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    1. Pacific_Jim

      personal preference what combos do you use for your heavy ships?

      Placing them facing up was likely as aesthetic choice. The direction secondary weapon modules face has no effect, likewise with where they're placed. And the way it calculates how fast your weapon fires is based on proportion to the main weapon. For example if you have 10 main cannon modules...
    2. Pacific_Jim

      personal preference what combos do you use for your heavy ships?

      Use cannon as the primary weapon, then connect another cannon computer as the secondary weapon. Using cannon as a secondary lowers damage per projectile but increases rate of fire. Cannon/cannon is basically your machine gun type weapon. Using punch through as a third effect increases damage...
    3. Pacific_Jim

      personal preference what combos do you use for your heavy ships?

      Cannon/Cannon with either Punch or Overdrive (depending on size and/or available power) will probably be the most popular kind I would imagine.
    4. Pacific_Jim

      StarMade Active Development Timeline

      The timeline says the fleet contest assets are in, but from the looks of it only the 3 major factions are spawning. Are the procedural fleets coming soon?
    5. Pacific_Jim

      Dev Blog : December 6th

      Would it be possible to add extra folders to list with Trade Guild/Scavs etc or will all custom factions be like the procedural factions.
    6. Pacific_Jim

      StarMade Dev Update: NPC Factions

      Something to remember is the functionality of making your own NPC factions is getting put in iirc, so if the current npc ships aren't to your liking you can always add your own.
    7. Pacific_Jim

      NPC Faction Update Video

      From what I gather spawn is going to be Trade Guild territory, what with the spawn station and all. Still would be a nice feature though.
    8. Pacific_Jim

      How many types of derelict stations are there?

      Five or six, depending on whether the original stations still spawn.
    9. Pacific_Jim

      NPC Faction Update Video

      The functionality here is more involved then I expected to be honest, which is nice. Is this going to come with all the procedural fleets or just a hand full? Also, some question for the official factions :p
    10. Pacific_Jim

      My Titan's Main Weapons, thought/suggestions?

      It was probably the armour you were having trouble with. Piercing might be the best at that size really. It should do more damage against armour then Overdrive too, since Overdrive is a x3 damage increase, whilst piercing ignores the armour value on blocks (meaning you only need 200 damage to...
    11. Pacific_Jim

      My Titan's Main Weapons, thought/suggestions?

      Overdrive is a poor choice for a main weapon. You'd be better off with either Piercing, Punch or Explosive depending on how strong the individual missiles are.
    12. Pacific_Jim

      Dev Blog : October 21st 2016

      I don't see how you possibly got "static" from this, since it explains the basics of how the factions expand. Quick question though, is this update going to come with some enhanced fleet functionality that the factions can use? I can appreciate that it's a pretty big work as is.
    13. Pacific_Jim

      Dev stuff

      Download it and check? Next proper update is still apparently about 3 weeks away in any case, with AI fleets being revisited.
    14. Pacific_Jim

      Why do jump modules increase recharge instead of range?

      Hyperdrives have only really been brought up in Q&A sessions etc, but I don't see why they would be abandoned. To my knowledge they're intended to be a capital ship only system, or at least you require one to use it.
    15. Pacific_Jim

      Why do jump modules increase recharge instead of range?

      The main reason from what I can gather is jump drives are meant to be a (relatively) short distance hop, whilst longer distance FTL travel will be using hyperdrives, which may be capital related?
    16. Pacific_Jim

      What can be done to make AI-Turret's actually hit stuff?

      Honestly, I'd say turrets are already accurate enough. As stated above, they're fine at hitting AI controlled ships for the most part. They have some difficulty with very small fast ships but those also tend to be the most vulnerable to lock on missiles. They're not as good against player...
    17. Pacific_Jim

      Help Designing Potent Turret system for Huge 3km ship

      Nice reading comprehension. I was talking about anti-missile turrets, which using a few cannon/missile outputs to supplement the main cannon/cannon can make them quite effective at shooting down clumps of missiles, and using a cannon/beam will make it start targeting at longer ranges. Obviously...
    18. Pacific_Jim

      What is on the devbuild?

      The galaxy map doesn't display a good deal of what's in a system until you visit so many sectors. I believe there's some Scanner functionality added as well.
    19. Pacific_Jim

      Help Designing Potent Turret system for Huge 3km ship

      If you want to make a giant ship just to say you've made it, and want it to be as effective as it can be, I can respect that. Bare in though that the more negative comments are right, you won't realistically be able to use it in PVP due to it's size, and vulnerability to smaller ships. To...
    20. Pacific_Jim

      New "passive" AI type setting for rail ship parts - solves many problems

      It is 100% necessary for moving parts to be classed as a separate entity. It's how the game engine processes the fact it's meant to move, and deals with the necessary collision checks. Whilst there could be streamlines in the way the game processes this, it's something you're never going to get...