Once again, you are wrong. The listed numbers are correct in most cases. Yes the listed damage for pierce weapons isn't shown but "puncture" doesn't effect missiles that much anyway, the listed damage on overdrive also is inaccurate as the damage is applied per block after impact.
You can...
Those numbers listed are backed up by my knowledge of how much damage every weapon system in this game is supposed to do. Every weapon/slave/effect is supposed to add 5DPS (except beam master). When you add an effect to a 1:1 weapon slave each module adds 10dps instead of 5. Therefore the...
@Chances_Ghost
While you may be right about the radius you're still wrong about explosive not being useful on smaller missiles.
These two missiles listed damage is identical, can you guess which one made the bigger hole? Now there is a bug where effects add double damage so the two missile...
Explosives is far from useless on smaller missiles, it does extend the damage dealt, this is from practical testing, not just math. The max radius is easier to reach than you imagine. But if you like math I can tell you it would take a sniper missile of both missile and beam modules equaling...
you just need to adjust the link: http://oldsite.star-made.org/node/9185
You can do this for any blueprint as long as they still host oldsite.star-made.org
Bugs need to be fixed, such as the one that makes missiles deal massive damage to turrets if they hit the mother ship.
Missiles have seen some balancing tweaks recently, hulk missiles are extremely slow and sniper missiles now consume a lot of power.
Additionally when the HP system comes...
How will it not effect the current way of getting ships? If enough people convert to using Benches site they have no incentive to also upload to Starmade dock. In fact it is disadvantageous for them to do so as that's less "credits" they can earn on the meta site. Therefore less ships will...
As far as I know there is still a bug that causes missile splash damage to any indirect targets to be huge compared to what it should be. This makes turrets especially weak. It should be fixed sooner or later but until then missile defense is your best option.
Hopefully Ion Defense benefits...
There is a bug that makes effects add double damage their intended damage at 100% slave. Thus 1:1:1 weapons are 25% more power full than any 1:0:0 1:1:0 or 1:0:1 weapons of identical size. This makes them consume more power. Damage is linked directly to power, if your weapon deals 1000 damage...
Your information is out of date. The "pierce" effect has been dropped for whatever reason. Pierce and Punch both have an effect called "Puncture" this is what punch had and still uses. The difference is pierce does double system damage at 100% but zero shield damage and punch is supposed to...
I've been doing a lot of weapon testing recently so I know my way around them and intimate knowledge of the changes.
All weapons are based on sector size now. Cannons are capable of shooting across sectors, beams are only able to go half, and missiles are like 160%. Weapon speed is also based...
You are more then welcome to submit a bug report, just check to see if it already exists and don't use high priority unless it actually qualifies for high priority.
I've only found Overdrive to be useful on small turrets myself, because these turrets leech power from the mother ship I don't really care about the 3x power consumed.
Support beams are completely trashed in the latest update but everything else other than beam slaves should be untouched...
Completely different problem and you should be glad for this change. Before beam slaves didn't add damage so all sniper weapons had 1/2 the DPS of similar sized weapons or 2/3 for those with effects. The added power drain is because of the added damage as power and damage are directly linked.
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