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    1. N

      Bugs that are non-reproducible

      Honestly i would hope so, otherwise the layering would get kind of crazy, and id hope that radius includes shields on docked enities too
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      Bugs that are non-reproducible

      What do you mean turned off? if they are downed i would assume not but if you mean disabled in some menu (not possible to my knowledge), then idk
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      Bugs that are non-reproducible

      I have tested literally nothing, but my understanding was that either the centers of a group or a whole group would not be functional if inside another groups radius, though if you could put them close to edge to edge and depend on enough of a group being knocked out to decrease radius so that...
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      Dev-Thread: New Shielding System in devlopment

      I would agree that having shield strength in different areas be a configurable is a cool idea that would add a lot to the game, but having it done the way that it is (and i don't have any better suggestions for how to do it, other than maybe just a shield tab like the thrust one that allows you...
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      Dev-Thread: New Shielding System in devlopment

      Any small ship is a glass cannon, some people just don't like making the cannon part. Any ship that really has shields that are that difficult to penetrate is going to be weak in damage, which allows you the extra time to deshield them. Current shields promote excessively large ion arrays not...
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      Dev-Thread: New Shielding System in devlopment

      Excluding ridiculous match ups like a 5k vs a 100k, this is completely false, a well designed ship can easily beat something much larger than itself, depending on the builders skill, killing 2x mass is no problem, if you are a good pilot with a great ship, 5-10x can be done. This also doesn't...
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      Dev-Thread: New Shielding System in devlopment

      Unless you are actually breaking the game, no ship is anywhere near invulnerable, offense beats defense by such a wide margin that it is ridiculous. In many cases big ships only suffer for their size. This shield change doesn't really improve anything or address any problems the way it is...
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      Dev-Thread: New Shielding System in devlopment

      I want to ask what you mean by this before making a reply, so what do you mean by this?
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      Dev-Thread: New Shielding System in devlopment

      As I stated on the previous thread, this just weakens cannons and beams and buffs missile alpha. Any block damage system has to be able to effectively exploit the areas opened by taking down any given shield group, missiles, given that they all fly from the same launch platform with the same...
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      Bugs that are non-reproducible

      If this does not change then this is a lie. Even so, it would really only screw beams and cannons as alpha weapons, but missile alpha would only be stronger in comparison, as any volley strong enough to break shields could easily overheat a ship or get near to that. A block damage weapons...
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      Bugs that are non-reproducible

      I don't think it does that at all, I agree thats what they are going for but it won't stop the extreme builds at all. Defense is already pretty meaningless against a ship with decent weapons on it, and having a shield system like this makes a lot of ships weaker. This system punishes me for...
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      Bugs that are non-reproducible

      What is this supposed to achieve?
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      DD_02_Class 2017-10-24

      4x 5000/5000/4750 Beam/Beam/Ion arrays. 5000/5000/5000 Beam/Cannon/Punch array with 10 outputs, I think. 117 output stop cannon array. Missile turrets capable of decent damage, some pierce some explosive. Explosive missiles are vertical launch and on platforms that should theoretically power...
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      Questions regarding Alpha Damage

      I think you are exaggerating a decent amount, target speed does heavily affect ai accuracy, but with any decent sized conventional ship as your target moving at standard server speed + overdrive, you will get some hits.
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      Questions regarding Alpha Damage

      To my knowledge, missile turrets are pretty much always going to be about the same kind of accuracy, but it really is pretty impossible to make any strong statements about turret accuracy beyond that. In general, if a server has good ai accuracy setting my beam turrets are relatively reliable...
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      A Solution To Flying Spaghetti Monsters

      That is offensive.
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      Questions regarding Alpha Damage

      Well, I see your point, I still disagree with your methodology, but in any case we have, between our mostly conflicting opinions, effectively answered the question originally posed in the thread, and because of that I don't see much reason to continue. I apologize for not addressing this sooner...
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      Questions regarding Alpha Damage

      Yeah, I looked this up almost immediately after I finished my previous response, and was a little surprised. However, I seriously question your ability to effectively engage at these greater distances (assuming 10 km sectors or larger), unless you are relying entirely on turrets. And if you...
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      Questions regarding Alpha Damage

      Poor choice to ignore them. They do still have some issues when it comes to sector boundaries if I remember correctly. They are useful for more than just beam/beam and beam/pulse (I have never used beam/pulse because it is not long range and has very high power consumption, and therefore not...
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      Questions regarding Alpha Damage

      If by alpha you mean 1 group beam/beam or cannon/beam setups, then yes, they are only really useful for shield damage and should have ion effect with a percentage somewhere in the high 90s that still allows it to break through several layers of armor. But if its multiple groups or missile...