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    1. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      I'm done. I've showed you how I did it, and you refuse to take my mathematical reasoning as fact. I've spent weeks researching this. I'm not talking out of my ass. If you come on the MFleet server tonight, I'll have my ship there for the lineup. You can take a look at the power cons/supply...
    2. Mered4

      Modular reactors still viable?

      Double check? I spent an hour manually tweaking the output. The pulse is on for 15 sec, off for 15 sec. If you have two arrays, its a constant stream. Or if you have two modules altrrnating. What you think is irrelevant. I have math and real numbers that I've tested extensively. My 30k...
    3. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      What are you talking about? Myself and my engineer have both made power generator modules that give more power than an equivalent volume of power blocks. Look in That first part isn't true :). I use them all them all the time, and the boost is still worth it.
    4. Mered4

      Modular reactors still viable?

      My reactors for my reactors, they are 71L x 9 H x 19 W They produce 760k power, draining 930k, with 1555 power supply blocks and 1600 damage pulse blocks. The result is a 25% increase over a block of power. This is just enough to keep the ship power stable in a combat situation. My...
    5. Mered4

      Ender's "Capitals" Balance Mod

      Just be aware that the armor buff will essentially make every ship useless in the new system unless you manually reblock it, rebuild it, or just repair it with repair beams. If you don't want that issue, just keep the blockBehaviorConfig.xml file. This file just has the shield changes.
    6. Mered4

      Suddenly Starmade. 1000hrs in 6 minutes. Gameplay only

      Of course! Tom is taking the lead here by posting videos and encouraging others to do the same. I completely love the idea.
    7. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      Technically, you are correct. Reality tends to be different :) I've been careful so far with my power gen ships - none have died in a way that caused the reactors to undock and clip into the ship. For the Dream Runner, this is actually by design because of where I placed the reactors in...
    8. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      Very few large ships in this game have a significantly smaller thrust than 1:1, at least from what I've seen. And it isn't because there isn't an obvious pointer that says HEYYY YOU SHOULDN'T DO THAT. It's because everyone who followed that suggestion got their ships trashed by the guy who...
    9. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      You need to: 1. Calm Down 2. Google "How to Internet" 3. Turn off the electronic device and rethink why you are posting on the forum. It isn't a scientific journal. This man posted a meme that was quite well deserved imho. Bro, that's ice cold. Maybe next time you could leave the guy alone...
    10. Mered4

      Modular reactors still viable?

      Power supply blocks are not perfectly efficient. It's about 3/4 of each power point supplied. When you build the modules to the appropriate dimensions and generation power, it can reach up to 4x the power generation of a power cube on the latest build. You use a damage pulse slave in an...
    11. Mered4

      Modular reactors still viable?

      I haven't done this personally, but our engineer, 4plains, has achieved x4 efficiency with his slightly smaller modules. Mine is closer to 1.25x
    12. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      I don't think you realize how devastating to a server a ship with internal docking modules can be. It is anything BUT exciting and interesting and stuff. MFleet might even BAN their use if the problem gets any worse, tbh.
    13. Mered4

      Modular reactors still viable?

      AGAIN, the ENTIRE MODULE, with supply beam blocks, power reactors, power caps, thrusters, shields, and shield rechargers is MORE EFFICIENT than a cube of power of the same volume. Got me?
    14. Mered4

      Modular reactors still viable?

      That's horribly inefficient. If you build the reactors correctly, the only downside is possible server lag.
    15. Mered4

      Modular reactors still viable?

      Actually, if you were to compare the power regen of a reactor *cube* to a module of the same volume, the module wins every time after the ship reaches soft cap. For example, the primary modules I use generate 746000 e/s, whereas a power cube of the same volume generates around 560k.
    16. Mered4

      A discussion on economy: By the numbers!

      Sorry, thought I was attacking your math. :oops:
    17. Mered4

      A discussion on economy: By the numbers!

      Regardless of how many people you bring together, each one will need their own ship. I don't like limiting FEATURES to people with higher organization skills - this isn't EVE, much as you or I may want it to be. That's still 33 hours per ship per person, which evens out to 33 hours per person...
    18. Mered4

      A discussion on economy: By the numbers!

      I'd also like to add to your list that we not make it overly complex. Sometimes people forget how devastating to new players complexity can be Which does work (to an extent) in scales of, say, fighter -> frigate, IF the frigate isn't using lock on missiles. But between a 100k mass ship and...
    19. Mered4

      Regarding the blueprint revamp...

      This guy. I like this guy. :D
    20. Mered4

      Developer Q&A - November 2014

      Going to reiterate on one of marcus' questions: 1. Can we get ship repair by blueprint? Possibly in the shipyards? Or maybe the way Robocraft does it, but with astrotechnicians. Here's some OC: 2. What do you guys think of adding some new exotic weapons, like Wave guns (think SoSE)?