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    1. Valiant70

      Prerelease v0.200.250

      I could see it working, but not on its own. We almost need a HP value for each system individually at this point. Break enough of a gun and the whole thing quits working. Break enough thrusters and you're dead in the water. Break a large chunk of a chamber and it quits. Break enough of the...
    2. Valiant70

      Prerelease v0.200.250

      Quite honestly, I have no idea how this is going to play out until I see the plans for the weapon update.
    3. Valiant70

      Prerelease v0.200.250

      Stabilizers need to be completely redone. Trying to balance old and new power against each other is ridiculous, and I think it would be stupid for anyone to enable both at once on their server if PVP is allowed in any capacity.
    4. Valiant70

      Prerelease v0.200.250

      Not only is there a counter to alpha bursts in the shield chamber, but that wouldn't be a win-all strategy anyway. If you concentrate the stealth ships on the main bulk of the enemy's force, you'll have a fleet that's relatively weak for its mass once revealed. Can you even fire while cloaked...
    5. Valiant70

      Prerelease v0.200.250

      A black ops battleship could sneak in somewhere before revealing itself and attacking. If you nerf it too much based on mass, only tiny ships could do that making the strategy inconsequential.
    6. Valiant70

      Prerelease v0.200.250

      That makes sense, but why do you want it that way? We won't be able to build black ops battleships at all. OH! I know. We could do it based on both size and range. The larger the ship, the further away it has to be for its stealth to be effective. Very small ships could be right in your face and...
    7. Valiant70

      Prerelease v0.200.250

      If that's not what you meant, I still don't know what you did mean.
    8. Valiant70

      Prerelease v0.200.250

      That's so a fighter can hide from your cruiser. If it were based on total block count, bigger ships would always win. In other words a fighter would never see the Death Star coming. Talk about weird.
    9. Valiant70

      Prerelease v0.200.250

      I'm all right with scanners and stealth being full-on chambers. Those are specific roles. Jump, not so much. Interdiction is mainly for a hunter-killer role, so it's all right for that to be a chamber. It shouldn't take more than about 25% chamber capacity though, IMO.
    10. Valiant70

      Obi's Power Suggestion

      You're not making any sense at all.
    11. Valiant70

      Prerelease v0.200.250

      If you want ships to stick around and fight, you'll probably have to deploy some sort of jamming drones (assuming Schema makes chambers work with AI) or have another person in a jamming ship.
    12. Valiant70

      Prerelease v0.200.250

      FTL sucks. The rest is fine.
    13. Valiant70

      Prerelease v0.200.250

      The reason they use chamber capacity is for balance. All roles are balanced through chamber capacity, including information warfare and FTL transport.
    14. Valiant70

      StarMade Dev Blog 17 November 2017

      In the past, the HP update probably did the most for that. Before armor mechanics, RP builds were instant swiss cheese in PVP. Since then, they've been less than optimal but at least somewhat usable. They are always heavier than dedicated PVP builds and smart builders tended toward armor tanking...
    15. Valiant70

      New Planet Speculation Thread

      I'm pretty sure curved blocks were shot down multiple times, so I doubt we'll see anything like that. Some of the hints in the "surprise update" 1-block planet thread really make me wonder though, since Auburn's curved voxel planet model starts with a single block in the center.
    16. Valiant70

      Prerelease v0.200.250

      Now you're giving me ideas... This has redundancy on its side even though it's technically less efficient than a dumbbell. You could probably get that working well enough for sub-meta PVP.
    17. Valiant70

      Bio - Organic Armor

      Oooooooh! Cool idea! There's also a chamber that restores armor HP. Either way, these solutions won't help with fully destroyed blocks.
    18. Valiant70

      Prerelease v0.200.250

      Yep! Apparently this wasn't supposed to be an issue since you're meant to just have reactors in one end and stabilizers in the other.
    19. Valiant70

      The Stabilizer Fix

      That's true, but that ship would have the option of adding some nacelles to get more power for the first part of the fight until they're blown off, allowing it to fire faster at the start of the engagement. It's situational, but definitely something I'd like to be able to do. Right now a glass...
    20. Valiant70

      Prerelease v0.200.250

      Yeah, rings look cool, but they aren't practical in this meta. It'd be great if our meta actually promoted that sort of thing, but nope. Dumbbell, fat spaghetti, or go home. You can sort of "turn them off" in configs. Reduce the minimum distance to zero.