The second fighter-sized craft in my AI fleet, this interceptor is the first in lineup to focus on providing straightforward damage. The main weapon is a general-purpose dual-output 320 cannon / 220 cannon / 160 overdrive system, providing strong shield and block removal at a fairly high rate...
Brokengauge and Jarraff, Matt_Bradock recruited me to his faction and we have a few players, though most are inactive. We do have a significant FP buffer before reaching 0, and I'm usually on often enough to maintain it pretty well. It'd be nice to have a server with a few more players online...
Setting a difference in shield threshold between rail basic-docked entities and rail turret axis-docked entities will still not solve the issue of tanking with docked hull as an 'exploit;' the rail basic will just be swapped for rail turret axis blocks to use the 75% threshold instead of the...
You'd be surprised how much that advanced armor weighs, and hull blocks weigh next to nothing compared to your armored hull. I'm guessing you could get down to 10k-12k mass just by replacing some of the advanced armor with standard, and some of the standard with basic hull.
Keeping the 15k...
In order to improve the fleet carrier recall docking with the Archer, I've had to remove the USD docker and place a new one just under the nose; having both dockers caused the wrong one to be used on the pickup rails after being recalled. Unfortunately this means the gunship can't dock to...
Since the gunships didn't work with the carrier recall originally, I've updated the pickup rails based on suggestions from jontyfreack. I also decided to cut a bit of the thrust to put on more power capacitors, to get off that initial salvo of missiles a bit faster.
It would still be as exploitable as docked hull using the current shield threshold, it would just become a fixed "turret" that happens to be covering a large portion of the ship's hull, effectively just making docked hull require a turret dock instead of a regular rail and a Bobby AI unit.
I was more thinking that it would add both the rapid fire and the penetration qualities of the cannon system, while differentiating from the current cannon/explosive hole-drilling effect, with the added benefit of making missile/cannon a more attractive weapon type for DPS instead of just for...
Schine has stated they're looking into methods to calculate a convex hull shape for reactor design, I think this could be used to improve pathfinding for carrier recall. That is, a straight ray could be drawn from the ship to the pickup point, and if it intersects this convex hull calculated...
What if instead of giving this effect to Cannon/X/Explosive, it was given to Missile/Cannon/X? Maybe in not quite so powerful a form, but adding a cannon secondary to a rocket sounds to me much like adding an armor-penetrating effect before the round explodes. I think it'd be interesting if...
The front-liner of my AI fleet, this ship rides the line between being designated a corvette and a light frigate in my mind. A heavily armored front plate protects a dual-output 1740-block Cannon/Cannon/Punch-Through main gun in 1:0.9:1 ratio, supported by two Cannon/Cannon/Stop turrets to hold...
The second entry in my AI fleet, this corvette provides the long-range missile fire support to complement my gunship design. Again optimized for the Minimade server, the design is intended to also be a carrier for a pair of the gunships while sitting just under the 3k mass cap. The armament...
My first upload here is a gunship I originally designed to recycle blocks from salvaged Isanths in order to create a fleet to attack more pirates. Re-painted and optimized for the Minimade server, it finds a roll as a support craft for attacking frigate-sized ships. The main weapon is a...
My headcannon now includes the idea that the Starmade universe is one in which the old atomic particle theory in which atoms were considered cubes that could bond at the corners of the cube is actually true.
Anyways, I think Cubatomic Flux would be a good name, to remix your idea a bit. Then...
What this might mean for customizing weapons concerns me a bit; the passive/tertiary effect blocks made is easy to customize each weapon individually, but the chamber system to me sounds like shipwide effects on all weapons of the same type (e.g. all your cannons would have explosive effect)...
Here's what I've got to get my low-settings rig running. Biggest two things that I found to improve FPS were disabling the frame buffer and lowering block texture resolution to 64. Beyond that, I'm not much help.
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