If this is how they chose to reduce spam, then MISSION FAILED.
If you want to stop spam, you need to fix missiles themselves; not just build filler blocks to compensate for a flawed system.
The problem with missiles boils down to the following:
1) missile speed is decreased if you use the M/B...
Not gonna lie; I'm working on a large (by my standards) ship with a powerful beam weapon. Despite its power, the beam is barely noticeable in all the other fireworks. Seems really wrong.
The block "grate slope" would make a decent staircase - both functionally and visually, if the crossbars were rotated 90 degrees.
Likewise, the regular "grate" makes a good looking ladder. It would be nice if you could actually climb it like one.
Runas /user:Dr-Whammy Thread_Necromancy.exe
Quick question guys,
Is the jump drive "supposed" to be auto-charging after the the recent update? If so, does this work on all ships or must certain conditions exist first?
The reason I ask is because I've noticed an issue where a drive on...
Screen shot of the hangar bay in my new command ship. The ship is "functionally" complete but I need to finish the armor and hull.
I have entirely too many drop-ships and fighters in here. ...or perhaps not enough. ;)
Experimental ship mounted missile launcher:
Fires a salvo of 4 guided missiles in a forward arc with some vertical aim capability. Deals over 800,000 damage per round with a quick rate of fire; good for sustained bombardment. Effective against armor and devastating against exposed systems...
Not quite. Some may be close but I didn't look up the dimensional specs. I was trying to keep them within a certain size limit so I can put them in my standardized hanger bays. I know the A-Wing is actually way oversized; as the real one isn't much bigger than a sports car.
Fighter building intensifies!!!
Rebel StarFighters: A-Wing, X-Wing and Y-Wing
Imperial TIE fighter and interceptor
The GunStar from The Last Starfighter. Death Blossom sold separately. ;)
Now that we can spawn in a docked entity from a blueprint, directly on to a rail, do you think auto-stocking hanger bays are still needed?
I've been testing out a new transport/cruiser with enough space for 9 active fighters and up to 5 more in reserve. In just a few minutes, I can spawn in...
My complete power 2.0 fighter lineup so far. All ships adhere to a strict size limit of 15x15x9 meters so they can fit in my carriers and transports.
SF-37. You already know my basic fighter: Its weapons and equipment varies by mission but this little guy hits much harder than...
That's a sharp eye you have there.
I borrowed very heavily from these drop-ships and the Cheyenne drop-ship from Aliens. Now I need to make one that can fit my power armor and still fit in the main ship's docking bays.
While I actually like cargo pods, I must admit they don't serve as much of a purpose as they used to, due to load/unload rails.
So I've decided to try something a 'little' different.
This is a new drop-ship designed for use with a multi-purpose transport/cruiser I'm building. The idea is to...
Das Omen!
Looks nice. In your experience, is 2-4 blocks of adv. armor is enough to stop most incoming fire?
I find armor to be an appealing choice but I'm not a fan of the loss of mobility that comes with it. I also find that most decent missiles will strip through between 2-5 layers of...
My experiences with Beam/Beam:
- I like the armor/block penetration. Given enough size, this thing cuts through armor like paper.
- It sacrifices AOE/acid damage effect for penetration; somewhat limiting its effectiveness against systems.
- It got substantially worse anti-shield performance...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.