Search results

    1. Zoolimar

      What happened to Starmade?

      That's more or less the vanilla config with stab distance. And it means that PVP ships will have stick/star shapes and have 5-10% mass advantage over non PVP designed ships. Fewer blocks leads to much better defences (armour) and lower overall mass compounding both lower system mass and lower...
    2. Zoolimar

      What happened to Starmade?

      I should note that scaling ships down is not a problem for PvP. In fact it would be very good for it as long as the most numerous ships don't go below around 1k mass to skirt around "quantum" effects related to the fact that everything is made out of 1 meter size blocks. It's very easy to make...
    3. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      Because right now it is the best defence against missiles. Which is related to it having the most HP per block. If you say cut it in half mass and HP wise it will make it worse against missiles per block. Though it will allow you to make two anti missile shells instead of one for the same mass.
    4. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      Bad. You want the first layer hit by cannons and beams to be all armour (Standard or Advanced) from start to finish. You can add a layer of Basic as innermost layer. If you are using Basic outside the main armour layer made out of Advanced/Standard armour you should make it docked and leave a...
    5. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      That's literally impossible. As it needs Schema to rewrite how certain effects works and how they are built on the ships/stations. Unless he does a new rewrite for systems you are stuck with needing to destroy the inhibitor ship reactor. So hunt the inhibitor and kill it.
    6. Zoolimar

      The ultimate drone R&D thread

      That's very strange. Because we were bugging Schema for a long time about missiles, cause their target prediction was broken. And he did fix it. If it doesn't work it means it broke again.
    7. Zoolimar

      The ultimate drone R&D thread

      Well technically there is a limit. It's just 100 meters. Try some new PD setups. Cause with missile having HP after weapon update old 1:1 CC point defence turrets don't really work. You need some actual meat on them to deal with missiles. Something like 50-100 weapon blocks. It also may be...
    8. Zoolimar

      The ultimate drone R&D thread

      In QF no. There is Incoming Damage - the damage weapon outputs. And then there is Applied Damage the damage that target actually receives. The thicker the armour the more difference there will be between them.
    9. Zoolimar

      The ultimate drone R&D thread

      Yeah, that's the one. You may also want to grab the server.cfg from there or change the sector size to 16 km yourself. "Dedicated" small ships weapons on QF are CAN-MIS, MIS-MIS and probably pure MIS or MIS with 1 block of beam for lock on. CAN-MIS can't be used by AI at all due to its...
    10. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      The problem with very small outputs is not even armour itself but HP of blocks. The smaller your ship the worse the result will be. Vanilla armour more or less just stops damage if it is smaller than a certain value depending on thickness of armour (it deals all the damage to a single block no...
    11. Zoolimar

      The ultimate drone R&D thread

      The thing is it didn't. Acid loses to output spam in pure block damage. If not for armour it would not be worth it to use big guns most of the time. Mostly it comes down to the time it takes for the acid to apply which is not exactly zero and couldn't be. But there are also pretty big losses...
    12. Zoolimar

      The ultimate drone R&D thread

      So, why do the drones that small? They are like a fraction of a fraction of a ship's mass. QF armour was specifically done to do away with output spam being the most effective way to do block damage. Thus splitting outputs between a lot of guns or drones is suboptimal. Why not try a smaller...
    13. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      You don't need to. Due to how armour works large numbers of outputs are extremely ineffective (as in 0.0001 damage). And missile capacity limits the number of missile outputs you can use at once.
    14. Zoolimar

      Modding + QuickFire balance (dev build v0.202.0)

      As far as I know no one on QF even once gave a damn about anything realistic. The main problem is that there is no longer any system HP. As such reactors/stabilisers is the only measure of how "healthy" your ship is. Which means that if you make them small and "realistic" you will have wild...
    15. Zoolimar

      Torpedo and Weapon 2.0

      To make torpedoes actually work you first need to have warhead damage working from a group basis instead of each block separately. Otherwise you are stuck praying for bugs and that enemy spaced armour is not wide enough.
    16. Zoolimar

      Torpedo and Weapon 2.0

      Torpedo doesn't work any longer. Bomb is the only alternative.
    17. Zoolimar

      I don't get Starmade anymore.

      People already said to you about ships. But I also want to comment on this part - you will regret it. The part where you started to use opacity and multiplication from the start. There is a reason why people suggest to use only hard round opaque brush for beginners. It teaches you how to see and...
    18. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      It doesn't work. At least for now.
    19. Zoolimar

      Detachable systems like weapons and salvage lasers.

      But you can. The only limitation is that you need to have your storage blocks on the same part as salvage beams.
    20. Zoolimar

      The Quickfire Initiative: Rebalancing StarMade.

      Considering that it resulted in beams melting ships on a jousting pass (well, a couple of them) the feedback that was chosen as a basis for the numbers was very bad. The additional problem with high alpha weapons is that you not only must take into account the basic damage per shot but also the...