Well, players can make super tanky ships but they will lack firepower. Or they can make super powerful ships which will lack defense. OR (this gets interesting) they can try to balance it out.
Seriously, no one is forcing you to fill up your ship with shields! If you're not satisfied just fill...
Well, if you don't even take the time to revamp your weapons after a WEAPONS update then idk what to say... Don't call for "imbalanze!" because you're too lazy to remake a ship. Or even just pair your weapons together.
Sorry if this sounds harsh :p
Ok, they can do that if they want. I'd like for them to keep in mind that they won't even be able to move once I scratch them and their power drops to zero. As I said, just cram your slave/effect systems there instead.
Is your argument that the game should be balanced on people's bad building...
You say that but I've actually noticed a return to smaller, nimbler ships.
My theory as to why this happens: ok, you have a big ship with 10x the stats of mine. But can you hit me? Your turrets can't aim for shit and there's absolutely no way you're going to turn onto me. Big ships (past a...
People, PEOPLEEEEEEEEE!!!!!!
Shield regen is F****** BUGGED AT THE MOMENT. That's why ships are indestructible, because they can simply tank and regenerate ALL THE DAMAGE that is being inflicted to them.
An other reason this is happening is because everyone is using OLD ships, which usually...
^ that
If I want to fire all my weapons at once in a single alpha strike (and deplete all my power in the process) I should be allowed to do so.
It's not like I can't already slide my finger across the keyboard numbers while holding down the trigger to fire everything at once. Keeping...
Remember, the damage per projectile drops but the fire rate increases. For example (these are not real numbers but it works the same):
Combo one: 200 damage per projectile, 2 second reload. This mean 100 DPS (damage per second).
Combo two: 100 damage per projectile, 1 second reload. Again...
That's damage per projectile, not actual damage output (which stays the same btw). In other words, the damage per second you output stays the exact same. And in your case, lowered damage per projectile doesn't matter since you can't one shot kill blocks anyways.
That's true. I can attest that they are actually shooting at him (while I was there to make it fire). 90% of the missiles went after his base, 8% after him and 2% after me.
lol
Well, once you've reached a certain stage posting the images of a work in progress ship is actually pretty nice. People (including me) usually like to see other's building techniques.
Just a tip (and this isn't only for you). Only make a thread AFTER you have material to present. Otherwise people will just look at the lack of content, discard it as "meh" and never take a look again once you actually add pictures.
As I said, combat regen is BUGGED at an overly high value (75%) at the moment. It should be much lower. I wouldn't worry about it too much as the devs now know of the issue.
There is currently an issue with shield recharging way too fast while under fire. I have discussed it with calbiri (and others), it should be fixed in the near future.
No need to move anything, the only block you need to add is a weapon computer. Link half of your already placed amcs to one computer (just seperate them in two groups and then refil the hole, amcs that are connected to different computers won't merge even if they are touching). Then link one of...
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