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    1. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      So why would I want to use other weapons if I could just add more beams to plough the enemy hull? If there is no need to even drop the shields to deal system damage I could just make a setup similar to miners and check the enemy shield for any problems. Hell it already was the case, though for...
    2. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Not a single example that you use, except maybe Sword of the Stars (which was very different) is applicable to Starmade realtime combat. Using Stellaris, that has like 2 effective ship builds, is basically an insult. And Star Trek never cared about combat beyond it looking pretty.
    3. Zoolimar

      Armor Buffing by Adjacent Armor Blocks Redux

      Isn't latest versions dealt away with armour HP pool and instead check for the number of blocks on the path of the projectile/beam?
    4. Zoolimar

      [12th of May] Schine Q&A Answers

      Let me expand upon what Raisinbat said to make a point more clear. While it is possible, in theory, to balance it by projectile speed (I will ignore recoil for a moment) it is extremely hard to do so over a range of distances and speeds. Main problem is ship cross-section that stays the same no...
    5. Zoolimar

      Ongoing Dev Build Changes

      Missile HP seems to be something like = 10*Blocks^1/2 So around 500 - 1000 HP for a missile with 1 million damage depending on what combination is used.
    6. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      What I'm saying is that it is a retarded part. Allowing for smaller ships to beat bigger ships through their passive defences if they are not capable of actively defending themselves (or doing it effectively) is good. But doing it in the way it is done right now is bad. Because while it works...
    7. Zoolimar

      Weapons 2.0 - :(

      Nah. Amount of systems is gated by reactor power. Even before 2.0 you didn't want too many additional weapons or shields as it was starting to eat into your speed.
    8. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      Good luck manoeuvring against instant hit sticky lasers. The moment AI is able to hit anything again properly all those high mobility ships will die in droves. It could have been removed through different means without need for scrapping the whole system. Like say making auxiliaries better than...
    9. Zoolimar

      Weapons 2.0 - :(

      It's not a waste of space if you build them right. You need to build them on outside and they should be bulging outwards. Something like this. Add some insane angles for additional intersecting corridors and insane looks and it should work as pretty nice whipple shield. Just don't make them...
    10. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      Because it's not interesting? Good weapons were able to dig for dozens of meters into the ship on a hit. But before update there were shields with regen that sometimes actually could regenerate, even though game still heavily leaned in the direction of the ship that kept its shields up longer...
    11. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      No you don't see my point. People who want to build ships for performance want to have a possibility of making proper balancing of their ships and fiddling with their attributes. To facilitate this there must be a simple understandable base system, that could be used by anyone by just plopping...
    12. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      That depends on actual implementation. The fact that recoil was not only considered but also made it even to a dev build is enough to question any validity of this update as a boon to PVP play.
    13. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      Didn't most PVP minded people voiced their displeasure with the update and some of them even added long and detailed descriptions on why exactly they have a problem with it? The fact that many people who engaged in PVP also left or at least lowered their activity is also a point to the side...
    14. Zoolimar

      block hp increase, since shields are hard to make

      Or at least tried. It still seems to be nowhere close to a serviceable condition. Correct me if I'm wrong but the problem with shields currently is not that they cost a lot, but that they do not recharge in combat.
    15. Zoolimar

      PVP focused gameplay is the majority over all the other playstyles

      Why? Unless the server specifically has harsh limitations on the mining the only problems you will have will be initially when you don't have a proper miner. The moment you have a miner with 200-300 beams you could bath in resources. Or more likely drown. Yes spamming 250k mass ships and...
    16. Zoolimar

      Weapons 2.0 - :(

      The other reason is the fact that armour is shit. If it was good the idea of hiding most of your turrets behind your armour could have had some merit - using same armour plate to cover both main ship body and most of the turret body. But as armour is mostly irrelevant it is much better to...
    17. Zoolimar

      A revelation on the redundancy of System Integrity

      There is enough content like this, just most people don't see a reason to load up it on the dock I think. And most of them seem to have left after power 2.0 was made due to the fact that there is nothing left to do for them. At least for now. I've seen one of the Zyrr's small ships, which was...
    18. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Considering that Isanths have no AMS, and their systems are more or less non-existent, it's not very surprising. They are basically hull/armour bricks. Even in previous version you needed missiles or at least 5x5 weapon grids to murder them with somewhat sane speed.
    19. Zoolimar

      [28th of April] Schine Q&A Answers

      It's pretty easy. Remove the binary check "shot through-not shot through" and add an incoming damage division dependent on the same data - armour thickness in the place that is hit. So that you will get something like "Resulting Damage = Incoming Damage / (X*(Armour Thickness^2)) I think it...
    20. Zoolimar

      Can't launch Starmade 199.654

      Okay, that works, though I get a warning for running it on a 64-bit system. Hope that won't be a problem as I have only 4 GB ram. Thanks.