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...:(
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
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...
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:
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...
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!
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...
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.
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...
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:
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
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.
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...
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 :(
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