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    1. NuclearFun

      Weapon discussion thread

      OK, after i have posted that i could not stop thinking about a very specialized shield buster torpedo boat (missile+pulse)... naturally i tried to build one... the problem is that if you want to go for reasonable damage the ship needs a ridiculous amount of power storage...:(
    2. NuclearFun

      NuclearFun's Ships

      o_O OK: Please ignore every ships i uploaded, no ship works as it should once again in vanilla balance... i will wait with updates when a stable balance is somewhat visible
    3. NuclearFun

      NuclearFun's Ships

      Hi! What you see is the turrets firing at a target in the background (there are 3 dorsal and 2 ventral). Rumcajz : All you need to do is to point the D1000 Missile CPU in the direction you want your missiles to start , it is not (yet/to my knowledge) possible to use a logic block (because you...
    4. NuclearFun

      NuclearFun's Ships

      Thanks, but that was one of the first things i tried :D
    5. NuclearFun

      Phalanx Destroyer A3R2

      It has a small interior, 4 guided missiles (2 with ion, 2 with explosive effect), a fast firing dual cannon, 5 guided missile turrets and 2 fast firing dual cannon turrets. Turrets firing:
    6. NuclearFun

      Weapon discussion thread

      wow, nice. I have to say i like your burstfire concept and would love the higher tick rate. Charge laser - no question, awesome. My50Cents: I don't see much use in missile slaves for cannons and beams (shotgun effect, but tell me if i miss out on an awesome thing.) - replace that with your...
    7. NuclearFun

      Effects: Large Cannons Favor Punch Through (Balance Concerns)

      Very interesting, the easy (but boring) solution would be just to limit the block count it can affect. I have to say it is just awesome how dedicated you seem to be with testing all the new stuff and everything, Kudos to you!
    8. NuclearFun

      Weapon discussion thread

      Funny, i would see it the other way around (shields lower with high regen and the hull the buffer tank) but i think there will be time enough for debate ;) I am all for hull being viable as armor, but putting hull in the inside just to get some health count up is not better than the system now...
    9. NuclearFun

      Weapon discussion thread

      Filling up with hulls... like that will happen.
    10. NuclearFun

      I was out, then I rebooted. Now I'm playing again. thanks.

      Balance will come around, the shields changed, the weapons changed, it will need some time. Have faith.
    11. NuclearFun

      Weapon discussion thread

      Honestly? No, i don't want that. What i want is a ship with hangars, interior, multiple weapon systems, turrets that do damage... i would be stupid not to put shield blocks everywhere they can fit.
    12. NuclearFun

      Weapon discussion thread

      To quote Calbiri: I just think this is wrong, a single missile + pulse block does now 900 damage, add a ion effect and you would have 1800 shield damage all 1.5 minutes, but this does not take in account that the weapon system consists of more than one block (vs the one shield block this seems...
    13. NuclearFun

      NuclearFun's Ships

      Experimental destroyer Phalanx X5 variant:
    14. NuclearFun

      Weapon discussion thread

      I don't have any ship right now that could kill the same ship in a reasonable amount of time (or at all)...
    15. NuclearFun

      Emperius Resurgence

      i did some testing, Bobby AIs seems to only notice enemies closer than 1000m :( Really like your cruiser (have i mentioned that i like Babylon 5 ships? :D) and i definitely going to do something similar with recessed guided missile turrets :cool:
    16. NuclearFun

      Neptune Frigate - Small fix for the weapon outputs

      The designated weapon outputs were not saved (it seems after a restart the foremost module was chosen, when there is none it gets randomly assigned?), i moved one weapon module for each group in the very front which seems to fix that problem
    17. NuclearFun

      NuclearFun's Ships

      Accident at the weapon testing center! Heavy energy lasers wrongly packaged as long range target painters caused a major incident at the weapon testing center today which left 2 AIs severely damaged.
    18. NuclearFun

      Bug Turret AI still not working

      I continued testing, i am not very happy with my findings :( Max firing range for any turret (even with a full sniper cannon that should have 2k range) is below 1km (i think its around 900m but that could be contributed to ship dimensions etc...). The slave systems are firing and thus turrets...
    19. NuclearFun

      NuclearFun's Ships

      Yes, all those turrets are pretty useless now, but i just hope that there is a return of balance sometimes in the future, till then they just provide pretty fireworks :(
    20. NuclearFun

      Neptune Frigate A2R3

      A fast firing quad cannon, guided missiles, 4 dual fast firing cannon turrets and 2 docked light fighters.