Intersting idea, be cool to see what they could get working.
Just to add on top of that, when you have an entity selected having an arrow showing direction of travel (length=velocity) would be a welcome addition.
Atm recoil feels very jarring and breaks the immersion a bit.
I feel a better implementation of the concept would just be an expanding circle around the cross-hair to show the growing in-accuracy as the weapon constantly fires. Gains radius per each shot, and losses radius per each time tick as...
I concur, atm recoil feels very jarring and breaks the immersion a bit.
I feel a better implementation of the concept would just be an expanding circle around the cross-hair to show the growing in-accuracy as the weapon constantly fires. Gains radius per each shot, and losses radius per each...
Was referring to the Unofficial Starmade Discord server actually :P
Discord - Free voice and text chat for gamers
Plenty of dev discussion has been filtered through there previously.
Just to throw it out there, a charge mechanic like the old jumpdrives could work.
-You begin charging, draws increasing amounts of energy/s untill full.
-Automaticaly losses charge over-time and suffers a cooldown penalty if not fired when it is fully primed.
E.g not something you can...
Just a couple of details:
-The devs are re-designing the weapons system from ground up rather than apply band-aid upon band-aid over the current one.
New weapon systems and mechincs (such as minelayers) have been added, and they are certiantly not against adding more as they get the features...
Has anyone been able to actually get mines working yet:? You can hook them up to a couple of blocks, theres no word what to put in the cargo or how though.
Great rundown!
Missile capacity/reload certiantly seems like it would need some work done as you mentioned.
I would quite like to see them being less effectives start of a battle, and becoming more effective as PD gets shot off.
To acheive that Capacity and reload time would certiantly need to...
Great point!
It seems like quite a bit of thought will need to be put into the armor re-work. Hopefully they remain open and communicate during the process.
I'm unsure if this is the correct place for this, if so please link me to where we can provide feedback/bugs on the new dev build!
Current Bugs: (tested in-game with a fresh install on a beefy boi pc):
Lock on missiles cannot hit targets. They arc away or around the target in 100% of cases...
Thank you for the update :D
Really top notch work by you guys!
In the dev build mine-layers don't currently work, I presume they havn't been fully implemented yet
Thank you for the testing! What results have you had with the other weapon combinations:?
From the patch notes:
Beam + Beam: A doom beam that penetrates the complete length of the beam, and adds acid damage. This would represent an actual death star weapon. Very overpowered right now and can...
Great idea!
Also being able to highlight blocks (like when you have power/stabs selected would be very welcome, as well as removing/replacing system groups.
Would make refitting etc much more enjoyable and easier to work with!
Also, on that note some improvements to the copy paste system would...
Awesome job, this is a brilliant find :3!
Did you try posting the direct link to the urls for the gifs:?
Human catapults sound like a lot of fun to muck around with
Could you solve that with fixed turrets :? Or essentially Docked Armour facings with embedded AMS:? Narrow field of fire, but it Will only beable to shoot in one direction (and only take 1 extra entity per).
Ah good point!
That's why I love ball turrets, rotation doesn't matter :P
I quite like that concept, a ship built out of other ships :3
Hm..... now if you could assign different docking parts per entity you could make a transformer XD
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