EDIT: Derped for a moment, thought you mean missile-cannon.
Last I checked it's 5 seconds fuse which leads to failure a lot, harming aiming (not even easy to get it off against stations since you need to speed up, release not too late, then slow down or turn away).
The blast radius was pretty...
I'm just not sure they're worth it; cannons have basically the same damage patterns and can be spammed to your heart's content, with lower energy use and no way to shoot down the projectiles.
With the current system, I think anything that isn't a bomber, siege weapon, or brawler will want tons...
This seems to be the case for non-cannons in general. You can hit harder, but arbitrary range cutoffs and slow missiles mean you probably won't hit, so you may as well instead spam enough cannons from 2 sectors away to hope some hit.
Poor oversight is having your turning thrusters as powerful as your main thrusters when the two use separate resources, unless resources aren't a big deal or turning is really important (with the distances involved even in StarMade relative to attainable speeds, it is not).
Turning in spacecraft...
Update: Added more slave combinations after more extensive testing.
Recoil is actually tolerable right now for cannon and cannon-cannon.
Beam-missile seems crazy, I expect it to be the way to go over just beam against targets of any significant size.
Also, shields changed again. The test...
Avorion has no astronaut mode, so internal spaces serve no purpose. Your ship is basically 90% power and shields with turrets slapped on a thin hull once you find the upgrade cards to be able to have them.
It is perhaps the most boring spaceship building (and combat and mining) I have ever seen.
Most of the testing is against a 100m-long target with 124k shields and just one layer of basic hull over its reactor at close range. Since the target's saucer section is just layers of basic hull, I can do a bit of testing on penetration. Pretty much, layers are effective vs. missiles and...
It's not just pouring that it hits. Anything resembling a scaffold or a needle gets hit hard. Also, blocky sections are very vulnerable when cracked open, the preferred structure seems to be weird patterns.
Ultimately, it's a way to stop the need to shove crap between walls, but it's almost as...
My problem with integrity is that it's not very transparent (have to read a wiki to know how to fix it) and is counterintuitive (bigger numbers don't matter and the optimal configurations are strange).
Those make building far less fun and easy to get into, and I don't see much of a point to it.
This is a problem on many Star Trek ships starting from TNG: Illogically-placed windows on the models to give a sense of scale, which don't exist on the interior.
The Galaxy class has really weird stretched ones all around the saucer while the interior only shows fairly standard side windows...
Yeah, they sure are something (and are less silly than Klingons).
You should really watch Deep Space Nine sometime, it's the best Star Trek series and the great lore is a big part of it.
A lot has changed since my thread a few weeks back with the rapid pace of development. This is an update on the testing I'm doing. As usual, it's a 4x 3x5x10+1 testbed for everything but combinations, now with turreted cannons as well.
Before getting into how the weapons behave, we have to talk...
A window? Downright decadent! :giggle:
The Jem'Hadar had no windows, no screens, and no chairs. They had a Google Glass-like monocle to pilot and their only sustenance was a drug that keeps them from going insane. The only reason the interior was so spacious is because the ship doubled as a...
It's a Jem'Hadar ship (the common variety) from Star Trek: Deep Space Nine, by the looks. I hope he's gonna do the hull coloring, cause it really completes the look of them (purple hull, pink nacelle lighting).
Not talking about that. In the current release (or just a version or two prior), my friend's ship was having shield capacitors violently explode randomly the moment it took damage, not at the impact location (my ship that I accidentally shot it with didn't even have the alpha to take out one...
FtD is very intricate and lacks polish; StarMade is more focused, but lacks content.
Ultimately, FtD I find more frustrating.
Weapons 2.0 sucks, badly; it's just missilepalooza.
Weapons 3.0 getting rid of what nobody used to begin with to focus on a few weapon types with still some distinction...
If your shield blocks are low integrity, they'll blow up when your shields get hit (even the tiniest bit of damage).
You likely need to remove some shield capacitors somewhere so you've only got Schema-approved giant cubes.
Invincible, but ineffectual. Even given new ships ten times bigger, they're not very good with most weapons, and mostly serve to annoy with swarming behavior if you scratch the paint on their pitiful stations (which are pretty much all shield; their weapons are pea shooters from the old turret...
I actually mistyped, forgetting the word damage there for falloff. Anywas, I think cannons as medium is a contradiction due to their low accuracy. If beams are limited to short ranges, cannons will just overtake them except in exceptionally limited roles as emergency PD, but at low damage, even...
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