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    1. petlahk

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

      The idea is pretty solid. But could you clarify? First, how would you protect against EM, is EM damage the middle-ground in your system? Or is Thermal the middle ground in your system? Why not just use EM weapons? Could you clarify that, and clarify your sliders slightly? Secondly, just to...
    2. petlahk

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

      Hrm. It's an interesting thought. But, I'm not sure it makes sense. You would have to scale larger more powerful missiles reload/flight time *really hard* to it's size. And that comes with a whole slew of issues. How small is weak enough that it can have a short recharge? If that short recharge...
    3. petlahk

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

      Ah. Yeah. True. But that doesn't detract from the fact that the armor scaling based on thickness would still help to mitigate it's paperiness. Just because an idea doesn't work exactly one way doesn't mean it's a bad idea. Besides. Armor being paper basically only happens at really large ship...
    4. petlahk

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

      Manual firing. Not sure about AI firing. I changed my turrets to beams for now before turning on the AI. Gonna mess with sniper turrets soon. With cannons. I think weapons with cannon primary are the only one's that recoil right now.
    5. petlahk

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

      So. I just fired my first turret. And yes, the recoil does affect turrets. But, it'll only recoil up in the direction of the axis.
    6. petlahk

      [28th of April] Schine Bi-weekly Q&A

      What are the plans for scaling armor better on large ships? Are you going to stick with the current linear model, or adopt a more exponential-based one?
    7. petlahk

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

      I'm not entirely sure. There have been some complaints of rails not working, so this might have something to do with that.
    8. petlahk

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

      So. The thing with the armor is that it doesn't scale well into larger ships. I suppose this is why we have shield generators though. Hrm... Now that I think about it, a fighter isn't going to survive a direct hit from a frigate main-cannon. However, a fighter can stand up to the size of weapon...
    9. petlahk

      Shield Vulnerability

      Currently the missile regen time is practically 2-2.5 seconds. But several of us think it would be better if it were raised up closer to a full minute. With that said, the devs might just have the reload time low in the current build to keep it easy to test damage and the weapons, ect... While...
    10. petlahk

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

      But fighters aren't supposed to be the epitome of survivability, are they? They just need to survive long enough to get a few bombs off. Also, larger ships with layered and gapped armor are already more survivable if you build it right. The issue is that it isn't quite survivable enough. Nosa's...
    11. petlahk

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

      Yeah. Again, Nosa details it in the long suggestions compilation here: [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields Sorry for all the maths-related argument with God Mode. I'd actually really appreciate other feedback than just nitpicking over numbers! :D
    12. petlahk

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

      My problem is being ticked off all day because people keep getting on my case about trivial crap. And people have been at my throat since I got here in 2013, so I'm sorry that I'm very defensive/offensive on these forums. Also I'm sick of doing the same calculations over and over. Sorry...
    13. petlahk

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

      All of your numbers are completely wrong. So I can't take you seriously. That very first two lines works out to be: 56% damage dealt. Not 58% damage dealt. I don't know what math you're using. You have to take the weapons damage percentages and multiply by the decimal equivalent of 100-[% of...
    14. petlahk

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

      They already see armor as a system and not just a block. First, the dev notes talk about how armor can completely stop a cannon shot from breaking more than one block based on the armor stacked behind that armor block. Secondly, the armor defensive tree now cares a lot more about defensive...
    15. petlahk

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

      No no. God mode is right. Logarithmic is slower, it's just that everyone has tricked me into getting them confused. xD
    16. petlahk

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

      Except it isn't always more optimal to split your damage types for the weapon. And, again: I am 90% sure that this distribution is impossible due to only being able to attach one tertiary system to a weapon. So. The best case scenario with a base weapon would be: Shields Blocking: 90%...
    17. petlahk

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

      I'm sorry. I'm just gonna put together a different chart because I'm having trouble understanding yours. I mean, first we gotta remember that the percentages of the armor are percentages applied to the percentage points of the weapons. And second, the percentages on the armor are applied to the...
    18. petlahk

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

      Yeah. Nosa stuck his calculations in more detail on the new suggestions post.
    19. petlahk

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

      I'm not entirely sure that's quite right. In my system it's more about switching Kin to EM or EM to Kin. So if Armor moves 40% of it's EM reduction over to Kin reduction then the values would be 50% EM reduction, 40% Kin reduction, and 50% Heat. Or, if it's plus the heat 75% heat. So, if you had...
    20. petlahk

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

      Interesting point. The idea behind the having the heat be 50/50 was that no matter what weapons setup the other guy was using against you, he could still deal some damage to both your armor and shields, even if your armor and shields were heavily optimized against his particular weapons setup...