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    1. H

      Are near invulnerable shields a good tactic?

      But what if your ship is very large? Then your argument isn't valid unless you get attacked by some rare super ship.
    2. H

      Are near invulnerable shields a good tactic?

      Depends on how large the ship is. You could just start by creating a ship that has decent firepower, and then expand it by giving it extremely powerful shields.
    3. H

      Are near invulnerable shields a good tactic?

      Vs just putting on more guns? If you made a large ship with so so firepower but shields that recharge so fast that they can't be brought down by the enemy isn't that more useful than merely putting more guns on the ship which will just get blown up anyway?
    4. H

      What is the point of carriers?

      Fighters can fly through hyperspace right? Then why even build carriers to carry them around?
    5. H

      It's impossible to make good figther weapons

      What AI update are you talking about? Will it allow you to command AI fleets of fighters? How does AI handle fighters currently? Does it actually control them like fighters (making strifing runs) or does it just treat them like any other ship?
    6. H

      It's impossible to make good figther weapons

      Still being able to only break 1 armor block every 2 seconds is a laughable amount of damage. It makes fighters borderline useless.
    7. H

      It's impossible to make good figther weapons

      By the time the gun is big enough to break even 1 block it's already too big to be a practical fighter weapon. Making fighters in this game is a joke.
    8. H

      Suggested amount of shields?

      What are good rules of thumbs for shields? I know it depends on size but assuming we are talking figthers for example?
    9. H

      Still not possible to move cores?

      I remember a long time ago that moving cores was suppose to become a thing. And this still doesn't appear to be possible. Has the idea been scrapped?
    10. H

      Minimum DPS for weapons to be useful?

      Still not sure I understand. How do you manage damage vs penetration? Is penetration something that you influence with other blocks? And you said big weapons are useless. So there is no point in making giant cannons?
    11. H

      Minimum DPS for weapons to be useful?

      Not sure I understand. You speak of penetration, are you talking about the ability to destroy blocks or the ability to damage blocks behind the block you hit? What is the difference between damage and penetration?
    12. H

      Minimum DPS for weapons to be useful?

      For sake or argument let's assume we are talking about cannons and/or a single weapon. What do you consider to be the minimum amount of acceptable DPS before the weapon starts becoming rather useless?
    13. H

      How to calculate ship stats in advance?

      Interesting. I wonder why this info isn't on the wiki. How much power do other modules consume? EDIT: Never mind I found this on the wiki.
    14. H

      Wasn't there a ship classification system?

      Which are the most famous/most commonly use factional guidelines? And can starmade actually handle the size of the ships these people are building?
    15. H

      How to calculate ship stats in advance?

      Thanks! Any idea how much thrust is needed to move mass/blocks and how much power said thrust requires? And how much power does shielding require?
    16. H

      How to calculate ship stats in advance?

      Is there some method of calculating a ship's stats in advance? For example, let's say that I want to create a ship that has a total blaster firepower of 4k. In that case, is there some way to know in advance how much power that would require even before you start building the ship? Same thing...
    17. H

      Wasn't there a ship classification system?

      I still think having a default one for easy point of reference is a good thing, even if individual players or factions have their own system.
    18. H

      Wasn't there a ship classification system?

      I remember this forum had a thread that showed how ships were classified depending on size (fighter, carrier, titan etc). What happened to that? Have ship classes been done away with?
    19. H

      Bigger weapons should have greater range

      It doesn't make sense to me that a giant cannon or beam has the same range as a much smaller version. Don't bigger guns have a greater range in real life? Isn't that the reason riffles have a longer range than handguns for example? I think it would make larger guns more powerful and thus more...
    20. H

      Weapons feel too weak

      By "weak" I mean they don't feel very good to use. I just created a massive cannon in creative mode to test out various levels of firepower against dummy targets, and I kept being shocked by how little actual damage my huge guns cause. I'm sorry, but building a huge ship with massive guns only...