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    1. Ithirahad

      Dev .262, Game unplayable

      Uhm, this is a dev build, and there's probably some bug with the energy streams that is taking down performance... which will be fixed. That looks to be a fairly simple shader and relatively low-poly 'tubes,' and shouldn't be a problem for anyone's hardware on its own assuming everything is...
    2. Ithirahad

      Pre-Release Stab.Intergrity Update Dev Thread

      It isn't. I'd like to say "it isn't yet," but I've been here too long to hope much for something like that changing after initial implementation :\ This 'energy stream' mechanic is evidently just their way of dealing with far-away stabilizer 'islands'.
    3. Ithirahad

      Prerelease v0.200.250

      There would appear to be a block called the 'Stabilizer Stream Node' now... let's see what it does! :D Ok, it seems that by linking the nodes I can change the path of the stabilization 'energy', but it doesn't seem to be changing stabilization percentage at all. I assume something's not yet...
    4. Ithirahad

      Prerelease v0.200.250

      I assume the stabilizer integrity is just the Structural Integrity value of the stabilizers... i.e. the much-needed anti-spaghetti mechanic applied to stabilizers (as it has been for maybe two builds now). With that strange new visual, though, and stabilization apparently not changing atm...
    5. Ithirahad

      Chambers using fixed % sucks

      Honestly, I find that the problem here is certain things have no business being balanced against each other. Armour vs. shields vs. max speed... sure, I can see that, if those three things can be balanced to the point where the tradeoffs are reasonable for all three. Nobody should be deciding...
    6. Ithirahad

      Prerelease v0.200.250

      Have you tried the fleet mechanics at all? Yes, they 'try' to line up, but they will not 'hold formation' unless you stand completely still for a while - and, for that matter, counteract the movement resulting from any fleet ships hitting you in the process - otherwise you dealign, they all try...
    7. Ithirahad

      Prerelease v0.200.250

      The ship core has, or should have, some RHP. However, this might mean that we're back to coring for turrets...
    8. Ithirahad

      Remove Stabilizers

      Funny you should mention a schematic like that. See the positioning of the reactors chambers? 18, 19, and 21. In the power system, only reactor 21 would even be of any use. The others would be inefficient due to their sensible, central locations (if used alone) or completely nonfunctional if...
    9. Ithirahad

      Prerelease v0.200.250

      Is this for the same size of weapon, or the same amount of damage? Weapons need less blocks for the same damage and equivalent power consumption now...
    10. Ithirahad

      Deconstructing Power in prerelease 200.251

      No. I was just filling in the hull space I had. I made the case for longer and thinner ships, not reactors. I didn't mention it, but there's a point at which you're so long and thin that your reactor starts getting long, which is not a good thing because it means much of your hull length is...
    11. Ithirahad

      Deconstructing Power in prerelease 200.251

      Nobody ever said anything about long and thin reactors, I don't believe. Just long and thin ships, with a reactor on one side, and a stabilizer blob on the other side.
    12. Ithirahad

      Obi's Power Suggestion

      It is not required for 'legitimate ships,' and really just trades one 'illegitimate' design for another. We go from doomcubes, doom-columns, and spaghetti to doom sticks, doombbells, and abominations with tons of floating parts. Except now, your 'legitimate' ship has arbitrary limitations to how...
    13. Ithirahad

      Prerelease v0.200.250

      Honestly, I still probably have no idea what a 'decent gun' is for the current meta, but not being able to overcome someone's shield regen isn't going to fix that. And for a new player or someone who 'sucks', it's just going to be discouraging, and feel like big ships are OP. Not much else. :P
    14. Ithirahad

      Prerelease v0.200.250

      Why not? I'd think the turret firepower of the 500k alone should be enough to deal with a single 5k trying to annoy you.
    15. Ithirahad

      Prerelease v0.200.250

      IDK how the new shield balance is supposed to work. With zero recharge under fire and regen being so expensive, it almost reads like we're moving away from shield regen being a major factor in combat. Seems almost as though they want regen to be relegated to keeping shields from draining away on...
    16. Ithirahad

      Prerelease v0.200.250

      You can, it's not intended, and I reported it today along with several other chamber-related issues.
    17. Ithirahad

      Prerelease v0.200.250

      Then have interdictor beacons ready or something? IDK. Hopefully interdiction can be automated (in this case, on undock from the mothership); we seem to be going in the wrong direction as far as logic/automation interoperability with the chamber system atm.
    18. Ithirahad

      Prerelease v0.200.250

      I believe that the assumption going into the future is that PvP encounters will involve fighting over objectives or locations, so if your enemy just jumps out they've effectively lost. Normally retreating should be an option, because there's more at stake than just your ship. In this kind of...
    19. Ithirahad

      Prerelease v0.200.250

      Reactors don't really toggle off; one of them is always going to be on (except when docked, then they automatically don't do anything and reenable on undocking).
    20. Ithirahad

      Prerelease v0.200.250

      Old power/jammer shouldn't work with new power/stealth/recon. Try vs. a level 3 or 4 stealth strength ship with the jamming chamber (activated) in the new system. Also, long-range, ore, and cargo scanners don't appear to do anything at the moment; I just reported that as a bug.