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    1. Dr. Whammy

      Introducing The United Star Axis

      Design-wise, I'm trying something a little different this time. LANCER MKII Manufacturer: Joint venture between Star Axis subsidiaries; Volcov Industries and Sturmgeist Advanced Sciences. Size class: Frigate Role: Defense/escort Armament: Burst Laser, Guided Missiles, Point Defense Turrets
    2. Dr. Whammy

      Reactor Chamber effects

      Armor tanking? Hull Tanking? This is an absolutely EVE-il idea. I like it. Edit: They would however, need to fix the Astro-Tech first.
    3. Dr. Whammy

      Screenshot collection porn

      Now THAT'S an Isanth!
    4. Dr. Whammy

      Screenshot collection porn

      Shiniyami, You have outstanding architectural skills. Hats off to you sir. (y) It will be hard to match what you guys have but here is one of my better builds. If interested, my shipyard thread shows all the work I've done over the past 5+ years. It's the upper link in my signature.
    5. Dr. Whammy

      Add Stealth Chamber to hide Shield/Power/Faction

      Perhaps the word "glitchy" was too polite of a euphemism... To be fair; when I used to do this in multi-player, it was because building on planets wasn't allowed and you didn't get enough starting credits to build a station. Several admins specifically told me to build on an asteroid because...
    6. Dr. Whammy

      Add Stealth Chamber to hide Shield/Power/Faction

      ...or you could build a station in the shape of an asteroid. I'm doing that for my sister when I start my server. As for using actual asteroids as a base, I find that it's a good way to gather resources with a nice bonus. Basically, you build a reactor, factory and storage depot and mine...
    7. Dr. Whammy

      Add Stealth Chamber to hide Shield/Power/Faction

      Agreed. To expand on this, I think the functions of this kind of stealth system should be determined by your chamber level and how high your stealth strength is, in comparison to enemy recon strength. Example: - Stealth chamber set for obfuscation - "Transponder Suppression": Effect...
    8. Dr. Whammy

      StarMade University - Data Collection and Revision

      ...and you solved my final rail problem. Thanks!!! :LOL:
    9. Dr. Whammy

      StarMade University - Data Collection and Revision

      There are a lot of threads offering 'suggestions' lately; basically, asking Schine to change things. Meanwhile, there is a shortage of available information (all in one place) on what already exists in the game; post power 2.0. With Schine remaining largely silent and the Wiki somewhat...
    10. Dr. Whammy

      Help with effects 2.0

      Range: Leaving it to admin settings does nothing for the kind of customizing people want to do in this game. In weapons 2.0, (most) missiles had 1.6x the range of (most) cannons; which had twice the range of (most) beams. You could mod beams (B/B) to exceed the range of all but C/B cannons...
    11. Dr. Whammy

      Help with effects 2.0

      Can you elaborate on that a bit? What options are you seeing? The reason I ask is because: - Range is now determined by weapon type and not secondary effect. Sniper cannons and long range beams are no longer possible. - Penetration is now determined by weapon type and not secondary...
    12. Dr. Whammy

      Interior porn

      Well designed and classy. The Whammy approves. (y)
    13. Dr. Whammy

      Help with effects 2.0

      Not gonna lie, I had a lot of fun with weapons 1.0. It was a bit one-dimensional at times but having a giant area denial anti-ship machine gun with a 2.5 sector range was fucking boss. Missiles were kinda weird though; no shield damage. But yeah; 2.0 was where the fun stuff was.
    14. Dr. Whammy

      StarMade University - Data Collection and Revision

      Nice. Some additional things to note... Reactors: Reactors will output 100% of their max regen as long as your stabilization remains above 25%. Fall below 25% and you will see massive losses in efficiency. The reactor also takes more damage (when shot) if its stabilization is lower...
    15. Dr. Whammy

      Help with effects 2.0

      Yeah! And where's my push logic? I have plasma torp... um... "metallurgical research probes" to develop. Well, I suppose we can 'preemptively' build around this shortcoming. For example, I build all my weapons with kinetic effects by default. That way, I get the damage boost from...
    16. Dr. Whammy

      Introducing The United Star Axis

      Thank you. I'm not sure what the turrets' actual power consumption is but each of the four beam turrets has an output of 150,000 DPS and the two side turrets, fire a steady stream of decent sized missiles at about 240,000 DPS Per turret. Due to AI nonsense, it's literally hit or miss in terms...
    17. Dr. Whammy

      Help with effects 2.0

      Agreed. I'll have to take a closer look at the rules when I have time As of now, they are very similar to scripting language or rule sets for MS Outlook. "If X is Y and if A is B, then Z..." Simple but not...
    18. Dr. Whammy

      Help with effects 2.0

      Regarding multiple outputs; I've already tried that. I was not impressed with the result in comparison to other weapons with a similar setup. Also, not a fan of the the size of the system in comparison to its damage output capability. Regarding beams; You're welcome to use whatever you...
    19. Dr. Whammy

      Introducing The United Star Axis

      After over 4 years, the rebuild of my command ship ASC Legendary Justice has Begun. This is the original ship as it appeared in 2014. The ship carried over 20 small fighters and multiple power armor squads. It was armed with forward mounted pulse cannons, auto cannons, guided missiles...
    20. Dr. Whammy

      Help with effects 2.0

      I just did a test with a 1463 block cannon with a size-matched beam secondary and effect for all three effect types in a 1:1:1 ratio. Damage per projectile was just over 2.6 million. My weapons tests typically include the use of glass, crystal armor and other armors as a sort of ballistic...