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    1. AtraUnam

      Damage Pulse, the forgotten weapon

      On topic!? Herresy! I would simply make it how it used to be where radius was determined by group dimensions and damage by total block count. At the time with the poor explosion calculations and lack of weapon effects it was kinda crappy but these days with our nice shiny tertiary effects I...
    2. AtraUnam

      Damage Pulse, the forgotten weapon

      Missiles are optimal at around 400k damage apiece and do not suffer from the same decreasing curve penalty as cannons and beams. Additionally waffled alpha weapons fired by AI or logic (to circumvent the power penalty) can avoid the damage penalty by splitting that big inneficient projectile...
    3. AtraUnam

      Damage Pulse, the forgotten weapon

      No schine deliberately reduced the damage of big guns in order to cut lag by reducing the number of blocks killed, it should be noted that big guns still do full shield damage. And yes this puts all big guns at a disadvantage and is why metaguns that make use of multuple small projectiles are...
    4. AtraUnam

      Damage Pulse, the forgotten weapon

      No its a mechanic schema added shortly after the weapon update to prevent cannons causing massive amounts of block calculations. Essentially the amount of damage left in the projectile is automatically decreased for every block hit, the more blocks hit by a single projectile the more of its...
    5. AtraUnam

      Damage Pulse, the forgotten weapon

      It did not, I was firing at a 1000m thick plate of standard armor in order to maximize efficiency for both weapons by making sure there would be no overpenetration. And while its true that an alpha weapon is meant for 'massive upfront damage' rather than DPS it fails at even that because despite...
    6. AtraUnam

      Damage Pulse, the forgotten weapon

      Due to how damage scaleing in this game works alpha weapons are inherantly and automatically worse for block destruction, even assuming a 100% hit-rate a 1000 block C/C will do more damage over 16 seconds (or whatever the reload of c/p is) than a 1000 block C/P. This is because larger...
    7. AtraUnam

      Damage Pulse, the forgotten weapon

      I'd just like to point out to everyone that beyond the range of beam/beam human beings are effectively incapable of hitting anything without the use of a lock-on weapon or firing a metric shitton of projectiles, this somewhat nullifies the range 'disadvantage' of beams.
    8. AtraUnam

      Ship Generator Mk1.5 - Super .Bat-ass upgarde!

      Made it 800% better
    9. AtraUnam

      Prerelease Up

      Woo bug fixes! Putting in the build tools before the power update in order to help us refit was also a nice touch :)
    10. AtraUnam

      Randorang (The randomised pirate fighter) 2017-07-07

      A proof of concept ship that randomises its apperance and weapon loudout upon spawn, presently it spawns with any 2 of the following weapons: beam/cannon/punch, cannon, missile/cannon/punch, cannon. Its honestly not a particularly powerful pirate on its own with its main purpose being to test...
    11. AtraUnam

      Damage Pulse, the forgotten weapon

      A permament damage area could also be nice, finally get some good melee weapons going, massive power draw but it would deal massive damage to anything in the radius, line a prow with them and go ham.
    12. AtraUnam

      Damage Pulse, the forgotten weapon

      I would simply make pulse how it used to be, dimension based radius. That way it could become a niche weapon for large ships to to use against drones by detonating massive several hundred meter wide pulses.
    13. AtraUnam

      Damage Pulse, the forgotten weapon

      I'd like to point out that at no point was 'damage pulse' ever named 'minelayer' that was a completely different weapon that was at no point in the game.
    14. AtraUnam

      Damage Pulse, the forgotten weapon

      The only feasable use I can come up with for damage pulse is a cloaker that uses pulse/pulse/punch to sneak up and gut ships from the inside out.
    15. AtraUnam

      Devblog 18th June 2017

      Would this compromsie satisfy everybody? -buildmode is always available in shipyards, creative and admin. -buildmode is available on both ships and stations provided they have full SHP -buildmode is not available on strucutres that do not have full SHP This would allow easy building of starter...
    16. AtraUnam

      Heavy Cannons(Battleship type)

      No armor got changed in a way that makes advanced armor weaker because schine cannot into multipliers properly. I'm holding off on building a new dataset until a planned(tm) armor change occurs.
    17. AtraUnam

      Devblog 13th June 2017

      Good luck Auburn I wish you the best of luck in the future.
    18. AtraUnam

      Heavy Cannons(Battleship type)

      This data is no longer accurate due to some alterations to the armor system since its recording, it should still be accurate for standard armor and hull but not for advanced armor.
    19. AtraUnam

      The absence of certain people... is like an absence of air to breath.

      The absence of certain people... is like an absence of air to breath.
    20. AtraUnam

      StarMade Ship Systems 2.0

      Thoughts while reading post (in order): This is retarded This could actually work This has some cool features This has some clear issues that will presumably be fixed in testing I think I like this but I suspect it to be strongly explotable in some unforseen way.