Search results

    1. Crimson-Artist

      The Current State of Weapons

      interesting. i never thought about that. That could work
    2. Crimson-Artist

      StarMade 0.171 Salvage to Storage and more

      i started adding damage beams to all of my ships since schema said that beams will be able to shoot down missiles. so far that doesn't seem to be the case it would appear the confusion from earlier still remains
    3. Crimson-Artist

      Delta Fleet Bureau of Fleet Dynamics

      thanks for the shout out! if you ever need build advise or maybe even campaign help don't hesitate to message me. who knows, maybe Crimson Corp might cross paths with the Delta fleet :)
    4. Crimson-Artist

      Salvage Bayonet Template 1.0

      Salvage Bayonet Template Role: Copy/Paste Auto Salvage System Generation: N/A Mass: 64.4 L/H/W: 22m/ 7m/9m Power Regen: 3,892.2 e/sec Thrust: 0 Shields: 1,037 Regen: 44 s/sec Extra: 15 Salvage Arrays (6 blocks/sec), 6 Storage Chests Cost: N/A How to install Unzip the Rar to get the .smtpl...
    5. Crimson-Artist

      Orthrus-Turret MK-II

      Orthrus Class Turret (T) Indicates the total stat including docked entities Stats/Pictures are of Version MK-II Asterisks(*) indicate changes in latest version *Completely redesigned for the Rails. Role: Beam Turret Generation: V* (T)Mass: 17.1* (T)L/H/W: 9m*/5m/7m Power Regen: 878* e/sec...
    6. Crimson-Artist

      The Current State of Weapons

      indeed. this could be balanced out with beams since they hit targets instantly. Hopefully when we get the mine layer the Beam/minelayer combo will have an AOE too
    7. Crimson-Artist

      The Current State of Weapons

      what do you think about adding a natural explosion like effect to all non rapid cannons combos as alternative to the speed adjustments? a cannon should act like you know a cannon and slower firing rounds should have a natural AOE aspect to them to make them both satisfying to use and...
    8. Crimson-Artist

      Heat Seeking Missiles

      after I discovered that they got fixed I started working on a better delivery systems for it. So far my best attempt is connecting a logic clock to it so they will constantly fire. extremely useful when your surrounded by enemies and you need to constantly lay down a line of fire
    9. Crimson-Artist

      Corvette-Amaterasu - Next Generation Remodel: Version Mark III

      A Massive update for the Amaterasu Completely remodeled from the ground up using Gen IV building techniques Jump Enabled Full array of weapons Logic Clock Triggered Cluster Missile batteries Red Alert Mode Full Interior Decor Better Logic Airlocks New Stats Role: Anti-Fighter, Light Support...
    10. Crimson-Artist

      Salvage Corvette-Rockfeller - Jump Enabled: Version Mark III

      A Massive Update for the Rockfeller Installed a Warp Drive Installed new Photon Beams Installed a new Reactor for increased Power Capacity Removed the EMP pulses Retooled the Airlock logic, should work better now Recalibrated the Debris Destroyer Cannons to better manage energy Enhanced the...
    11. Crimson-Artist

      Drone-Pickaxe - Salvage Torpedo: Version 1.1

      A minor but big update for the Pickaxe Installed a Logic system that Automatically activates the salvage arrays to start mining when the pickaxe collides with something. Allowing it to fully realize its potential as a planetary mining droppod Installed a second Salvage System to aid in the auto...
    12. Crimson-Artist

      Cargo Packs - Jump Pack and Templates: Version 1.2

      A minor Update for the Ready Packs Added a Jump drive Pack Added the Copy/Paste Templates for both the Cargo Container and the Tiny Cargo Container for anyone who wants to use the designs in their ships updated the Plate with the Missing Packs
    13. Crimson-Artist

      The Current State of Weapons

      interesting but I think for the sake of balance keeping the drain/supply systems separate from the Ion and EMP effect would be better as it help specialize fleets and would keep weapons with those effects from being OP.
    14. Crimson-Artist

      Super Harvester WorldReaper - Auto-Salvage Upgrade: Version 2.3

      A Minor Update for the Worldreaper Used logic connections to automate the Salvage Beams. Simply activate the system and watch as you no longer have to manually fire the system from the core. All salvaged Materials are now automatically sent to the storage systems Swapped out the Arbiter...
    15. Crimson-Artist

      The Current State of Weapons

      more great responses. anything else? Opinions on support systems? or effects?
    16. Crimson-Artist

      The Current State of Weapons

      i think in .17 when we got jump drives. i was doing some tests to see if i could create a multi pulse array for my boom lance, which would effectively extend the outage time to a configurable amount. i was shooting for a 9 second outage, 3 pulses firing one after another to refresh the outage...
    17. Crimson-Artist

      The Current State of Weapons

      alright great responses! now how do you guys feel about the Push pulse? Personally i was starting to like it since it had a natural EMP outage effect. But recently that ability was taken away from it making it completely useless now. I would really like to not only see that this get put back...
    18. Crimson-Artist

      The Current State of Weapons

      it is, but recently the AI was fixed to respond to the config. This was to "fix" the AI's insane accuracy of being able to hit the core of a ship from the weapon's max range. we went from having the AI able to kill a ship in mere seconds at any range to now the AI unable to hit anything thats...
    19. Crimson-Artist

      The Current State of Weapons

      I've actually thought about target painting however my interpretation would be for merely increasing the overall accuracy of turrets since they now cant hit the broadside of a titan as well as indicating priority targets to surrounding players/fleet AI.
    20. Crimson-Artist

      The Current State of Weapons

      actually adding an astronaut energy meter would be the best compromise you can preserve the current system of infinite ammo while connecting players with the ship building aspect. Guns could have energy demands that correspond with how they fire. Pistols: Powerful slow-firing short range...