You are aware that logic-enabled effects don't work, yes? Plus, wireless logic breaks all the time.
Have you ever actually used a logic fired weapon before? They are extremely hard to use. Disabling the ability to fire multiple weapons with logic would also ruin a ton of decorative builds.
How about "no?" The large majority of logic weapons have the massive debuff of "needing the entire ship to turn to aim," which normal, player controlled guns do not. Swarmers are the only weapon that is overpowered by being able to be logic fired.
Rapid-fire and shotgunning are equally huge issues for a shield ignoring weapon. The point of having one computer and one output and not allowing logic or AI to fire it was to prevent a titan from docking an absurd amount of warhead launchers and easily passing into "overpowered as fuck"...
The main problem with cutting down swarmer numbers so much is that large numbers are the main advantage of swarm missiles. Reducing the number doesn't really help, either, because they can just be logic-fired.
I think a combination of "reducing swarmer numbers per output" and "swarmers won't...
I think the best way to buff warheads would be to turn them into a weapon system with a limit of one computer and output per entity, no logic/ai firing, a very long reload, and give them severe diminishing returns. This would make them most effective on player-controlled bombers, as the single...
It'd be cool if there was some sort of system where different PD types were better at taking down different kinds of missiles. Beams are better against swarmers and rapid dumbfires, and cannons are better against everything else?
Adding code that reduces the overall count of PD turrets for larger PD turrets is GOOD. That reduces overall lag. The fewer entities, the better. This can be seen pretty simply by spawning 1k cores and spawning a ship with 1k blocks and comparing performance.
Additionally, 6 PD for a 400m ship...
If swarm missiles are useless, why does almost everyone use them? It's because they're not. Swarmers continue to be extremely effective on servers with large sectors and high speeds, which is nearly every server. They're automatically homing, they have a decent reload speed, they can't be...
Pretty sure that's not how it works. Pretty sure PD turrets label missiles as targets and fire, nothing about "two bounding boxes" or whatever, just the engagement range of the AI.
The turrets cause a lot of lag from the issues caused by lots of bounding boxes being inside the main ship's...
Did you read the OP? This isn't a nerf to PD. It's kind of a nerf against some kinds of missiles, but it's a major buff against swarm missiles, which PD is currently ABSOLUTELY WORTHLESS against.
The current model of PD is overpowered against small numbers of missiles.
If a ship is small...
PD rounds would come out of the modules. This allows players to customize where on the ship their PD comes from, like they already can.
As for stations, they could potentially auto-deploy when a missile is detected nearby, or there could be an "always on" variant that only works on stations.
Ammo? What? Please reread the thread.
Additionally, the reason I'm suggesting the removal of PD turrets in favor of this system is
1) PD turrets will continue to be overpowered in that they have no cool down
2) Any ship with a respectable amount of PD turrets causes immense lag when docking or...
Um... no? I've brought the basic idea up in chat once or twice, but I'm pretty sure no one's made an actual thread on it.
This specific PD system, or PD in general? What's wrong with this one?
I've noticed three main issues with the current game. Missiles, especially swarm missiles, are nearly the only weapon that solo players use. Why is this? There are many reasons, but I think the contributing issue to swarm spam is the fact that there's not really any way to dodge or shoot down...
There is an incentive to use other types- weight. An agile ship is unlikely to be using heavier armors when that means sacrificing on other systems to make up for lost thrust.
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