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    1. Valiant70

      Remove Weapon Firing Arcs

      I'm not talking about rolling in place. I was thinking of a fast spiral maneuver I used to use in Rogue Leader (hold roll trigger, pull up and roll). Barrel roll may not be the right term.
    2. Valiant70

      Remove Weapon Firing Arcs

      Currently, all you can do is get somewhere that is not in front of the enemy. Barrel rolls, dodging, etc. are meaningless as the enemy's aim adjusts instantly. The best you can hope for is that the enemy's cannons fire slow enough projectiles that you can maneuver to be somewhere else by the...
    3. Valiant70

      Remove Weapon Firing Arcs

      The intention is not to deal damage. It is to evade damage from a weapon that weighs twice as much as your entire ship. This allows a smaller ship a chance of doing something as part of a group, or a chance to escape alone.
    4. Valiant70

      Remove Weapon Firing Arcs

      It can be done, particularly with beams which are easier to hit things with in the first place. It's different, but not bad. It's like almost any other space flight game since Wing Commander.
    5. Valiant70

      Remove Weapon Firing Arcs

      If firing arcs are removed, there will be little or no disadvantage to using logic to fire your weapons. You'll be able to fire as many as you want at the same time. The difference is that your battleship must be very lucky to hit a fighter with its forward guns. This is a good thing as it...
    6. Valiant70

      Remove Weapon Firing Arcs

      Beam secondary gives additional range as well as lock-on. Heat-seekers have no such advantage and thus the two types would have separate roles. Retaining any arc more than a degree or two is a poor idea for the reasons outlined in the OP. For maneuvers/dodging to work as a real defense, which...
    7. Valiant70

      Remove Weapon Firing Arcs

      Full reverse, Chewy. Lock in the auxiliary power!
    8. Valiant70

      Remove Weapon Firing Arcs

      This is in fact the main reason larger ships are so extremely powerful in Starmade, and have been all along. This is a change that should have been made early on.
    9. Valiant70

      Remove Weapon Firing Arcs

      Turrets are already much better optimized than they were when rails first came out. If it's not enough, servers may choose to limit turrets to prevent lag. If the limits become a hindrance, players are likely to resort to using more fighter drones and escort ships alongside larger ships. In any...
    10. Valiant70

      Remove Weapon Firing Arcs

      Some such servers may need to increase their cap if it becomes an issue, or their players will be forced to fly smaller ships and work in groups. That's a server-specific choice though.
    11. Valiant70

      Remove Weapon Firing Arcs

      Having to point something at the enemy opens up possibilities for balancing. The missiles would still have advantages: No waiting for a lock-on. Just get the enemy in a generous circle and fire. Multiple missiles that spread slightly before arcing toward the target - harder for fighters or...
    12. Valiant70

      Remove Weapon Firing Arcs

      Yes, this is another balance thread. However, it isn't about weapon linkings and effects. The simplest improvement would be to get rid of the wide firing arcs and force all mounted weapons to fire straight at the crosshair. This would force larger ships to rely on more vulnerable turrets to...
    13. Valiant70

      Cubic Minimap, and Compass Directions

      The current minimap is a major improvement over the original one, as it actually gives you readable information. I don't know how changing the shape of the map will help with situational awareness in 3D space. Some improved visual cues, or a larger display that doesn't cover up the power...
    14. Valiant70

      Wedge Tool for making Ships Smoother

      This would be quite difficult to code. The process of wedging is complex and actually making a lot of shapes look good can get very involved. I would like to see a feature added to build helpers to add wedges, heptas, and tetras, but anything beyond a calculated shape would be a waste of time...
    15. Valiant70

      Trivial but effective boosts to station survivability

      The main problem I see with this is anti-personnel turrets being overpowered. The thing is, they are anyway. If you build them very big, they're impossible to destroy without a ship. That is a problem in itself which needs a separate solution. Focusing purely on ships, making ground/station...
    16. Valiant70

      Trivial but effective boosts to station survivability

      It would be a good start to just remove the in-combat shield regen reduction from non-ship entities (station, planet, asteroid).
    17. Valiant70

      Deflector and FAKE (visual effect) bubble shields

      It would be less laggy than a collision as only one physics calculation is needed - check distance, and if within range apply a force to the ship. Block collisions are far more CPU intensive or "laggy." This feature would reduce CPU usage, not increase it.
    18. Valiant70

      Something That Most Of Us Want But Not Exactly

      For some strange reason pesce rocks created a new thread to TALK ABOUT my thread instead of replying, making a cluttered mess. Please direct further replies here: Deflector and FAKE (visual effect) bubble shields Moderation team, request thread lock.
    19. Valiant70

      Something That Most Of Us Want But Not Exactly

      The thread I posted different from the bubble shield requests that were denied many times. All of those threads were requests to change the physics of the game to add an infeasible mechanic. My thread is a suggestion for a purely visual effect, something that has not been suggested or denied...
    20. Valiant70

      Deflector and FAKE (visual effect) bubble shields

      If shields are down or the torpedo's heavy enough and fast enough, still kablooey.