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    1. godmars

      Radarjammers, are they currently OP?

      Don't think it's broken. It's almost a necessity for smaller ships to keep them from being instantly vaporized, IMO, especially on servers with ratcheted up movement rates where a pixel on the horizon can fire missiles over 10km away then warp out before you even realize whats happening. As far...
    2. godmars

      Ramming AI help? What happened to it?

      :eek: Ohhh, i'm gonna have fun with this. thanks a ton
    3. godmars

      Rejected Limit number of blocks per ship to 500k, including the turrets.

      am i misunderstanding you or do you actually have turret(s) that are 2,500,000 blocks a piece? I'm not even going to ask how large the actual ship is
    4. godmars

      CA-05 Hawk MB-02

      CA-05MB "Hawk" The CA-05 "Hawk" is the fifth, and most popular design in its series. Named in part to the stylized 'beak' on its torso, it featured high specs for a weapon its size, as well as being highly customizable, and was a favorite of the Galactic Terran Coalition and enjoyed...
    5. godmars

      New Health System Idea (to make it work)

      I'm trying to figure out the reasoning of this. If I were standing in the bridge of a destroyer, or in the cockpit of a fighter, I would assume there wouldn't be much left of me to get up stroll over into another cockpit.
    6. godmars

      Chain-docked turrets spazzing out?

      So I have a ship thats spilt into four parts. The pilotable section, the "mothership" is docked to a turret, which has two other turrets docked to it. The "mother" turret can rotate horizontally and its children turrets rotate vertically. Whenever something hostile comes into range, it starts...
    7. godmars

      thrust/mass ratio

      I'm curious myself. everyone always seems to go for a 2:1 ratio so thats usually what I try to acheive
    8. godmars

      Urgent blocks balance by mass

      genuinely curious, what's the balance reasoning to weighing blocks differently from each other? I haven't really given it much thought but if everything theoretically weighed more I would start building bigger ships to compensate for the added mass with more thrusters
    9. godmars

      Gigantism - Why build better when you can build bigger

      I think TC's point is there shouldn't be many ships of that caliber running around to begin with, and if they do they should have some tangible draw back besides build time. Such as, in a situation like this, the ship that is 10,000 times larger than the other shouldn't behave like a...
    10. godmars

      Starmade is boring

      IMO the only reason Missiles are better at this point is because only method to spot them is visually , and they home on cores (which should be fixed by hp system hopefully) ... beams are ... great for slave systems, but what makes you say cannons are useless?
    11. godmars

      How to make Warheads usfull

      They /do/ damage shields. The main issue is that warheads don't detonate reliably. When they worked during my own tests, They did about 40-80k shield damage. Those "small" ships typically have a shield regen rate in the tens of thousands and a cap within the millions, which could still be...
    12. godmars

      How did so many people decide titans start at 100k mass?

      I would definately not quantify a titan by its mass or size, since im sure there is some sci fi universe out there where they throw around 6km long ships like its nothing. Lecic's post is more in line with what I would consider a Titan. If you have ever played Freespace 2, when I think of Titan...
    13. godmars

      What are your plans for the rails?

      GIANT TRANFORMING ROBOTS
    14. godmars

      Shields and turrets

      No thanks. Make it an option on config or something but all people will do is use the extra space freed up from the main weapons to stuff shield blocks into
    15. godmars

      thrust and block placement.

      they work no matter where you place them
    16. godmars

      WarHeads???

      Are you guys sure they ignore shields? I slapped some on a ship as a sort of makeshift ramming weapon, and while they did a crapload of damage they did not destroy the shields, they did about 40-60k damage and obliterated half of my ship
    17. godmars

      A look at shield strength and weapons.

      The big issue with PD is the AI accuracy seems to vary between extremes, either stormtrooper level or 100% accurate. Generally on these servers move speed is upped which ALSO increases missile speed..so there is a very small window where the PD can actually hit (almost point blank range) and...
    18. godmars

      A look at shield strength and weapons.

      Ill just put my .02 and let my rant follow, but IMO scaling for missiles should be altered so you can just add more and more for ridiculous 1 shot power at the price of making the missile 'projectile' larger/more noticeable and slower. I was thinking missiles shouldnt do max dmg vs shields too...
    19. godmars

      Starmade: State of development

      just my .02, but what you listed isn't necessarily what others would consider a priority. I would much rather have a more fleshed out AI/game world and no more invisible phasing missiles for example than control chairs and a docking revamp (though being able to dock my ship somewhere besides...
    20. godmars

      Viability and shape of dangerous stealth ships?

      Radar decreases AI's engagement range and kills their aim. it might not be as noticeable on a larger ship. They can still fire lockon missiles though, but that's a bug