WHAAAAAAAAAAAAAAAAAT???? *Jumps all over the place and runs on walls*
*Hype overload*
Is that in the "to-do" list or the "done" list? Hopefully it's in the latter. Oh the sweet sweet drone glory.
I agree. I personally try to avoid getting my ship ripped to shreds and prefer when it doesn't. I wouldn't mind nearly as much if we had shipyards or a ship repair system in place, but we don't.
Probably both, lol.
And honestly, missiles are a much better block removal tool. They can lock-on, are infinite, have better speed AND make bigger holes.
To achieve that a ship would need more mass than the enemy ship, or have basically 0 shields left. I'm just trying to figure out a good balance for equivalent mass combat.
Sorry for being aggressive, I was actually annoyed at something irl and passed it out on you.
I actually quite like your idea. Not sure if it'd be applicable ingame though.
And the entire point here is to get something at least half decent until we get the long term change. It wouldn't divert...
Vanhelzing what part of "SHORT TERM SOLUTION UNTIL THE HP SYSTEM IS IMPLEMENTED" do you not understand? Of course breaking blocks and ripping a ship apart would be more fun.
You obviously have a solution that can be implemented almost instantly and that can temporarily fix the instakill fest...
I actually adressed the problem of alpha strike. I just didn't do calculations with it (which are the same). I wasn't super clear on that, I'll edit to fix that. And I DO adress gank tactics at the end of the post... With high enough shields it becomes extremely risky to use gank tactics since...
1) Editing shield values would take 10 seconds.
2) Read this http://starmadedock.net/threads/proof-that-higher-default-shield-capacitor-values-would-be-a-good-thing.5823/.
I 100% agree with the first part of your post. And there's no discussion to be had. Just read that post I linked and you'll...
Note: This is only about shield CAPACITORS. Rechargers should stay the exact same. Also, there's a TL;DR at the end.
I've recently seen some people claiming that increasing shield capacitor values wouldn't increase combat time because people would just use higher weapon ratios. This is false...
Vanhelzing Lecic Your logic is flawed. That's cause you assumed that everyone would use a higher weapon/shield ratio, in which case you'd be right. However, assuming that you have two ships of equal mass with a similar combined amount of shield and weapon blocks, the one with the higher shield...
Easy, just increase shield capacitor values. Right now, the time to kill between a weapon blob and shield blob of the same size is around 3 or 4 seconds (and that's without considering missiles, which have much better burst damage). Weapon and shield damage/absorbtion values are just completely...
Weird, I've never had an issue with my internal drone racks. I've deployed them multiple times, even in a combat situation while moving and have 100% launch success. I also find that it works better on servers, which is a good thing. I had to do tons of tweaking while building it to get it...
I'd be fine to have the main shields absorb a percentage of damage towards the turrets with that percentage being determined by the size proportion between the turret and main ship. So that way PD turrets wouldn't all get blown to shit by single missile hitting the ship but bigger turrets would...
Thanks , that really means a lot to me :)
As for the PD, I use two overlapped single block group cannon grids. That way there's basically a wall of cannon going at the enemy missile, ensuring that it gets hit even if the AI doesn't have perfect aim. In addition to that I slave the entire thing...
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