Odd, I'm shooting a 4/4 C/OD weapon right now and am hitting for 240 damage per hit. Are you sure you're testing against non-recharging shields to get correct numbers?
Be aware that the numbers you see there are additive to the base effectiveness of the weapon, not multiplicative with it. The '2' that you see in the blockbehaviorconfig translates to 200% bonus damage instead of x2 damage.
My propensity for flying space swords notwithstanding, the ubiquitous applications of questionably accurate physics in other parts of Starmade convince me that ramming/melee combat should be an option, though it would require significant optimization of collisions to be stable. I don't expect it...
Howdy, and welcome back.
1. That is due to the ship HP system. When your ship takes block damage it is deducted from your structure HP, and when your structure HP starts getting low it will hamper your power and thrust and eventually kick you out and overheat the ship. When you're not in combat...
Yeah, though it is easy for new folks to miss it. The information displayed for a system's stats will probably end up changed in the future to make sure issues like this happen less often. If you've got any other questions feel free to ask.
Most non-weapon beams tick twice a second, so while their power draw statistic is correct for every tick, it's half of what the system needs per second. Hope that helps.
Some form of regenerating resource income is absolutely needed in Starmade. The game currently doesn't support the player-base or infrastructure required to make heavy industry and material shipping viable... And I feel that utilizing pirate/trade guild spawning mechanics is too game-y for many...
Here's a little food for thought. The difficulty curve of cloaking a design does not infinitely rise alongside it's mass. In very large groups power capacitors (which happen to be dirt cheap even in massive groups) can provide enough energy storage to account for temporary cloaking. Since they...
It's awesome seeing tangible lore and art for Starmade, and gives me hope that a larger artistic community eventually forms around the game, even if the game is too sand-boxy to have much background lore to work with.
Howdy, I just looked in the blockBehaviorConfig.xml to verify, and punch currently adds a bonus 50% to block damage and 25% to armor HP damage for cannons and beams. It adds 5 to the damage radius and 50% to the armor HP damage for pulses and missiles. Hope that helps.
Whoopsie, looks like things might get a little bit heated. I'm temporarily locking this thread so that the involved parties have some time to come to terms like gentlemen instead of polluting the forums.
Edit: Alrighty, let's get this train rollin' again. Thread unlocked.
Edit2: Due to his own...
Forgive the off-topic-ness, but I see the potential for some discussion/clarification.
I completely agree with you that beams right now drew the short straw, but since I've changed my primary armaments from missiles to beams I've noticed a few things.
First, most of my concerns related to beam...
There's a few ways to identify battle damage on ships with line based reactors, and the same methods apply to cross and T shapes as well. If you build your power lines in a specific place (most of mine tend to be towards the 'spine' of the craft, where the natural shape of the hull provides the...
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