This. Once a group of smaller ships can consistently break the shields of a bigger ship it's pretty much over. Turrets break pretty easily once the shields go down, and at that point a larger ship can't realistically fight back, other then swarmers that are... unreliable at best.
Starmade is also a game, with a prominent competitive PVP element, and as such needs to balance for a variety of different play styles and the like. Something that's important for that to work is making sure one form of play or tactic doesn't completely dominate the others, for example not...
Fighters are honestly fine as is. An equivalent block count of fighters will pretty much overwhelm a giant ship (I say equivalent, you don't need anywhere near as many as that, less then a 3rd block count will often do the trick), barring a ship specifically designed for holding off large groups...
Yes, but that's working in tandem with other weapon systems. Missiles tend to work better the later into an encounter you get.
AI turrets all use the same scripting to pick their targets, simple matter is as you place more the likely hood of them picking the same target increases, especially...
There's pretty much no earthly reason to have that many PD turrets, since they'd usually end up targeting the same missiles. Missiles in general have been toned down a lot in the past few months, they barely carry any damage over when they take out shields and they're very poor against armour...
Probably, but honestly, to what end? Advanced armour is already enough to stop the explosion iirc, and docked weave armour isn't nearly enough to stop high penetration cannons. All you'd be doing is adding a lot of extra work for yourself.
I don't think we need a specialized official faction for this, but any faction you're on good terms with that has a shipyard should let you order ships.
I think something stations could do with is for passive effects to be allowed for stations. Warheads are rendered practically useless against a passive backed advanced armour set up. Likewise, we need the AI to be able to use scanners.
You have the Opposite problem. BB-missiles where pre-weapon overhaul, when we had Anti Matter cannons, dumbfire missiles where D1000's, lock on missiles where BB-some number, and I forget what heat seekers where called.
First time I "attacked" a pirate station I wondered what it was and died on the approach to check it out. After that I avoided pirate stations for a while, until I had a ship I was reasonably happy with. Took me a while to work out how to take the faction module out, since the first time I think...
That still depends on whether the stress from placing 10,000 blocks on repeat would be handled client or server side from Shipyards (I actually don't know here). It's not just a limitation for combat balance, it's for general server stability.
Alternatively, don't head into a potentially dangerous situation whilst leaving something valuable lying around unguarded. Do your exploring etc in smaller, cheaper ships and save your non-expendable ships for when you actually need them.
I suppose you could dedicate an unreasonably high amount of power for shield recharge and capacity, and throw down comically thick armour for back up, though you'll still likely be at a disadvantage due to high easy it is to make op weapons. The lack of ion and other defensive effects will also...
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