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    1. M

      Using ships as modular turrets.

      I would say this isn't an optimal idea. Every block you add to these turrets takes away potential from the main ship. Additionally these weapons are only active if the turret detached. Wasted space in the mean time. It would be much more beneficial to have dedicated fighters aboard the ship...
    2. M

      What are your ideas for "the ultimate fighter"

      Of course that depends on what you define as a fighter. Class arguments aside. The 4500is total size so we are talking 1500Cannon with 100% slave and tertiary. Not impossible power wise. Your marauder has a gun that drains the same power as a 3600 gun.
    3. M

      What are your ideas for "the ultimate fighter"

      Or you guys could define a ship by its role. In my case I define a fighter as a ship designed for short range engagements (small or no jump drive) that relies on maneuverability and can be easily mounted on a carrier.
    4. M

      What are your ideas for "the ultimate fighter"

      I have been experimenting with a fighter focused combat doctrine. My advice. give your fighter a single weapon type. The AI will engage its target at maximum range. So if you have a cannon and long range missiles ol bobby will move out of cannon range and stay in long range missile range...
    5. M

      Help Designing Potent Turret system for Huge 3km ship

      To expound on the points given. If you are after PvP you are actually much better off building ships much smaller than what you have planned. Power has a soft cap of 2M e/sec, that sounds like a lot but a 10k gun can drain that pretty fast, even with a significant chunk of capacitors. Aux power...
    6. M

      What have people done with the now display block functionality?

      For those uninformed, what new functionalities were added?
    7. M

      Hull Material and Thickness?

      Explosive effect is capped at 10% for weapons. Using any more then that caused a bunch of lag so schema capped it at 10%. And cannon beam is certainly viable but having a small pulse slave gives me a nice balance of reload time and power consumption while still providing me with a crap ton of...
    8. M

      Hull Material and Thickness?

      I actually use pulse quite a bit for my anti armor alpha weapons. I never go above 10 to 20% slave, but that small bonus does quite a bit. Then I like to add 10% explosive and you can rip giant chunks out with a 3000 to 5000 block cannon. Considering you only have an extra 20-30% blocks for your...
    9. M

      Hull Material and Thickness?

      I have a 200 ish long ship with 5 layers of advanced in the bow, 2 along the sides and composite armor in any hard to reach areas. It is also covered entirely with standard armor because I like the look better. I recommend not going overboard with your armor. 2 layers adv and 1 standard seem to...
    10. M

      Shields and docked entities

      Oh cool. So should I even bother to have more than bare minimum shields on my turrets? And an internal base would be better spent putting shields on the main ship correct?
    11. M

      Cannon with explosive effects

      Good to know! So rough ballpark how many blocks or how much damage should you be at before you transition to explosive? 1000 blocks? 2000 blocks? More?
    12. M

      Cannon with explosive effects

      Are explosive weapons still worth it or are we better off going with another effect like punch or pierce?
    13. M

      Would you call cannon-cannon-effect weapons "tier 3"?

      Ad hominem attacks detract from debate and only cause more emotionalism. We can debate civilly.
    14. M

      Would you call cannon-cannon-effect weapons "tier 3"?

      I mentioned nothing of ratios. A weapon with twenty blocks regardless of the tier is better than a weapon made of three blocks regardless of the tier. I see what you are doing by trying to catagorize but it is superfluous information and therefore can be dropped.
    15. M

      Would you call cannon-cannon-effect weapons "tier 3"?

      While your math may be true. A "tier 3" weapon with 3 blocks is objectively worse than a "tier 1" weapon with twenty blocks. It is the amount of blocks that matter. Saying a weapon is "tiered" is meaningless. If you want to communicate accurately just say it is a 100 block cannon/cannon/ion or...
    16. M

      Would you call cannon-cannon-effect weapons "tier 3"?

      The current weapon system cannot be described as "tiered" simply because a "tier 3" system is not necessarily better than a "tier 1" system. It all depends on the amount of blocks used. Furthermore by your own admission a weapon tier can change on the conditions. (vs armor or shields) Making...
    17. M

      Run unloaded factories in 1 calculation.

      Why don't you just prevent factories from transferring (when off loaded) to storages or shops. Maybe even other factories I feel like if it's gonna lag somewhere it will be all the transfers being loaded and more calculations = more lag. All problems solved as simply as possible.
    18. M

      Thermite is Fun!

      So are these a replacement or supplement to the existing power blocks?
    19. M

      Logic Gatling gun vs Cannon/cannon

      well /I/ figured out how to make flashing lights today... Pretty stoked about that. Back to logic weapons, sounds like a resounding "ehhhhhh" alright then.
    20. M

      Logic Gatling gun vs Cannon/cannon

      Hey folks. I've been thinking about making a logic controlled Gatling gun using delay blocks to fire one shot after another. Or perhaps to alternate shots. Has anyone done any experiments on this? How does it hold up against a single cannon/cannon?