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    1. Calbiri

      Weapons Demonstration: News and Discussion

      Can you provide the line of the Config that your using regarding the cannon setting, look in the starmade/data/config/blockBehaviorConfig XML and scroll down to this line. " <Cannon> <BasicValues> <Damage>15</Damage>...
    2. Calbiri

      Weapons Demonstration: News and Discussion

      The former is a possible mechanic that we have discussed adding in, but since the momentum effects can be changed and adapted (Improved) without impacting damage balance, we have opted to hold off on adding more mechanics until after the current patch (it could be added in as a content patch in...
    3. Calbiri

      Weapons Demonstration: News and Discussion

      The shield system *should be draining 10 power per shield point regenerated, at a rate of 5.5 regen per second per block. At full capacity, no drain should occur. At reduced % regen after weapon impacts (depending on current shield health) the power/regen usage should be reduced in tandem. Their...
    4. Calbiri

      Weapons Demonstration: News and Discussion

      Awesome, thanks, I see what happened. Slave computers with no blocks dont modify damage, that was a bug before, but apparently they do still modify the AI behavior, I'll get this on the buglist to get fixed, nice catch!
    5. Calbiri

      Weapons Demonstration: News and Discussion

      Noob Cubes! We should encourage these players to improve their building skills. In the long run the advantages of Noob Cubes will be minimal compared to more intricately designed ships, and I believe community pressure will push newer players to develope building styles more complex than...
    6. Calbiri

      Weapons Demonstration: News and Discussion

      Any ship using large numbers of systems will either be splitting their effectiveness among them all, or using large amounts of power to operate them all at high strengths. Power quickly becomes a limiting factor on multi-strength systems. Another factor is that the defensive systems...
    7. Calbiri

      Weapons Demonstration: News and Discussion

      Yes, we planned support stuff from the start, we just havent discussed them much publicly, theres lots of interesting options thanks to the combination system.
    8. Calbiri

      Weapons Demonstration: News and Discussion

      Actually, Pierce does not work through shields, so while shields remain up, players are safe inside.
    9. Calbiri

      Weapons Demonstration: News and Discussion

      Just spent the evening with Schema going over the Block Behavior Config, the next dev build should have mostly functioning stats, still at the minimum effectiveness (for reasons i earlier explained.) I understand some confusion about why which systems do what, but we are trying to acheive...
    10. Calbiri

      Weapons Demonstration: News and Discussion

      I have to agree with Itmauve, I think we'd be better off using more simplified naming schemes. Perhaps even retroactively simplifying some of the existing block names (while be careful not to cause confusion there.) Also, the effects systems aren't final, and yes you're correct in stating...
    11. Calbiri

      Weapons Demonstration: News and Discussion

      To put this in simple terms, this is a dev build, the focus is not solely on making it a fun playable early access build for those knowing how to find it. We've been working on correcting bugs, adjusting mechanics to the new setup, trying new balances and generally doing "development stuff"...
    12. Calbiri

      Weapons Demonstration: News and Discussion

      :) Actually that's exactly what I did
    13. Calbiri

      Weapons Demonstration: News and Discussion

      http://star-made.org/news/balance-and-effects
    14. Calbiri

      Weapons Demonstration: News and Discussion

      This is precisely why its not just released as is, instead we are using a dev build to test these issues. I appreciate the input from people so far.
    15. Calbiri

      Weapons Demonstration: News and Discussion

      I haven't added in any of the stat modifications for the tertiary effects yet. They are there, but the majority of the numbers are not set or even copy/pasted and with the wrong values intended for another type of tertiary.
    16. Calbiri

      Weapons Demonstration: News and Discussion

      You'll have to decide what you find tactically advantageous in certain conditions, I've strived to make tactics the entire point of using various weapon systems, while also trying to not make any one system the best in a given situation. You may find this in certain cases, and we will...
    17. Calbiri

      Weapons Demonstration: News and Discussion

      Schema wanted to implement the "laser-beam" first, and add in the "pulsing-beam" after. So you'll wind up with both options, and yes beams now with cannon slaves SEEM pointless, as they only apply damage faster and in smaller numbers, but with how the hit mechanic of beams works, this means...
    18. Calbiri

      Weapons Demonstration: News and Discussion

      Again, that was the same issue, Schema adjusted the cannon rate of fire (but not the other stats) to do some testing. This resulted in all the combos of cannons being made completely off balanced :P Im actively shepparding the numbers on the balance sheet, dont worry, on release, the numbers...
    19. Calbiri

      Weapons Demonstration: News and Discussion

      Increasing the impact area of weapons comes with a few issues that we are looking into solving (gets challenging doing area ray traces instead of a 2d line) You may for now use the Explosive effect tertiary system to add an +1/+1/+1 "Burst" effect to the impact of the weapon
    20. Calbiri

      Weapons Demonstration: News and Discussion

      Schema and I are both adjusting numbers during the dev build, as he is testing things and I am striving to balance the systems as we solve bugs and proper balance testing on each becomes possible. The cannon speed you mention was a mistake, the cannon speed was dropped to 15000 ms reload time...