Damage is good, it requires a TON of power to even fire that thing. The normal formula is 10E:1D and the overcharge formula should be 60E:3D or 20E:1D. I think the stock hulk missile does 900 damage and 9000E, so the overcharged hulk would be 2700D for 54000E. Honestly with the stock hulk...
Hmmm I think I am now having trouble with "- added better handling for client cache, so that servers can better determine if a chunk has to be re-delivered" from the last release, I started my server and one of my ships refused to load. Started it again later and a different ship will not load...
Yeah engines now have a mostly linear scale, the seem to scale like power tanks now and shape doesn't matter.
I've also noticed the cannon speed is now 200, half the 400 it was originally when people claimed it was too slow and it was bumped up to 800. I was fine with 400 myself but 200...
There was a discussion here on the change including the new equations. It was an equation similar to power but not exactly. The new equation ment you would get a penalty if your thruster didn't extend at least 1 meter in every direction.
The old equation for thrust was thus;
( x+y+z-3) +...
I love the new system, it just needs some tweaks. Before everything just was a high damage machine gun but now there is some variety in the mix, top that with the effects system. Why would anybody want how it was. Now it most definitely needs balancing. Before the update my primary strike...
Well .153 brings shield balances. I can finally break the shields of my target isanths (although it took forever to kill 10 Isanth-VII ships because the missiles are still useless, they fire but cannot hit small ships) dog fights are now possible... well a little more possible, I am probably...
Is there any way that you can actually make explosive effect act like a missile explosion instead of just mimicking it? Or does that have the same performance issues when you are able to fully rapid fire them?
Would the same scaling method the punch through has work for explosive? The initial impact should spread to the first 5 blocks, if those blocks are destroyed the damage should propagate to the next sets of adjacent blocks.
This is relevant:
http://bugs.star-made.org/issues/358#change-2287
Talks about adding the power nerf from having multiple projectiles on a single computer to activators. With this I really don't see why they would not allow us to have activators in the hotbar.
So pierce will also be able to keep going until it's damage runs out like punchthrough does? As long as it's also percentage of total and not remaining. So if you do 50% damage you can kill a block in two hits instead of 50% the first hit, 25% the second. I would much rather a buff of the...
A 1:1:1 Artillery Piercing weapon that size would probably need 1/2 the peirce modules to blast right through those 100 meters of hardened hull and keep on going.
All the "damage spread" effects are weaker against shields, but I don't think it's substantial.
I was thinking of that too. The...
I think the whole point of the shield buffs was to combat instant kills like that, also the planned HP system will make coring not a thing so there is no game mechanic reason not to have AI accurate.
Okay in my testing I have found that the punch through effect seems like the only viable option on large cannons (besides shield breakers). Explosive and pierce have a very specific and limited range of damage. Pierce will divide the damage as the projectile passes through, 50% 25% 12.5% 6% 3%...
I know people won't agree but in this case I am not even if it's different sides of the fence arguing, I think some of the same people who complained about it being too accurate may be now complaining about them being too bad. I do want a high degree of accuracy especially with the new system...
"Bug #359 (Resolved): Recovered Cores (Overheating) Cannot Be Hit by Cannons"
As a new (trial)tester seeing my reported bugs get squashed makes me proud. Good job and keep up the hard work.
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