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    1. Cluwne

      Devblog 13th September 2017 (Power Stream!)

      LMGTFY And then the mods have the audacity to nag people about calling this community a bunch of blithering idiots...
    2. Cluwne

      Devblog 13th September 2017 (Power Stream!)

      [nervous chuckling] I wouldn't be that optimistic if I were you. Especially with a new system that's more prone to change than a newborn's skull.
    3. Cluwne

      Bring Back Weekly/Bi-Weekly Dev Blogs

      Call me a person of low standards, but I'll take even the recent update on status of power system over literally nothing for weeks. I feel like the community, however bad it is, is deserving at least a quick "Hi folks, we've been working on a %feature_name%, it's coming along smoothly despite...
    4. Cluwne

      Power Update. Dev build presentation.

      @Lecic Welcome to the (the mess) that is the Starmade forum, home of the echo chambers, innumerable empty-headed yes-men, intense white-knighting, hugboxes and thought police. - back on topic - I expected nothing but at least isn't let down any more than usual. Just be sure to drop those...
    5. Cluwne

      Missiles n' Torpedoes

      Nice cherry-picking. We could well add ammo-based variants instead of taking energy-based weapons away. I personally would prefer that approach, since it means... We could have more combinations with added conventional variants. We certainly will have the space for it. 1). This is pointless in...
    6. Cluwne

      Missiles n' Torpedoes

      First of all, the limited ammo would allow smaller ships with tiny reactors to use much heavier weaponry, limited ammunition balances possible abuse of that. Second, it would very well be tedious indeed to keep ships supplied in current state of the game, whether they're fighters or...
    7. Cluwne

      Missiles n' Torpedoes

      I like the idea of using ammo in general, but with a twist: You split weapons into two, or more later in development, categories: conventional/ballistic/whatever you call it and energy weapons. Beam and pulse belong in "energy" category, missiles are conventional. Cannons have their counterparts...
    8. Cluwne

      Changing swarm missiles

      Right... They're good in one(1) single scenario, where there are still weapons that handle it better and more efficiently, energy and block count-wise. And absolutely useless in every other scenario, if not downright detrimental. It's the Pulse of missiles. Neat, but utterly useless as a weapon...
    9. Cluwne

      Suggestion for missile slave on beams and cannons

      Nice reading comprehension there smartass. I did say that the farther projectile/wave travels, the weaker it gets, didn't I? I believe did. And if we tweak the formula for this damage reduction with range we can get waves that shred everything in a small cone point blank but barely scratch...
    10. Cluwne

      Suggestion for missile slave on beams and cannons

      How 'bout this: we ditch the retarded "split into n shots" mechanic and instead make it actually somewhat useful AoE-oriented weapon combo? It's SPACE, for crying out loud. Even 1° over large distances causes mind-boggling inaccuracy, that scattershot ain't hitting jack. So the revised...
    11. Cluwne

      Salvage Beam Alternate Mode

      Uh, no. If you want to gather lots of resources on short notice you pretty much have to have a big 'roid muncher handy. No, people just realize that you can't win wars with little rp dinghies and isanths, you need more and bigger. The only way to get to that state is to gather lots of resources...
    12. Cluwne

      Salvage Beam Alternate Mode

      Honestly I find the whole process of mining rather boring. You basically shoot the damage beam at asteroids, except it's different kind of damage and you get to keep the blocks you vaporize. I wouldn't oppose a new "mode" or a whole new system that would "eat" the space rocks for you. Consider...
    13. Cluwne

      Damage Pulse, the forgotten weapon

      The intended purpose of C/P seems to be a giant sniper cannon with an AP round. Since the days of core sniping are long gone now, there isn't much point in using such weapon, especially when there are better suited alternatives for other purposes. I doubt the system update will change that. We...
    14. Cluwne

      Damage Pulse, the forgotten weapon

      Pulse secondary is a glorified Overdrive effect that allows one to add actual Overdrive for maximum overcompensation. Due to how weapons work right now, it actually punishes you for dealing excessive damage because of overpenetration that not even explosive effect can counter. As long as this...
    15. Cluwne

      Damage Pulse, the forgotten weapon

      You forgot one thing pal - pulse secondary makes for an atrocious reload time. By the time you get your second shot ready, the enemy is already half-way through your ship with his Cannon^2 or some other actually useful weapon. NO amount of saved blocks justifies the abysmal fire rate. Sure, it's...
    16. Cluwne

      Damage Pulse, the forgotten weapon

      Making it into an aura projector of sorts would work too. I know, I know, that sounds retarded and "too much fantasy for my comfort" but think about it. It'd create a niche for support ships. ships that "buff" allies' and "debuff" enemies' systems ships that spread damage across several...
    17. Cluwne

      Devblog 27th June 2017

      Please take your white-knighting somewhere else. Preferably where it will never see the light of day again. Ever. No, your tumblr isn't far enough, think harder. No one likes ass-kissers. They won't make you a mod for sucking up to Schema, so please stop trying. It's pathetic. Honestly, those...
    18. Cluwne

      System Inventory (Solution to ship construction tedium)

      You only need to define the system space once, during ship construction. You're free to reorganize said systems in said space afterwards. Change armament, swap one blob shield caps for AUX... With each system in the system space group having assigned a % to fill, you can use a single master ship...
    19. Cluwne

      System Inventory (Solution to ship construction tedium)

      Why would you have any kind of compression? You have completely missed the point of this system. That's exactly what it is for. To let you quickly and easily swap systems, not to cram dozen shield caps in a single block. Multiple system space controllers, each connected to a certain group of...
    20. Cluwne

      System Inventory (Solution to ship construction tedium)

      Would they, really? As it stands, the weapons we have now have no trouble finding a new output when their old one get blasted to pieces. I see no reason why such behavior would not apply to the "slotted" weapons. Well, the cargo space blocks do change as they fill up, no reason why system space...