You sir, got something totaly wrong:
The recovery value isn\'t the reggen tick. It\'s the time you need to not take damage before regeneration starts (with the full value). This means super big shields need a longer time before they start reggen but they still regenerate faster and they are bigger.
ok let\'s try this:
press windows+r
type \"eventvwr\" and press ok
select \"Windows-Protocoll\" on the left side
select \"System\"
look up what happened at the time when your computer blacked out
This should give you a hint on what happened.
I like the concept of stronger armor types (with the trade-off of having more mass).
The problem of rockets with hull is that layers of armor don\'t mitigate the explosion. If a layer of armor is behind another the 2nd layer should get less damage from the explosion than the further layer but...
Minecraft is nearly free of any PvP aspects thus there is much less reason to cry. I could not even imagine what \"balancing\" means in minecraft^^ And Starmade is nearly pure PvP atm.
The default value for "REMOVE_MODIFIED_BLUEPRINTS" is true AND adding/removing blocks outside of buildmode flags blueprints as "cheated".
This leads to blueprints getting deleted if you spawn a ship where you ever added blocks by hand before saving.
Since i lost a couple of blueprints this way...
17814 blocks give 4 sec recovery delay which would match your pattern (16001 to 64k = 4.0sec)
EDIT: And the 1812 blocks of my frigate lead to a 2sec delay... i think this proves your theory.
I think the change was made to make shields a \"additional HP-pool for defense\" instead of a \"invincibility against everything that\'s smaller than you\". The changed favours high shield pools over high regeneration rates (which was imho the core problem in the old system).
I can only guess atm but there were suggestions on shields to make them stop regenerating when they get hit.
Since i was observing a bigger recovery value on bigger shields i\'d guess it\'s some kind of factor on regeneration that decreases when under fire. I\'d suggest to observe the value...
I slavaged both from asteroids or planets already. But that was before i started my notes on asteroids. But Metate was the last mineral i ever found which would support the \"rare\"-theory
Aura... he sais: \"Shield capacity benefits from a non-adjecent grouping system.\"
Ok now plz tell me where is the benefit from \"XOXOX\" in opposite to \"XXXOO\". Since he sais there is a benefit for non-adjacency i\'m realy curious what it is.
\"Not benefitting from adjacency\" is something...
X = shield O = hull
XOXOXOX gives the same shield as XXXXOOO does. Isn\'t it obvious that in one build the blocks are adjacent and in the other they are NOT? And still do the same? It doesn\'t matter WHERE i place them... they work always the same as long as they are part of the ship.
If you...
I just c\'n\'p some botes i made for myself on the same topic, use them as you want:
Ice Asteroids (Full Covered): Extranium Cenomite
NOTE: Ressources are below the ice layer.
Ice Asteroids (partly covered):
Plextanium
Negagate
Metate
Rock/Soil Ice in Core Asteroid (mixed surface):
Insanium...
1. - anti matter cannons reload needs extream buffing
reason - when you adjust the anti matter to power 0% - distaince 0% - reload 100% - speed 0% you get a gun that deals 1 damage every 1.5 sec.
I propose that if you dedicate your gun mostly to reload, at 100% it should fire 0.1 sec...
They are only scouts. Neither do they have fire power to do damage to any \"serious\" ship nor do they have shields and hull enough to resist any attacks.
The information in the shops is just not up2date. Don\'t you see the difference on how power generators and weapons work to how shield blocks work?
In the description is something written about Cloaks and Jammers how they benefit from size and shapes... that\'s not true either. If you use one...
That\'s bullshit. The word \"adjacent\" means adjacent (SUPRISE). Not anything you think it should mean.
SD HCT xm3.4 Power Blocks, Weapons Blocks and Thruster Blocks have adjacency effects. Shield effects don\'t have. If they are adjacent doesn\'t matter. And just because you think...
Your shield capacity is: 905 * [# of Shield Dispersers]^0.5
Your shield regen is: 2 * [# of Shield Dispersers]
Since shields still keep regenerating while under fire the more interesting value is regeneration. If you have let\'s say 5k shield dispersers you are invincible to any foe with less...
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