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    1. Calbiri

      Beam Damage/Sec

      Beams have had a few additional mechanic added, a new burst timer (during which the ticks of damage occur) and a cooldown timer (as well as an initial impact setting) these allow for far more customization in how they opperate, I hope you have lots of fun with the new beams, and these new...
    2. Calbiri

      StarMade 0.154 (fixes and features)

      Beams are intended to use power, if they are not, then this is either a bug or a config error, could you provide more detail to me via a PM?
    3. Calbiri

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      We can look at that again, the issue is that calculating damage spheres is far more exspensive than singular ray traces (imagine a dozen machine-cannons firing at 10 rounds a second and having 20radius blasts...)
    4. Calbiri

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      How does this sound, when a block is hit by a peirce shot, it is dealt 50% of the blocks MaxHP (not its current) that damage is then deducted from the total remaining damage on the shot. This prevents the high burnout on intitial block damage of high damage systems.
    5. Calbiri

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      Cant do that with a moving ship vs a moving bullet as the ship can move as the bullet passes though it, changing impact points
    6. Calbiri

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      Hmmm, it seems that pierce needs a slight mechanic adjustment, I'll talk with schema about this, I think I know a solution. Pierce should do its damage as %'s of the total blocks health, not the % of the shots damage. This is a slight oversight with a noticeably bad result, sorry I didn't...
    7. Calbiri

      StarMade 0.152 (fixes and custom sector size)

      Your perception of our timeline is a bit skewed, by a lot, this patch has been under way since April, this year. We *do discuss this balance with and talk to the players in this community. This is an Open Alpha, that has a unique place in game development as we must strive to add new features...
    8. Calbiri

      StarMade 0.152 (fixes and custom sector size)

      That is a bug from the recent hotfix, its been reported and Schema is working on correcting it. However, anyone looking to play with the config you can go into StarMade/data/config/blockBehaviorConfig.xml once you have this file open, you may find stats that you wish to change and adjust the...
    9. Calbiri

      HAPPY BIRTHDAY SCHEMA!!

      Happy Birthday!
    10. Calbiri

      StarMade 0.15 is out

      They were set to handle a bit over 1 minute 30 seconds of weapon fire from equivilantly sized weapon systems, this was meant to prevent the exploit of starting a battle off by simple nuking the target with missile/pulse combos (since these are set on a 1.5 minute cooldown and do 450 damage, 110%...
    11. Calbiri

      StarMade 0.15 is out

      This can be done with this line <ShieldCapacityTotalMul>495</ShieldCapacityTotalMul> <!-- shieldRecharge = ((totalUnitShieldRecharge*ShieldRechargePreMul)^ShieldRechargePow)*ShieldRechargeTotalMul -->
    12. Calbiri

      StarMade 0.15 is out

      That is something I would very much like to include. There's many thing like this that were left out of the patch, generally speaking, this stuff will get thrown in often with each new patch we do (remember schema is going back to frequent small updates instead of the long core patchs.)
    13. Calbiri

      StarMade 0.15 is out

      https://www.dropbox.com/s/ki4loq05kw87x3w/blockBehaviorConfig.xml download this, overwrite it into your starmade/data/config file and try out the changes to shield power costs, power tank buff, and cannon velocity buff. This is the best i can do for "hotfixing" for you until schema is awake...
    14. Calbiri

      StarMade 0.15 is out

      Shields Overcharging! After talking more with schema about the repeatedly reported issue of power supply problems on shields, I've figured out that there was a miscommunication in how the shield power setting in the config was working. I was balancing the system using this line...
    15. Calbiri

      Weapons Demonstration: News and Discussion

      In the image linked, it says you have 124,740 shield capacity, divide this number by 495 (the total capacity given per shield block) and you have 252 shield blocks on your ship. Each shield block provides 5.5 regen per second (the game mechanic rounds this number down, so at the worst you'll...
    16. Calbiri

      Change missiles into plasma torpedoes because...

      mis·sile ˈmisəl/ noun an object that is forcibly propelled at a target, either by hand or from a mechanical weapon. a weapon that is self-propelled or directed by remote control, carrying a conventional or nuclear explosive. Now, why do we need a special SciFi name for this? Wouldn't you...
    17. Calbiri

      Weapons Demonstration: News and Discussion

      No worries, when your able to get on the game next, could you check the shield stats against the intended stats I posted (or what is listed on the config your using.) If the numbers are not matching up correctly, would you be so kind as to make a bug report with the details of what your...
    18. Calbiri

      Weapons Demonstration: News and Discussion

      Glad to see your embracing the custom config and tactical strategy of the various weapon combos. You might notice greater *perceivable effectiveness of the effect systems on missiles when using larger weapon arrays, as the damage distribution can be quite different in the shape/size of...
    19. Calbiri

      Weapons Demonstration: News and Discussion

      Are your ships shields matching these stats?