That's the point? Quickfire armour supposed to work like this. High RoF, low damage weapons are bad against armour. If you want to shoot someone out of your weight class use Cannon-Missile.
I should add that this should not be a problem with Quickfire armour. As swarms are just outputs split over multiple ships. So a swarm would be less effective directly combating armour than a small number of ships of higher mass. CM and missiles allow to work around it somewhat. But CM needs a...
I don't see how it will help much. Even assuming you have a Star Wars style interdictor ship capable of pulling ships from warp, if they go through a system it's in, you still need 8 of them to enclose an enemy base. Or place them as a plane in 3d space cutting the galaxy in parts and in this...
I should note that this is impossible unless mechanics for warping around change a lot. Trying to catch a hauler, even assuming it has no defensive systems, is like trying to find a needle in a haystack. You'll need to cover all the systems and sectors around the enemy system to just have a...
They are not actually weighted for the defenders. It's just how armour works in Starmade. If it is balanced for the ship of size X than for every ship that is smaller than X armour would be better. So if armour balanced around 50k than for ships at 1-5k it would be very good.
Exponential armour...
I'll try to outline the problems with weapons. Most of them are related to how geometry works.
What are the main characteristics which determine if the ship can dodge a cannon shot? Cross-section presented to the enemy and acceleration. If the ship can displace itself by diameter of its...
A lot of words about how to build a single reactor. Are you proposing to move all the systems to something like this or just the reactor? And if just the reactor than why?
From my point of ability to have multiple active reactors would be enough.
Having conduits between all system parts and...
Probably the only idea I came up with for containers is to make them dockable behind each other (snake style) so that you could use the same tug ship for multiple sizes of cargo load. For the most part it's still just a waste of time.
So instead of building weapons that deal 3-4k per shot to destroy one armour block we would build weapons that deal 20-27k per shot to destroy one armour block? Well at least in this case we will have 100-150 outputs per ship instead of 800.
All that you are describing
happahappa
is well and good but you would be hard pressed to make it work with how little options there is in the game. Instead of creating simple basic systems and adding ways to modify them in more complex ways Schine choose to simplify everything. And it probably...
When was that? 2-3 years ago? Cause before power 2.0 multi-output beams seemed to be pretty much the main weapons alongside missiles. Cannons were mostly for really long range attacks and PD waffles.
Because it punishes players for building simple and logical weapons setups. I'm not even talking about waffles. When a player builds 3 outputs on one computer game punishes for such a "ridiculous and outrageous" system. Even though putting weapons on a single computer is the most logical and...
Power penalty is a shitty mechanic created to patch the fact that multiple outputs are much more effective than weapons with one or just a couple outputs. If weapons actually worked properly you wouldn't need it.
Or just removing the exploits through creating properly working weapons systems...
It's pretty easy why output spam is still one of the main solutions.
-Beams rock (or more like other weapons suck)
-Beams have shitty acid damage
-Good beams also jump from block to block
-You always deal full damage to at least one armour block
As a result building beams that destroy one...
Schine already has the mechanics in place to combat this, they just don't use it.
Acid damage model makes even single big guns effective in dealing damage against their targets if not as effective as dozens of outputs.
Armour in theory should be the counter to mini-outputs but developers don't...
1. People mostly fight each other and not Isanths - because fighting Isanths is boring. If they fight at all.
2. Go to ship size seems to be around 30k mass. And they only get bigger.
3. 30k mass ship shooting at Isanths with beams just deletes them.
4. No one expects that AI would perform...
Should be good enough. It's better on bigger beams as they actually have a good enough acid splash to them but even small beams don't have that many problems with damaging systems. If your target has 15-20 layers of advanced armour facing you than it may be a problem but otherwise beams should...
In theory yes. In practice unless your target is immobile you'll hit at best 10% of shots. And only from close range. And your chances of hitting the place on the enemy that you want to hit are so low that you can as well forget it.
Very much so. In fact for maximum TWR you need no more than...
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