Is the impact behavior based on the weapon-output area already implemented? If so, did somebody figure out how this is supposed to work? It seems that i can't combine outputs or at least won't get any kind of indication or feedback that it worked.
I know that Weapon Chambers are not gonna make it in this update, nevertheless i just got an idea for a Weapon-Chamber that could actually work and would not be mandatory for a Combat-Ship.
Additional Weapon Effect Slot:
Gives all Weapon Systems an additional Effect Slot.
This chamber would...
Maybe the Effectiveness Indicators are sending the wrong message. Maybe the should be designed as neutral as possible. For example not using percentages or the red to green color indication. Otherwise especially new Players might draw the wrong conclusions.
That sounds interesting!
You are right, maybe Stabilizers should just be used to ... yea ... stabilize the Reactor instead of providing efficiency, so that it does not blow up big time.
If you lose enough of those Stabilizers the Reactor gets more likely to blow up from a direct hit. This would...
I really like this approach. For the No friend/foe disadvantage to still have some impact, the target circle would need to be enormous tho.. which wouldn't be a bad thing i guess.
To further balance Heatseekers, what about a short seeking period before they become Dumbfire Missiles?
This way...
I guess it would be easier to just lower both the Astronaut-Pistols damage as well as the HP of Astronauts in general. Maybe later on Astronauts could use Armor to even the odds a bit. I always found it to be quite silly that the Pistol is that strong in comparison to a much bigger cannon module.
That is exactly what i did, with the exception that i varied the amount of beam slave modules. If i would do it the way you suggest, it will of course save me some power but the problem i am having with one comp and 4 outputs will still remain ..all shots would hit exactly the same spot at the...
Wow okay, I guess you might have just answered what I needed to know. Most of my turrets use 4 barrels with sperate cannon/beam computers and a decreasing beam module count for each group. I did this to force the AI not to shoot them all at once but instead fire it with slight delay to make the...
Yea, i guess you are right. I think i was referring to 100% accuracy with AI-Ship behavior in mind. Even with the ability to always hit a ship that does not try to evade, AI would be less effective than a Human (at least up close) because it cannot identify potential weak points and just chooses...
Right now its seems that AI-Turret's (mostly cannon) can only hit big and slow-moving ships no matter what value is entered for the AI's accuracy. This is occurs because of the AI's inability to lead the target. Increasing the AI's accuracy inside the server.cfg does not seem to increase the...
I am a bit surprised that nobody mentioned this before.
As it stands, the 10% increase in energy usage for every output seems to be a relic of the past.
It was introduced when core-drilling was still a thing and a 10.000 damage cannon shot could only
remove a single block. Waffle-cannons where...
This update could also be the nightmare of many server hosts. Not only can players have incredible big ships, now they can utilize unlimited amounts of them. Servers like GenX where you can build big ships with little effort will suffer for sure.
Sometime you need to pinpoint to what part/turret of your ship you want to teleport. In Sandbox-Mode this poses no problem since you can just teleport everywhere with Tab + F8.
In Survival/MP on the other hand, your only option is to hope for the "next/previous docking ship" method to work...
Guilty! Was always cursing about the game and how they still didnt fix it. Now? not so much anymore :D
Anyway.. it's still better than the terror i experience every time i try to replace corners or tri's while not having the right block selected. You want to undo it? Not gonna happen :eek:
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