Quantity is used verses quality when the quality units have a low fire-rate. That way it becomes a tactical advantage because by lowering the value of targets you lower the value of each of the opponents limited shots and overwhelm them faster than they can kill you.
This is why the discrepancy...
So like some other users I have downloaded the dev build and attempted to build logic based weaponry, unfortunately like many I have also met a hurdle. In this case that hurdle appears to be a logic bug:
The block of logic on the right is a counting system that cycles between the 4 different...
To build on jayman38's idea you could have multiple activation states by having button 1 make 1 pulse, 2 make 2 pulses, and so on. Leave it to the community to build a logic system which can distinguish between each number of pulses.
Makes me wish that lasers gave off a logic pulse when they hit something so that we could then slave them to other weapons as a hit-scan targeting beam.
What if they want to use lone cannon or cannon/beam combos for the damage/range increase, and are trying to build a gatling setup to supplement fire rate?
Yes patience... I didn't completely forget your existence at all :rolleyes: On that note I may attempt to steal your general idea/format if I ever make my own shipyard.
Wait why do big ships need to be nerfed? If I have a tank I d**n well expect to steamroll a guy with a pistol. Especially now that its fairly difficult to acquire the resources to build said tank.
Edit: I did read the post, it was more of a comment on the topic of big ship vs little ship in...
From what I've read you want to increase everything's stats and cost by 10x. If you change the value of everything by the same amount then their relative value stays the same with a net effect of nothing.
Does this thread really have a reason for existing anymore? And my favourite thing to do is build reactors or sometimes build when the mood strikes me.
I would like to add the suggestion(s) that stasis modules should be able to set faction rank permissions, and that they should automatically assign gravity to a spawning player so they can login even if the ships is in motion.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.