Its not noticable at the small scales your testing at. essentially its supposed to work like this:
first block hit
If the damage is above a certain threshold hit the blocks in r1
If the damage is above another threshold hit the blocks in r2
reapeat until you either run out of damage or reach...
Its not beneficial to go over 10% with explosive, while each block does add more damage per projectile having a percentage over 10% causes much if not most of your damage to be lost to te void rather than applying to the target.
As Moose said use Punch and pierce, between them they double the EHP of any armor blocks. Also what people forget about advanced armor is that it eats far more AHP than it provides causing you to run out more quickly if you don't have some hull or standard armor to bolster it. Finally weapons...
These creatures would be human beings, there is no such thing as fps in the human eye, what you are all descrbing is the ability to pick out induvidual frames from a continuing sequence in which case yes the average is 60, however that number can be as high as 150 in people like fighter pilots...
The more recent effects seem to have some strange compatability issues with certain hardware setups which result in massive frame-drops regardless of specs. So in future you may well be able to run them just fine.
These are my settings at the moment, I would also like to say that despite an initial apparent fps of 300 with the frame buffer disabled in an empty sector, anything larger than an isanth drops it down to 20 again. This is the computer that was fine around kepticks 1000m+ titan when he brought...
I remember there being talk of fleet creators providing updates to their fleets? If this is still open then I would like to do so. There are a few updates my second submission could use.
So I made a thread along these lines about a month ago where I said my fps had gone from 150 to 50 under certain graphics settings... but thats really just the little picture. About 10-15 updates ago I was getting a solid 350-400 running this game on medium settings. Subsiquent updates dropped...
I figure a stopgap mesure for buyoancy would be that ships sink until their COM is below the waterline at which point they atart floating. That way theres no tricky volume calculations for buyoancy.
Newer bigger and better than the Mk1 I present the *drum roll* horrifying mess of logic and rails Mk2!
Instructions are included in the build just like last time however there are a few difference between the Mkj2 and the Mk1. There is a new and improved RNG built by Olxinos (Sadly the logic...
Exactly what Edymnion said. At a distance its just a big radiation flash but at near point blank range (or while literally in contact with the hull) The energy is conducted directly into the ship just as in an atmosphere which tends to result in the whole thing being vaporised.
VERY delayed reply because I'm not reading another Luke vs Vader thread in terms of fighter balance. A space fighter COULD realistically mount a few nuclear warheads just a space battleship COULD mount a dozen nuclear warhead firing miniguns.
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