Docked armour/shields is not overpowered, unless your opponent is using 100% ion slave or hull damage weapons with 0% shield damage. Its a countermeasure to use against people using those types of weapons. Its your choice to use optimised weapons in which case your going to have some...
The shield bubble is centred on the middle of the shield rechargers. So while its possible to make a very long shield recharger block its possible to extend it outside the shield bubble radius. Also the weak point of a pasta ship with the new shields is if you take out a single shield recharger...
The size of the bubble seems to be determined by the number of the shield rechargers with a minimum radius of around 50m. The number of shield capacitors doesn't seem to effect the bubble size. I'm having trouble getting the shields to actually charge so I can test the if the docked entities...
How about if there was no red area for the stabilisers and only orange and green. That way you could uses stabilisers as filler instead of shield blocks. Enough of them will balance the reactor out. The casual player just puts more stabilisers next to the reactor, the RP player just fills in...
Some interesting ideas which appears like you can do with the current chamber system.
Station with 2 FTL chambers for increased warp gate distance and the ability to send to set of coordinates.
This would allow you to form a fleet up at your base and just drive through the gate with charged...
The problem with the dumbbell design is if one end gets shot up your pretty much instantly crippled power wise. Before you couldn't really pick out the power system, if they use a dumbbell design you would now know where to shoot to cripple their power.
The new chamber system also encourages the use of one type of weapon for damage orientated ships. For 1 chamber using 4 out of 10 upgrade points available you can massively reduce the power requirement of one type of weapon block. There is one for each type cannons, beams, missiles, explosive...
Well all power usage has also changed with the power generation.
Each reactor outputs 50 power / block plus stabilisation blocks, at 100% stabilisation. Stabilisation doesn't require a 1/1 block ratio with reactors, its less. Chambers are roughly 20-25% the size of the reactor.
Shield...
The faction block is the toughest block in the game due to its very high resistance. However you can only have 1 per entity. On every part of a turret I include a faction block usually in front of one of the rails or docking parts.
For DPS and alpha shield. I think in the end, that's the shield level when it hits max regen rate is my guess.... I think hotspot means the best percentage for highest regen. So if someone is doing dps damage to you the shields are at max regen at 75% level and good at resisting dps damage...
The chamber system works on a tree system. So connect a stealth chamber up to the reactor and when you see the tree you need to get the stealth strength upgraded to 2 before jamming unlocks. You need to upgrade to strength of 3 to unlock cloaking. The join 2 new chambers to the stealth...
So to keep things power up you need 1 reactor block for each of the following
25 shield rechargers, 12.5 shield rechargers for out of combat regen
12.5 thrusters
3 - 1/3 weapon blocks note to just maintain charge 1 reactor block will maintain 16 - 2/3 weapon blocks
Note I haven't included the...
Okay a little bit of research done....
Reactors with 100% stabilisation so far output 50 per block
Shield recharges use 2 per block normally and 4 per block recharging out of combat
Thrusters use 4 power per block when moving
Scanner is using 51.7 power base.....
Well after the new power system is in they will obviously have to do a lot of balancing after all the players have a go at it. Also an easy way of nerfing large single shot weapons is to have a decent % of full charge as the maintenance charge to keep the weapon ready to fire....
One of the options mentioned in the dev video was a station chamber option to increase the mining bonus....They have other options as well. Maybe a capsule or raw refining bonus.
Well I did make a post about what you might be able to do with cloaking and one shot weapons.
A couple things that will keep it under control is the maintenance charge required to keep the weapon loaded ready to fire.
Cloaking itself from the dev video doesn't use power but needs a decent...
Like in the real world. Only heavily armour critical components and the direction most of the attacks will come from.
So advanced armour to protect vital components. Computers, docking point etc...
Facing where most of the attacks will come from mostly the front.
Sloping armour like a wedge...
Since the announcement about the new power system I haven't designed anything for months. I've just started again now. I have a bit of an idea from the dev videos about the new power system so its possible to work on turrets since they don't have reactors in them at all. You won't need...
Drones and ships might be easier to kill after the power update once the shields are down.
From the dev video I watched the reactor system was getting its own set of HP. Depending on how that works it might be possible to kill the reactor with a big enough gun hit. Before you would just kill...
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