Search results

    1. Winterhome

      Shipyard Revamp: Use Test Sector?

      You're forgetting that many, many ships require prefab entities to be docked in specific ways, such as point defense turrets, internally docked entities, and the like. Simply using the Create Docked Entity functionality or creating cores and such isn't sufficient.
    2. Winterhome

      Shipyard Revamp: Use Test Sector?

      This. This is perfect. It gives us a reason to use the test sector and gives us reasonable build limits, and fixes some of the biggest problems with shipyard creative. Please give, schema. <3
    3. Winterhome

      Formiden Colonial Mandate - New Name, Same Old Tricks

      I think the bizarre way the ship rolled is a bug. Everyone's got it - instead of simply turning, you get a freak of a loop with your cursor that throws your ship's nose around like a shitty opinion.
    4. Winterhome

      Planned Decluttering the screen: Replace Popup Window functionality with sane alternatives.

      We already have icons displaying whether the ship is under the effect of an Effect system - both own-ship and other ships' weapon impacts. I would like to see a number displayed beneath own-ship Effect indicator icon, showing the percentage of the Effects in use. To make it clearer which icons...
    5. Winterhome

      The Union of Intergalactic States

      >big alliances k
    6. Winterhome

      The EE2 Project

      k
    7. Winterhome

      Damage beam/cannon VS cannon/cannon stats discrepancy?

      Oh, thanks! I was wondering what exactly was happening. So I'm guessing the piercing effect is still being treated as though it's being applied (sometimes), resulting in the beam's damage being cut based on its supposed penetration? I thought it might be something like that, but I wasn't ever...
    8. Winterhome

      Damage beam/cannon VS cannon/cannon stats discrepancy?

      At close range, cannons are still king, of course. But beams might be more reliable as Keptick is saying. The thing that's up in the air for me is that beams might not have enough punch to kill adv. armor as reliably as cannons do - since they appear to be at least slightly bugged against armor...
    9. Winterhome

      Blood and Steel Season 3

      There were no such terrain features last time and the swarm boats got totally stomped for the most part.
    10. Winterhome

      Trinova Technologies: Join Today! (NFD-Trident Industries merger)

      He seems to be under the impression that a Trinova capital ship isn't capable of destroying a handful of broken Vaygr drones (allegedly still mounting docked reactors), and that such a thing would have to be staged to be possible. This is good. I like this discussion. Please, continue.
    11. Winterhome

      Damage beam/cannon VS cannon/cannon stats discrepancy?

      Look, if you're using only 2-3 layers of armor, you're obviously going to get fucked by missiles. 5 layers of armor will, however, utterly ruin a 5000 module missile/pulse/piercing array's damage potential, and 6 layers will completely stop it. That's not as thick as you'd think. In general...
    12. Winterhome

      Damage beam/cannon VS cannon/cannon stats discrepancy?

      lol You sure you're playing the same game I am? Armor utterly ruins missile damage. Thick armor fucks missiles harder than even point defense turrets do, and missiles do somewhat worse average block damage per second than cannons do because of how explosions work. Missiles are only good for...
    13. Winterhome

      Blood and Steel Season 3

      On the stream the other day, Raiben made mention of the tournament possibly being on the weekend after this one, but until confirmation, I'd assume it might be pushed out a little further than that. Everyone should refit and resubmit their ships in celebration of the new update that removes...
    14. Winterhome

      You just got to love the chunk system used on vehicles.

      Oh great. This thread's still kicking. My patience wears thin these days. Listen, mate. If every developer listened to backseat drivers/coders, then we wouldn't have functioning software at all. I don't care what credentials you claim to have.
    15. Winterhome

      Power Auxiliary: Extinguishing the engine fires.

      the warranty is void the instant they install it - remember, this is the Federation we're talking about
    16. Winterhome

      Power Auxiliary: Extinguishing the engine fires.

      Back when docked reactors were a thing, I always had a display set up in my core room (and occasionally in front of my main cameras) made up of flashing lights, linked up wirelessly, to tell me when
    17. Winterhome

      Power Auxiliary: Extinguishing the engine fires.

      Ah, yeah, that would make more sense. It would be an enormous pain to go through and manually shut down a single reactor grouping, though, what with how the GUI looks. It would need to be a separate button - some sort of "Shut down damaged reactors" thing or whatever. Still, I'm not such a big...
    18. Winterhome

      Power Auxiliary: Extinguishing the engine fires.

      It doesn't work that way. By self-crippling your ship, you're guaranteeing that the entire ship is lost. Combat doesn't end faster than the explosions continue, mate (we're looking at a minute and a half tops vs. 10 minutes to 20 minutes of 1v1 combat) - and most ships that're large enough to...
    19. Winterhome

      Blood and Steel Season 3

      In celebration of the update removing docked reactors, and because Raiben mentioned something about being allowed to update ships for that reason in his Twitch stream last night... Here, have the new, improved, and finally decorated TMS-LFG03A Blast Viper.
    20. Winterhome

      Power Auxiliary: Extinguishing the engine fires.

      You might also consider that forcing rebooting before reactors can be reenabled would be a guaranteed way of ensuring that nobody ever uses such a damage control mechanic for any reason whatsoever.