If you can't duck and weave you are dead, unless your weapon range is much better than that of the enemy and all your weapons 360 degree turrets. Even then you are dead. Because you can't turn. You can't dodge. You can't kite. Enemy can just duck in and out of his own range and kill you at his...
Why use HP bar armour when you can use HP bar shields? Especially when you are suggesting to up their regen by a lot.
This suggestion also further moves Starmade from building ships and into just slapping blobs of systems and armour together as geometry matters even less when HP bars come into...
Weapons scale with Mass
Armour thickness scales with Size which is power 1/3 of mass in approximation
The only reason armour is not useless above certain size is cause armour formula uses armour thickness in power 3. But unlike armour rating HP of armour doesn't depend on armour thickness and...
Well in theory yeah, it's possible. But with no mechanics to support it you'll need team voice chat and commander with iron will and vocal cords made of steel. Plus really a lot of training. And even then anything more complex than - turn to X and follow my lead while targeting Y - probably...
Then maybe you can show it? As far as I have seen due to Starmade allowing much higher relative speeds than many other games the distance in group fights is hard to control unless the team is keeping a tight formation and all the manoeuvrers are very simple. Most groups combats that I have seen...
Wrong. With your suggested change shields do not get damaged if you use enough of them. Which means in the long run they are much more effective than armour by your own metric. Making armour good enough to compete with these shields is non-viable due to 1 block being the limiting building unit...
What the hell common pool has to do with the fact that you can't create anything thinner than 1 block? It doesn't matter if you can fine tune the overall mass of armour when you still can do it only in 1 point increments. It's not something you can just blob plop like shields, you actually need...
You can't make armour this effective due to limitation of blocks. There is a pretty hard limit of one block one meter that puts a dumper on this idea. To have armour effective enough to compete with shields like this you'll need much higher precision or each additional layer will give ridiculous...
You do understand that raising shield regen to similar energy efficiency of weapons means that armour becomes more or less worthless ? As it is much better to use that mass for more reactors, shields and weapons. It also raises TTK by 5-10 times depending on ship setups in question - as your...
Yes it uses percentage of max shield. If the damage is over or below a threshold set in Effects file it gets partially mitigated. The more the difference between the damage and threshold the higher is the mitigation.
Yes or close to it.
Same mass in thrusters, weapons and shields takes more or less the same energy. The variation should be less than 1% especially at large sizes. But shields and thrusters were specifically made to be larger by volume than weapons of the same mass - to facilitate their use as...
And how do they not stem from one common resource pool? As far as I know, bar chamber effects that are not linearly related to their mass, everything you put on the ship takes blocks?
At the start we also wanted to make long range weapons heavier but there were problems with that. As in some...
If you find the beam bug that makes them penetrate armour 3-4 times better than they are supposed to and do it without consistency I'm gonna say a big thank you. But there were people looking at the files and I don't think they found it. Some other bugs, like defensive effect chambers yeah...
The coring one. I just don't see the 10 second to burn as much better. With QF config you at least have around 3 minutes of combat. More or less depending on designs.
I don't see what QF has to do with it. We literally can't do something like this. We have only configs. Changes that we asked...
Schema changed cannons and beams during transition to P2/W3 but initial formula was so weak it could as well not exist. We just asked him to change the formula which was used for calculating the damage applied to armour using already existing mechanics. He didn't need to code much for that as...
There is a mismatch between actually building a shield and mining for it. Though even mining for it right now is very easy. And due to shield mechanics building them is just plopping a bunch of block blobs. So it's not in any way exciting or interesting. There are some tricks that can be used...
Shields are not hard to balance due to bomb not being able to go through them. The only ships bomb threatens are very slow ones. Problem with shields is that they are all or nothing. How do you balance something that is basically just a HP bar? There is nothing to balance here for there is no...
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