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    1. Panpiper

      Star Trek / Low Profile Turrets?

      It does work. I have my point defense turrets set up that way so I can see when and where they are firing.
    2. Panpiper

      The game I want to play

      There are three things I most enjoy in a game; exploration, collecting, and building. Exploration helps me collect things. The things I collect are used in building. The things I build facilitate exploration. Combat is actually just a necessary evil for me, an obstacle to be surmounted by...
    3. Panpiper

      Star Trek / Low Profile Turrets?

      The rotational housing 'base' of the turret should easily be large enough to hit the soft cap of a million power. I would suggest planning the turret build to use that full million for each turret and then simply build the saucer size as a result of whatever that turret commands. You'll probably...
    4. Panpiper

      Star Trek / Low Profile Turrets?

      You might want to consider using overdrive effect so as to squeeze as much damage potential as possible out of the inevitable relatively small mass of these sorts of 'turrets'.
    5. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      My current miner has 35K salvage modules in it's array (and an extra 35K cannon). Mind you, it is also a two million block battleship. It is however built to be quite nimble for it's size and flies much like a much smaller cruiser. It recharges it's jump drive in a mere twelve seconds. It's...
    6. Panpiper

      Approx 9 million power generation in approx 70,200 cubes

      It's not the power requirements that are the killer for these calculations, it is the ability to pack sufficient modules, shield regeneration modules in this case. My two million block example ship generates 23 million power (not including the 10 million generated by the turrets) and I could...
    7. Panpiper

      Approx 9 million power generation in approx 70,200 cubes

      My current miner can with one shot hit for 20 million shield damage with an ion beam that recharges in 16 seconds. It's turrets fire for one million DPS and it's planet buster cannon hits for another million DPS. A shield regeneration of one million per second on a ship is hardly excessive in...
    8. Panpiper

      Make heat-seeker missiles ignore astronauts

      I died a half dozen times the first day I played, as I learned that virtually all unidentified stations were pirate stations that would kill you. Since then I have died far more times, never to a pirate, neither station nor ship, nor has any other player killed me. The numerous deaths I have...
    9. Panpiper

      Has Armor been Buffed?

      Well, the turret I am referring to IS a machinegun, firing ten times a second. That particular cannon is my 'medium' turret and it cannot itself penetrate 'five' blocks of advanced armor. That is not really it's job, it's job is to kill drones and similar small craft. To that end, it can crack a...
    10. Panpiper

      Has Armor been Buffed?

      Well, that's their loss. We can't help it if most people fly ships that are easy pickings. They won't be doing 'any' structure damage with their 'high structure damage potential' weapons, if they don't crack the armor first. My standard weapon (other than missiles) is a self powered...
    11. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      That would be seriously cool.
    12. Panpiper

      Make heat-seeker missiles ignore astronauts

      They are the perfect weapon for battle miners.
    13. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      The main loot for me with pirates has typically been the wrecks of the pirate ships. I always hunt pirates with a battle miner to make harvesting their wrecks a snap. Loot clouds are typically too short lived and too much of a hassle given their propensity to fill your inventory with crap...
    14. Panpiper

      Approx 9 million power generation in approx 70,200 cubes

      This CANNOT be correct. If it is, how can my medium battleminer with only a 300K shield recharge stand in a fight with a half a dozen pirates each of which is capable of dishing out 20-40K DPS, and keep it's shields at or near max? Furthermore, from a game design standpoint, rendering shield...
    15. Panpiper

      Approx 9 million power generation in approx 70,200 cubes

      I am convinced the formula in the Wiki has a typo, the 20 at the end is really a 2 (as I wrote here). Shield regen is not 5-10% of the regen rate the instant the shield is hit with a pop gun, but from 0 - 100% of the regen rate depending upon the percentage of shield remaining. I believe you are...
    16. Panpiper

      Approx 9 million power generation in approx 70,200 cubes

      "When?" Why not have a tiny bit extra in both capacitors and regenerators, so it generates more than the shield beam depletes and therefor never reaches zero?
    17. Panpiper

      How to properly build a docking shield module.

      This is very interesting. My own solitary attempt to build a docked shield regenerator didn't come close to this efficiency. I reasoned that given the extra mass relative to the shield supply I was getting, it was not worth it. With your return however, 80% of the regeneration of regular...
    18. Panpiper

      Has Armor been Buffed?

      1: No, though still useful. 2: Yes, especially versus missile explosions. 3: Yes, some would say five, I've heard people profess ten. (Depends on the size of the ship I suppose.) Consider spaced layers as well. 4: For their small module/energy cost, yes.
    19. Panpiper

      am i blind or?.....Is the under fire shield recharge gone?

      From the Wiki: Upon taking a hit, the shield regeneration per second drops to R = NR * 5.5 * (1 + S / C) / 20 This would clearly mean that indeed, shield recharge in combat is between 0-10% of listed recharge. This would make regular shield rechargers virtually useless in a fight, ultimately...
    20. Panpiper

      Best logic to activate a jump inhibitor in a pirate?

      That's an interesting idea, something to definitely consider, and perhaps for other reasons as well. That said, the docked pirates are actually not a huge problem, as my jump drives tend to be both very large (so the drain effect is quite small) and fast charging (so I can refill them in a...