I'm more worried about the fighter drones.
A lot of people don't put nearly as high of efficiency into their fighters as they should for effective drone functioning - too much hull, too little pew pew and power gen.
So, just found something out related to this that isn't just an annoyance - it's outright gamebreaking.
Astronaut positions appear to be saved constantly, rather than simply at the autosave intervals.
When a server crashes and you're in transit in a jumpship, you have a very good chance of...
Yeah, sure. I'll have to replace the main anti-hull guns with something other than punchthrough cannons, though, since they're pretty much worthless now. That fight went on way too long since I wasn't able to do a one-shot core D:
Not particularly. You have to worry about jump drives, and the only way to make Stop and Pull effects viable on ships is to make them your main weapon, thus nerfing your own damage potential.
Really, though, drones would be more effective in an open environment if the AI were simply less awful...
They're just an enormous pain in the ass to set up and use outside of an arena environment, and they're ineffective in open space because people can just run from the moronic AI. Those are seriously the only reasons nobody uses them often.
*in* an arena environment, though, they tend to be...
With large quantities of drones, you can *already* totally mangle a much larger ship, assuming it doesn't just run from the drones.
The more drones you use, the lower the percentage of the victim's mass you need to use to kill them.
...Do you actually play multiplayer?
Machineguns are the *only* choice for cannons that won't get your ass kicked lately. The chances of hitting someone flying at 300m/s in a curve, 1.5km away with a single shot are miniscule, at best - and with single-block-per-hit damage potential...
No.
With Newtonian flight, you don't always have to move forwards. Accelerate, then turn and fire while moving laterally in relation to your ship.
Not to mention that I said most strafing, not all. Easiest way to make it more reasonable is to make movement require thrusters facing the...
That only really works with atmospheric style dogfights.
In Starmade, more and more often we're seeing sector sizes growing bigger and bigger. Engagement ranges are now measured in kilometers. You can't really outmaneuver something when you're at that distance - you can only dodge gunfire with...
Because you don't have a steady firing point. What if you're in a very close range fight and need to turn at maximum speed and fire at the same time? You'd have to estimate where your shots are flying.
I want, at the very least, a clientside option to fire straight forwards instead of having...
Yeah, no. Zoro is just personally at war with everyone else.
Almost every "enemy" faction you see on the faction list was either at war with Odium prior to the update and declared war by hand, or had their shit shot up by Zoro's Super Intruder after only three in-server days had passed after...
This goes alongside the Multiple Hotbars suggestion.
Right now, to my knowledge, it is impossible to effectively save the configuration of a given blueprint's hotbar. This means that any time we wish to spawn a new ship in, we have to spend just that much more time organizing the hotbar to...
No. That's just unfocused fire - it still follows the mouse.
There are a few benefits to firing with your nose pointed directly at your target while turning - notably, you can keep specific segments of armor aimed at your enemy.
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