Search results

    1. Nosajimiki

      Weapons 2.0 - :(

      I completely agree. Combat typically happens at ranges of 4-13 km. Based on the tests I've run so far, even a moderately weak cannon-cannon used as a main gun can't stay on target enough to be effective against a cruiser sized target past ranges of ~1-2km. Even a little bit of recoil makes...
    2. Nosajimiki

      Weapons 2.0 - :(

      If I recall, all weapons of the same type are grouped together as a single priority; so, they all try to charge together. You can in theory make a 1-shot "bomber" like you are talking about where a weapon uses most of your ship's regen to maintain and takes extra long to recharge; however, last...
    3. Nosajimiki

      Weapons 2.0 - :(

      I believe recoil has been changed to aiming recoil, not momentum recoil; so, I don't think that would help.
    4. Nosajimiki

      Armor system function & goal

      hmm.... that is quite a lot of armor. I am curious if some of my assumptions have been around how thick armor has been vs how thick it should be. Have you calculated what % of your ship's mass is dedicated to armor, your TTM, and what your total mass will be?
    5. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      Derp! you are absolutely right... nix that idea. Perhaps just scaling armor blocks by larger increments and stages makes more since? .05 mass = 200 hp .12 mass = 1000 hp .25 mass = 5000 hp 1.0 mass = 50,000 hp 5.0 mass = 500,000 hp dunno getting tired.
    6. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      So I did some math studies on this topic and I've determined the best way to implement the above suggestion is in damage reduction AFTER your hit block takes damage (to make sure you can chip away armor with dps), but before Acid begins, but allow acid to happen at massively reduced damage. So...
    7. Nosajimiki

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      yeah, they do acid. Also, if you know your weapon is strong enough to risk punch through, you can make it wider to create a shallower/wider hole... or at least that is the plan.
    8. Nosajimiki

      light level of light blocks by number of activators.

      I totally agree regarding alert state lighting My old ship designs that used them got pretty ridiculous with their light counts to the point I just stopped using them because the detracted from my designs more than they added.
    9. Nosajimiki

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      32k armor is not anything when you consider alpha weapons are measured by damage in the millions; so, let's say you install that 16 layers on a ship with a 50x50m profile, you are looking at 10k added mass for that armor. In contrast, a same mass cannon-beam weapon can hit for about 4.6 million...
    10. Nosajimiki

      Specialize Planets : bunker, mining and others...

      Based on Schine's stated plans and history of timeliness, I would expect less than a year, but not less than a few months. The game used to be focused on these band aid fixes as you suggest, but after a few years they kinda screwed themselves with unclear code and lack of direction and are now...
    11. Nosajimiki

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      I actually meant both maths and block growth, but pushing armor values into the extreme like that would work too. Also, 21x for adv vs hull does not sound unreasonable to me. It is about 20x as expensive to manufacture and way more complex of a production line, so why not. Old armor could...
    12. Nosajimiki

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      All pretty valid observations, but some of the conclusions could use tweaking. In many cases you will need to dig through 100s of meters of systems to reach a reactor which is now the only part of the ship with HP; so, those high penetration values (except for the doom beam which is borked)...
    13. Nosajimiki

      Refitting for new Power, What to do with Streams?

      I had a similar issue with my homebase, the most logical configuration was a reactor in my top dome and a stablizer in the bottom, but there was like 400m worth of RP interiors going right down my station... The most logical spot was intersecting the staircase and elevator shaft used for going...
    14. Nosajimiki

      Weapons 2.0 - Critiscism

      Sorry, I meant to say mines with guns. I just feel like if it's shippy enough to shoot you, it should be an actual ship. Explosive mines could be fun
    15. Nosajimiki

      Weapons 2.0 - Critiscism

      Frankly, I would prefer either of the above options to mines :D
    16. Nosajimiki

      Weapons 2.0 - Critiscism

      Some kind of wide area weapon is not a bad idea. I think getting rid of old "shotguns" and making pulse a short ranged wave weapon could be good (don't even need to change the name). Basically fire a disc that spreads out in a cone that causes damage to blocks based on how much its spread out...
    17. Nosajimiki

      Specialize Planets : bunker, mining and others...

      Generally you have some interesting ideas here. There have been plenty of suggestions of various forms along similar lines to make planets less strip-minable, and more of control point assets. That said, the devs already have a half built mechanic for much larger, less laggy planets that may...
    18. Nosajimiki

      Could Fighters Get a Buff?

      Most pvp battleships near the end of the power 1.0 era were 1.2-1.8 ttm after people realized they could use that speed to mitigate 80% of damage. That said, I see bombs less like an inconvenient missile and more like a very convenient warhead. People used to use stealth ships with rail...
    19. Nosajimiki

      Weapons 2.0 - Critiscism

      Even in controlled tests, there is a lot more combat lag and lag crashing now, but it is difficult to empirically separate issues with integrity from issues with acid damage at this point in "real-world" tests. More work needs to happen on the engine before I'd call it ready to make those...
    20. Nosajimiki

      I just want to point out that you liking my post where I threatened Genocide earned me the...

      I just want to point out that you liking my post where I threatened Genocide earned me the "likable" badge, lol.