That might tell you something about how the community wants the game to progress. ;)
Unrelated to that bit of tongue-in-chee;
I'd like to see the docking point of a sub-entity be able to dock the main entity. This would allow LANDING GEAR(or docking pylon/clamps) to drop down out of the ship to...
Eeeh...You could specialize the turret to a couple roles at that low block count by using pulse secondary combined with a role-tertiary, but it's overal DPS isn't going to be that great no matter what you do. Additionally, if the server is anything less than .8 on the AI scale, pulse secondary...
sounds like bad placement of your blocks to me. By test i mean make something small to shoot at and watch the bars and how damage gets done throw a 3*3 advanced plate in front of a core, shoot though it with yer astro gun, watch how advanced is basically high-mass standard after the pool runs...
and IIRC basic adds AHP and SHP but has no armor value without a passive running. while advanced has a high armor value but insufficient AHP on it's own to support that value.
When your AHP pool hits zero, the armor value of the block no longer means squat; it all goes to SHP. That's Why i said...
every block of advanced needs about 2 blocks of basic on the same entity to pad-out enough armor hp for the advanced to be worth it. atleast IMHO. if yer gonna armor-tank at all, you need an armor pool to do that tanking. Especially important if you run pierce/punch passives.
i yer gonna PvP, reliably surpass energy softcap, and use ALL of it.
Ulta-high alpha damage with enough delta followup to keep the shields down and chew through the blocks.
Momentum effect secondaries are good for controlling your opponent, momentum immunity is good to prevent being controlled.
1024 mb/gb, 1024 b/mb
Binary math. 1536 =1024(1G)+512(1/2G) =1.5G
2048=2g
3072 = 3g
4096=4g
Winkey+r -> Dxdiag ->run to see your system specs,
Shift+ctrl+esc = task manager ->check "performance" tab for "commit charge" (used memory)
don't allot more than you have "spare" memory to starmade...
Bit too loose for use outside close-knit people IMHO.
Another thing about block count: 50k of hull vs 50k of advanced vs 50k shield blocks (regen or cap) vs 50k red dirt...Block count alone seems less useful than SHP and AHP values to me. 95k referring to structure HP tells me more than a 30k...
I get that, but it's not exactly a uniform convention in naming there. Take for example anyone looking at a blueprint. "heavy anti-drone swarmer" might refer to a gunboat vs drone swarms rather than a heatseaking missile array ship. And does heavy refer to it's thrust:mass, it's overall density...
any sufficiently large array of animated blocks can cause issues with low-end graphics cards. Forcefeils can "render twice" and make it more apparents.
To check if YOUR graphics card doesn't like arrays of animation:
-Build giant sheild wall (either, both are animated) until you notice FPS...
The star spread system currently used in blueprints seems like a good start to a naming system if we could fix some of it's arbitrary values.
I propose that we develop a "tree" like method that "branches" based on some known values every tier of system hp. Below I have some thoughts on what...
If it was a "real" limit with java, you couldn't have a battery capacity over 2.14 billion either. (you can)
-Changing to a different string value for credits would let them increment to large scale.
-Changing to "tier" credit system could work too: 1 billion credits rolls your counter back to...
Yeah, you only have to look at my neutral station submission from a while back to see the insane power requirements of astrotech. And that was only a single ring, an entire tube would be...fun.
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