Should buffs for fighters be something Schine needs to look into, regardless of the ideas I propose?


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    Nauvran

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    What? I'm not saying that StarMade doesn't need optimization (in some areas it is sorely lacking) but I was on NFD Build - a server famous for instability partially due to all the creative mode shenanigans that occur there - with three other people in huge ships (~battlecruiser-sized or larger; my own ship was 100-something-k mass) shooting missiles (and by missiles I mean a LOT of missiles) at stuff... The game ran fine; my client got a bit laggy because my CPU is not really designed to handle all the physics but otherwise nothing bad happened.
    If anything horribly happens it's either Atra playing with her creations or Jake's fault.
     

    Energywelder

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    Meheheheheheh, hey guys, guess what?

    "Missile + Missile: A bomb with no self-propulsion and uses the ship’s velocity as its own. The bomb will ignore shields, but it is extremely hard to aim and use (almost impossible to fire effectively from large ships). The bomb does friendly fire and will arm itself after several seconds, which means you should clear away after firing one."
    -Quoted from the most recent news update
     
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    Meheheheheheh, hey guys, guess what?

    "Missile + Missile: A bomb with no self-propulsion and uses the ship’s velocity as its own. The bomb will ignore shields, but it is extremely hard to aim and use (almost impossible to fire effectively from large ships). The bomb does friendly fire and will arm itself after several seconds, which means you should clear away after firing one."
    -Quoted from the most recent news update
    Sound cool on paper.
    How hard will it be to land a hit on a large target? I assume they still have the thrust to dodge, and will be doing so if in a firefight.
    I suppose the 'Ignore Shields' is enough of a trade off?
     
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    Energywelder

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    Sound cool on paper.
    How hard will it be to land a hit on a large target? I assume they still have the thrust to dodge, and will be doing so if in a firefight.
    I suppose the 'Ignore Shields' is enough of a trade off?
    Idk about thrust to dodge, i'll admit that it's a bit outdated, but this past summer (North Hemisphere) when I had most of my experience with actual PvP combat, and randoms chiming in, the agreed upon meta seemed to be slow "indestructible" BBs, that have shite for turning. When I asked what they used as a standard for TWR, most said 1.0, with the big fish on the server saying his main combat ship series had .6. I sure hope this inspires people to come around to my Meta, BCs with the most basic PD.
     
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    Its far better than the explosive blocks. You can do bombing runs with them. They have a large blast radius. But their a little tricky unlike all other weapons after firing you have a second or two to get clear otherwise your bombs can hit yourself. I had a high speed jammer ship with triple bomb launcher. 2 Hit the asteroid target. One hit my own ship and evaporated 40% of it in one go. Each bomb was 2000 blocks size each, I was trying to make a planet killer bombing run.... It should work against slow capitals even if hard to line up.
     
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    Attempted to make a torpedo boat weapon, something to give the missile a little extra forward speed, but Rail are fighting me. Or it could be I have no idea what I am doing with rail, it was my first try...
     
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    Energywelder

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    Attempted to make a torpedo boat weapon, something to give the missile a little extra forward speed, but Rail are fighting me. Or it could be I have no idea what I am doing with rail, it was my first try...
    well you won't have to try anymore, it's gonna be one of the new weapons.
     
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    well you won't have to try anymore, it's gonna be one of the new weapons.
    Quoting this just to ping you.

    go check out the new bombs in the current dev build. The balances aren't final, but I hope bombs stay where they are. They sorta fill the "torpedo" role.

    Oh. Shoot. You already know.

    I'm just gonna leave this here for other people. I was very confused that a two-year old thread got bumped.
     
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    Energywelder

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    Quoting this just to ping you.

    go check out the new bombs in the current dev build. The balances aren't final, but I hope bombs stay where they are. They sorta fill the "torpedo" role.

    Oh. Shoot. You already know.

    I'm just gonna leave this here for other people. I was very confused that a two-year old thread got bumped.
    Ayup, that's exactly why i bumped it, because 2/3 of people were telling me to fuck off, but lo and behold, torpedos are riz
     
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    Now I'm wondering if the bomb will go at the same velocity of the docked entity which launched it?
    Exactly what I was thinking.
    Especially if there is a way to set up turret control + logic. Even a few degrees in every direction could make a difference.
     
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    Yes it should if you launch the block torpedo and have it fire a missile/missile it should have the same the direction and speed. The problem is the dev release missile/missile and using block torpedoes to launch it is, after launch will wait a second or two then arm, which will have the same direction and velocity will aslo be technically inside the block torpedo and collide with it when it arms. Resulting in a detonation very close to you.

    You might get around it by using explosives to destroy the block torpedo before the missile/missile activates though.
     
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    Yes it should if you launch the block torpedo and have it fire a missile/missile it should have the same the direction and speed. The problem is the dev release missile/missile and using block torpedoes to launch it is, after launch will wait a second or two then arm, which will have the same direction and velocity will aslo be technically inside the block torpedo and collide with it when it arms. Resulting in a detonation very close to you.

    You might get around it by using explosives to destroy the block torpedo before the missile/missile activates though.
    Could we just mount a catapult inside the ship, and let the missile fly through your armor before it arms?
     

    Energywelder

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    Could we just mount a catapult inside the ship, and let the missile fly through your armor before it arms?
    We already have that with the new weapons update i thought? Missile Missile, fire inside your ship, and then decelerate and the bomb keeps going?
     

    OfficialCoding

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    We already have that with the new weapons update i thought? Missile Missile, fire inside your ship, and then decelerate and the bomb keeps going?
    huh? I don't get it? won't the bomb just ingore your ship's thrust after you decelerate?
     
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    Idk about thrust to dodge, i'll admit that it's a bit outdated, but this past summer (North Hemisphere) when I had most of my experience with actual PvP combat, and randoms chiming in, the agreed upon meta seemed to be slow "indestructible" BBs, that have shite for turning. When I asked what they used as a standard for TWR, most said 1.0, with the big fish on the server saying his main combat ship series had .6. I sure hope this inspires people to come around to my Meta, BCs with the most basic PD.
    Most pvp battleships near the end of the power 1.0 era were 1.2-1.8 ttm after people realized they could use that speed to mitigate 80% of damage.

    That said, I see bombs less like an inconvenient missile and more like a very convenient warhead. People used to use stealth ships with rail mounted warhead spears to poke unaware enemies right through their fortress shields, but it was a one shot weapon. With bombs, you could for example send a max strength stealth bomber/scout ahead of your force into a battle theater to score a massive blow to your waiting enemy before he even knows you are there, but in a raging battle, they are as they should be pretty useless. In general, anything so OP that can just ignore shields needs to be a special tactics/situational weapon only for the game to maintain any kind of balance. If people could just just send a swarm of 1k bomber drones armed with them into a battle and expect to hit anything, the game balance would break very horribly.
     
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    The bomb does keep going but it takes a second or two to arm and if the bomb is still inside your ship when it arms it blows up taking a good chunk of your ship with it. All other weapons will pass through your ship and docked entities. Bombs will also pass through till its armed then its no one friend.
     
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    I like this new bomb. Its exactl6 the sort of payload my standardized bomber is supposed to be armed with. And with rail bugs its way more reliable then the warhead bombs ive been trying to use. Half the time theyd clip the edges of the launch bay when the server jitters or something and blow up the entire ship.
     
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    Plus bombs can be used multiple times compared to explosives.

    While the reload time is huge the missile magazine regenerates faster so you can have multiple sets of bombs. Due to the max amount of missiles being 3 I was trying to design a bomber with 2 sets of 3 bombs. I hope the max missile count increases a bit during balancing.