Search results

    1. DivineEvil

      Inset Collision Boundary. (Block lube!)

      Perhaps you just should give your structures more space?
    2. DivineEvil

      Brainstorm This Exploration and Information Trading

      Well, first of all the idea of "undiscovered" must be introduced. There's no exploration in Starmade becuase everything is already explored. The only things there's to discover are where are the shops, who owns the stations and how big the planets are. No point skipping a step here.
    3. DivineEvil

      Weapon targeting area changing with the size of the weapon VS. the size of the ship it is mounted on

      Yup. Locking the aiming area for fixed-mounted weapons entirely works for me. Firing arc must work only for weapon covergence when you're aiming directly at something with a group of weapons. I didn't get the idea of 'waffles are op'. You can fire waffles unfocused anyway, what's the catch...
    4. DivineEvil

      player shop module improvements (compiled suggestion)

      Utility and vanity is fine but... I'm not sure if its solves shops problem in any degree. First of all, the problem of player shops is that there's overwhelming and utterly disabling competition with Trade Guild shops. For any player-run shop who might want to get their prices higher to earn...
    5. DivineEvil

      Hit Rate and Effective DPS vs. Power Efficiency

      Tanks are designed to migitate the weapons from infantry before anything else. It is the fundamental aspect of the design for being able to survive and protect the crew against rifles, machine guns, grenades and missiles to the best ability of that design. Only heavy battle tanks were designed...
    6. DivineEvil

      Hit Rate and Effective DPS vs. Power Efficiency

      Oh, for the love of... When you have a Missile slave, that does nothing but making a result weapon inherently less accurate (except for missiles), that's fine,nobody cares. When you have a Beam slave, that triples the range and doubles the projectile velocity for free, thats all good, no...
    7. DivineEvil

      Burst fireing weapons power cells.

      I still don't see how it is any different from intelligently managing your power framework and tweaking your weapons accordingly. It is basically making a new block, which works the same way as Capacitors, but a separate unit linked to weapons... and has associated drawbacks. Why in the world...
    8. DivineEvil

      Hit Rate and Effective DPS vs. Power Efficiency

      I don't want to repeat myself. I've already elaborated on my first reply, that missing is a payback for potentially doing an highly-efficient front-load damage, which kills Shp faster. At the ship sizes where missing shots on range of 3km is common, pulse weapons has much higher block...
    9. DivineEvil

      Recognized Change Salvaging Mechanics

      Then I'd also throw an idea: Lets store the loot items in the core; it would show the amount of stored items below the overheat countdown, and could gather them one-by-one by hitting a core with salvage beam of a ship or astronaut.
    10. DivineEvil

      Hit Rate and Effective DPS vs. Power Efficiency

      It "can" penetrate 70 blocks, but it wouldn't be able to due to low per-block damage. MGs of conventional size can barely destroy 2 blocks. Massive MGs can destroy a lot, sure, but there's nothing stopping a pulse cannon at this point. There's a point when using a plain pulse cannon is...
    11. DivineEvil

      Fixed Direction Turret Axis?

      How exactly does flipping to Ship type changes the behavior?
    12. DivineEvil

      Hit Rate and Effective DPS vs. Power Efficiency

      The trade is not one sided. Rapid fire weapons do increase hit chance by spreading damage over time, but in return you trade penetration depth. - Stock 50 ton Cannon can penetrate up to 22 blocks deep; - 50 ton Cannon/Cannon can penetrate up to 7 blocks deep; - 50 ton Cannon/Pulse can penetrate...
    13. DivineEvil

      PVP balancing weapon

      I'd rather look for actual weapon balance in existing weapons, which is still not that good.
    14. DivineEvil

      Recognized by Council New Territory System

      Advertisements of shops are viable at the moment, yet they're extermely rare. The reason is that shopping requires a very specific demand, i.e. a need to buy or sell something, thus advertising shops in itself is counter-productive. Same will go for the ship repairs - it is easier to offer these...
    15. DivineEvil

      Recognized Change Salvaging Mechanics

      All I can say, is that there's should be a server settings entry for % probability to actually salvage an intact block from a decayed station. So far the only reason I'd go for pirate/derelict stations is to get them the hell out of my neightborhood, and yet they will still respawn and are still...
    16. DivineEvil

      Jumpdrive rework.

      The problem with it, is that 'cool' is not a single definition of a good feature. There's dozens of 'cool' ideas and features, which would break the balance, gameplay, performance or game's general concept. For this instance, it would basically increase the world potential size by two and would...
    17. DivineEvil

      Read by Schine Locking AI Turrets

      Irrevelant. The issue were fixed in the recent patch.
    18. DivineEvil

      Storage filtering update

      Yes, you'll have to. I don't see the reason to, though. What I usually do now is I have: - Multiple chain-pull storages taking all raw goods from hangar bays into central Refinery storage. - Capsule Refinery linked to that storage, taking only the things it can actually refine. It is readily...
    19. DivineEvil

      Recognized by Council New Territory System

      Doomcubes are bad. We don't need to add anything to stress it out. The entire community is all over the idea on forums and on servers about how bad they are. There's junior members who does not possess the skills to make anything better though, and some people who does not have enough free time...
    20. DivineEvil

      Spaced Armor; Key to Vctory

      I wouldn't define it as crippling, it's more like 'make those stupid HSMs useless, muahaha'. Again, missiles are easy to and are abused a lot. Heatseekers for one is as non-skilled weapon as you can get. I always considered these as anti-fighter or mine-clearing weapons, rather than something...