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    1. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      I've seen similar, albeit inconsistent, issues with beam aiming. There's nothing we can do about it; it's a code issue and not a config one. Cannons can hit sometimes, but it seems to depend on acceleration direction and relative velocity. Again, that's a Schema problem. We aren't going to try...
    2. Ithirahad

      Balancing with Mass is fundamentally flawed!

      I'm not huge on the idea of balancing via mass either, tbh, but I don't really have the expertise to weigh in on that subject too much, so instead I'll just point out that armor sucking is an issue that goes beyond trying to minmax for mass. If you want to measure with power output, then the...
    3. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      As far as I've seen, the infinite strafing is only a big deal in free-space 1v1s, which are only common because StarMade isn't a game yet. In fleet combat or 2v1 or whatever, or where actual objectives are being attacked or defended, 3D positioning aside from range starts to matter, and things...
    4. Ithirahad

      How do you balance a cheater? With a ban hammer.

      I'm not going to spend time trying to reply to everything here, but I will say... any comparison between the stuff on this ship and aimbotting is pretty silly. This is all ingame stuff, and with a few tricks you could more or less do all of this in survival without ever touching a creative server.
    5. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      With the RHP mechanics being what they are, it isn't a linear conversion like that. 20 seconds of damage applied by 1 cannon likely means a direct breach through the entire ship, including massive damage to the reactor. A similar beam will tear open large parts of the ship. 20 seconds of damage...
    6. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      The real reason we're hesitant to create exceptionally high damage/high recharge alpha weapons is that - especially with the current power system requiring no extra effort to use them - massive alpha damage can easily lead to a metagame where everyone just *delet this*'s each other instantly and...
    7. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      We have test ships, but they tend to be very specific to the metric we're testing. A short time ago Scypio and I prepared some test craft to see how missiles performed against armor and compared to other weapons at equal mass... They were around 50-55k mass and their armor configurations were...
    8. Ithirahad

      Void Enemies concept

      According to the last Q&A, we will indeed get void enemies! :D No idea what form they will take, but presumably there are things planned.
    9. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      Nope. It just means that we're free to try things, and consensus/long discussion is really only needed for permanent changes. It also means that the document might be wrong about some things sometimes because there's no protocol to have to change the documents every time we want to switch one...
    10. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      It is HIGHLY unlikely that we will change individual block resists - and aside from maybe some special future blocks like "Heat Shields" - it is unlikely that Schine will, either. The global armor/shields/blocks values are far easier to change, far easier for people to understand, and generally...
    11. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      Swiftstone In response to your concerns about cooperative MP and mobile bases: Long-range transportation is intended to be accomplished using jump drives, not engines. Jump drive balance is definitely an area where I - and hopefully the rest of the team - are open to discussion and adjustment...
    12. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      We've been trying to get some outside feedback for a while, and really nobody outside of the core members of our team have given it more than a cursory look-over before this announcement was released. When designing the Quickfire configs (or at least, their current state, which can still...
    13. Ithirahad

      CS: Quickfire Initiative: Rebalancing StarMade

      We did pretty much this. Unarmored blocks, armor, and shields have -1 resistance to some damage type, and we've moved the weapon damage types around a bit. Systems -> kinetic -> cannons; armor -> heat -> missiles (though missiles are bad vs. armor anyway); shields -> EM -> beams. With the right...
    14. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      Without stabilizer constraints you have a lot more freedom with how large or small you want your reactor relative to your hull. At the larger end, shield systems got pretty massive.
    15. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      IIRC we did this initially, but the shield systems ended up HUGE. 7k mass isn't really a "bigger ship." By our reckoning (intended to be in line with typical ship sizes on servers, in major factions, etc.), those start at like 30-50k. That being said, if you upgraded your armor or shields you...
    16. Ithirahad

      CS: Quickfire Initiative: Rebalancing StarMade

      I'll just leave you with this table... A ratio of 4.4̅ or so vs. 8 is a pretty huge deal, especially with large numbers of chambers or particularly massive ones (i.e. high level). And that is only in the best-case scenario; if you don't go right to the upper edge of any given reactor level for...
    17. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      Out of curiosity, are you at 100% reactor stabilization, or the previously-needed 25%? If so you're now at 1/4 of your old power regen :P Also yes, we have increased the power cost of shield regen per block. I'd forgotten about that. With weapons being weaker, we didn't want to run into a...
    18. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      The current convention in PvP is to compare with mass. If you want to compare using power, or reactor level, you can still do that with linear levels and if anything it will be more accurate. The optimization zones are just too restrictive to preserve that mechanic, and the in-betweens don't...
    19. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      In all my time here I've tried not to act like the excessively blunt, dickish stereotypical PvP vet (primarily because I'm not one and don't have the first-hand experience to back myself up acting like that), but just this once, for about two sentences, I'm going to have to act like one, as I...
    20. Ithirahad

      The Quickfire Initiative: Rebalancing StarMade.

      It does exist, of course. My point is that all weapons have AoEs. You said which is odd, as cannons, beams, and missiles all have their own version of AoE mechanics. Beams are both super accurate and have an AoE, in fact one that is in some cases better than the cannon one. Cannons use a...