Exactly how is this different from the docking beam? It is able to be used as a docking beam or an activator beam depending on what mouse button you hit. Functionality to trigger activator blocks will be added later.
Edit: Nevermind I get it now, you want a block that acts like the other...
Yeah I would much rather the other two effects be brought up to match punch throughs level of effectiveness than punch get nerfed. I know there is performance concerns with adding large explosive effects to potentially high damage rapid firing cannons but I'm sure Schema and the crew can find a...
When the shield regen is high enough that even two ships the same size, or one ship that is clearly superior but it cannot destroy the weaker doesn't mean it will take a while, it means impossible, is it currently is now.
Calbiri Has there been any further development towards balancing explosive effect VS pierce/punch. I've also noticed peirce effect is yet to be updated and I was wondering if I should submit an official bug report for this.
True but in most circumstances when building a circuit it is all you need.
Also do you mind building your t-flipflop as a ship and uploading it to this thread? I tried several times to get it to work and it never does anything.
The easiest T-Flipflop is a string of activators all in a 2 way chain, because they are all linked together they will all toggle regardless of which one you activate.
None of my ships have been updated for the .15 weapons update, that's why the guns shoot slowly (3 second reloads for stock cannons). Increasing the fire rate will also not make them break shields faster unless you give them the Ion ability as all cannons the same size will have the same DPS...
"Shield tweaking will have its golden age of attention and thought, once combat reaches a state were balance is a must."
"Oh hey I'm fighting this ship that has superior firepower, I should be dead but I am not and my weapons are not strong enough to take out his shields."
That state has been...
I'm not even fighting against gigantism, I don't like it personally but I'm not going to tell anybody how to build. Having gigantic ships having to be built with a 1:1 shield to weapon ratio and only being able to be killed by other ships built the same way is what I have a problem with. The...
I fully intend on waiting, but if we don't speak up (as alpha testers) than the problem may go unnoticed by the developers and cause even more problems down the line, if further features are implemented relying on a broken feature that's already in place, those features will also have to be...
We don't need stop gap solutions and "I'll fix this later" for real and current problems. That will do nothing but make development time increase as Schema will have to dedicate time implementing this "temporary balance measure" when he could spend that time actually fixing it in the first...
Waiting to balance is all well in theory but gets thrown out the window for public alphas. Yes, we are all alpha testers but if the game is in an unplayable state because of bad balancing it becomes imperative to find a proper solution.
I'm still partial to the three tier system I proposed earlier
Under fire - no regen
in combat - slight regen
out of combat - full regen
With the shield strength and damage being dealt determining how long your shields are in each phase.
Actually that is exactly the issue I am discussing, it is far too easy to create an unwinnable situation where both ships do not have the firepower to overcome the combat regen of the shields. Thrust changes will not fix the fact two identical ships can be built incapable of killing each...
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