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?
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?
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...
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?
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...
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...
Rockets just don't seem that useful. They suck against shields and aren't that great against armor either. I hear they are good against system blocks but what does it matter if you can't even make it that far?
I think railguns would be a nice addition to the game. They could act as sniper rifles in space, having a vast range and massive penetration power but a slow rate of fire and very little area damage. Ideal for precision strikes against important parts of a ship.
1. Since turrets are created using cores and are thus considered seperate entities, are they still saved as a part of a ship's blueprint?
2. Since turrents only get half of the ship's shields is it more pratical to only use manual weapons and no turrets?
3. Do turrets consume more energy than...
I made a starfighter that has roughly 500 dps counting only cannons and not missiles. But after trying it out I found that having only 500 dps made the ship almost useless at taking down other ships because the damage caused was so slight.
What do you consider to be the "minimum" levels of dps...
I see there is now a block called crystal armor. Is it better than just plain glass? And is glass weaker than normal armor? And if crystal armor is better than how expensive is it to use?
When other people post their ships they show information like total shield power, energy and damage per second. I guess I can find the shield power and energy but how do I calculate damage per second?
I am having problems in creative mode. I can only see my blueprint when I don't have my creative mode selected and thus can't spawn a ship I have already started designing. How can I use a blueprint in creative mode?
When designing a ship, do you make sure that there is no empty space inside of it by completely filling every single place with something, or do you allow empty spaces to exist inside the hull? What is your design strategy in this regard?
Does cheaper armor weight less than more powerful armor? Because if it doesn't is there any actual reason other than cost to not always use the most powerful armor type?
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