actually a review at all... I lied.
I said that just because i'm frustrated with how people disagree. I'm not claiming to be *in the right* either. A problem i'm having, is that I'm still trying to understand my frustration, and I've yet to reconcile it. So it's entirely possible...
Maybe, just let us use that last line of display module text.
I can't go below "1/10 new lines left."
And it seems pretty clear that we're supposed to be able to use that space for writing.
Just look at the empty space...
Well if you want sniper cannons. It's likely that it will only hit ships with low mobility. Even the highest velocity projectiles may not hit agile ships. Which is okay if the goal is to only defeat large and slow-moving ships. I will caution you however, that of you want to build the station to...
While performance issues are important. I'm looking for more issues on just the the principles of combat that are in place now. If there are performance issues, it's reasonable to assume that things are already being done about them.
Yeah, it really depends on the weapons you give them Perhaps a mix of long range missiles and short range rapid fire cannon turrets. Try 30 blocks distance from the station and work from there. Then just test it out to see if any problems arise, if it does then simply adjust the distance to...
Would you like fighting against bigger ships if there was somehow a guaranteed yet significant amount of damage that could be done most if not all the time Lecic?
Honestly, I don't have enough information about your station or it's design. It's easier to innovate when someone has knowledge towards the purpose of it's design. It depends on what the goal of your station is. If it's to merely just be a shipyard, then maybe the supports at the bottom could be...
I'm curious to know what people think towards the current combat systems that is present within StarMade. If you like or dislike something in particular; then I want specific details on each case that is presented.
Now, some of you may be wondering why I'm interested. It's because I strongly...
Warheads aren't really all that reliable. Instead of dodging my suggestion by telling me about what already exists in the game. Try to think of the consequences of my suggestion and how it would affect gameplay. I for one am not convinced that fighters/bombers can contribute any amount of...
Small ships aren't all that effective against big ships because they do not have enough ability to overcome shields that are too powerful.
What if a new type of damage value was introduced to the game? This new kind of damage would completely ignore shield protection for a much smaller but...
Well this topic has become an information overload. With no discernible agreed solution we may as well discuss this topic for eternity. It may help to just get quickly to the point and ask: How many players actually want friendly fire? It might just be simpler to do that and move on.
GRHayes...
So it's all about lock-ons right now. Let me ask you this:
1) Is lock-on time a good or even a reliable balancing tool?
2) In combat; Is it really necessary for players to wait a few seconds just to be able to fire a missile?
3) What purpose does a lock-on time serve to enhance a players...
So just to be clear for all of us involved; the concern comes from the missiles ability to instantly track an enemy as opposed to other missiles which take time to lock-on. Is this correct Groovrider?
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