Om part of the resion is that I also use the shield thing in this form as a bases to allow for the weapons ideas. Going to add more on cannon and beams later that would make them better at shield than missiles. Also plan to talk about damage pulse primary which needs some attention. (possible...
The 5dps per block works for all systems but nuke missiles which has far less (consider it a mistake when they can be balanced in other means).
Problem is damage per shot. Normal missiles do 75 damage per shot for module added so it takes less missile blocks to get through capacitors. Using...
Ok I can agree to that at least just thought I should bring up that there are some problems on large servers with pvp but yes we should see what the Hp update would do.
Ok so maybe I should be asking how do we stop unfair pvp where the opponents ship has only weapons thrust and power? The guys doing the 150 million have no shields. An increase would prevent the possibility of making a one shot ship of equal block count. And if you are saying use fleets then...
Ok as a counter to this the guys doing the 150 million have no shields atm. These guys warp in right on or near you, hit you with sniper missile array and then warp away. Yes people could use less shield capacitors and work more on weapons but allowing for stronger shields would mean it would...
tried that but to be effective the turrets need to be of the smallest type and then they die far to fast. Replacing 30 something turrets every time sucks. Also anti missile defense ant garinted and often has problems with missile beam systems. And before you comment I'm lazy, replacing the...
Ok first of all guys I'm from a 50+ server and also It is suppose to be pvp. This means that 90% of the people do balance there ships but that last 10% go for the one shot kills. Im talking about not haveing a ship that is of equal size die in one shot. Coreing don't matter when your 600m long...
Base damage of missiles would have to be decreased and weapons where nerfed already. I still want good missiles and the scaling factors are for supports are not that high. Better shield would do the same thing without discriminating agents most ships. Also better shields gives more room for...
It takes months for with for most players to build a large ship and the average life time of one in combat is the same as a fighter, 5 seconds.
I'm playing on a big server and most people are playing PvE. Even the PvP players are having a hard time fighting people because everyone dose not want...
Ya im happy for the progress they are doing with hull but problem is that if missiles do more damage then the shields they drop the shields and do there full damage to hull.
This is actually ok if you have a death star attacking a ship but for equle size ships not so much.
If the shield where...
When playing on a 50+ people server and seeing how most battles go, I found that battles don't last more then a few seconds at best. Another thing also is that most players are scared to go into battle because ships are now harder to replace. So a server that is suppose to be PvP is feeling more...
Ships should be able to reach max speed in the forward direction so here is a suggestion. We get 100% thrust in forward direction and then we have another 50% thrust split among the remaining directions. By default ships would have a 100% forward and 10% for all other directions. The forward...
I agree if we have to plot our course give us a navigation computer to do so. Other wise have a jump drive that dose not send us into a star. The computer could allow us to change the jump distance on our route so that we can make a section shorter to avoid a star. And remember in thous shows...
This is a good idea. I was complaining that combat was too short on my server and I was thinking raising shields by 10x would be a good idea. I glad some one thought of it with skill to apply it.
ok so is there any other option for balancing damage pulse support on missiles without taking away all the damage it use to have? If it use to be to strong agants shields (wich i wonder why the other ship didnt just out run it) then maby an option to fix that would be to make shield compasity...
thats the thing. with the new system
Slower reload = lower damage per shot(when compaired to damage beams) = greater 5x radius = 100x power use per damage point
for a dooms day weapon that can be out ran by any ship haveing less damage is not a good thing. maby have the shot be slower would have...
ok but they why is the power requirments still at such a high level compaird to other systems. i use 100million for 1 million damage in 2 min. thats with a system that use to be a 1:2:1 ration srunk to 1:1:1 ration (without adding blocks to missile or explosive effect) after update. so im using...
ok the resion why was because I had a 10 million damage per shot missile with 90sec relode (50 radius with max explosive effect) with damage pulse befor update but after it was only 1 million per shot with a 2 min relode (89 radius using max explosive effect). No matter what ratio of blocks i do...
ok so i just tested 1 missile module with 1 damage pulse module and got 150 dmg with reload of 120seconds.
then i tested 1 missile module with 1 damage beam module and got 450 dmg with reload of 45 seconds.
power on damage pulse was still the same as befor last update but we get less damage...
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