The new jump drive tells you exactly how many blocks you need for a 100% effective system, so my question is, why don't the "effect" modules do the same in the weapons tab?
The jump drive will work with a single block but with diminished results, the effect modules work with a single block but with diminished results. I fail to see the difference but in any case it doesn't matter, we should still be given that information so we can make informed decision if we want to pursue that 100% effective system. I would like to know how many overdrive modules I need for this or that ship and I see no downside to adding it to the weapons tab as I'm sure the game can already calculate how many you would need based on mass or other deciding factors.the jumpdrive tells you how many block you need to make it work.
the other effects tell you how many % they work.
Thats a big difference.
I'm not sure if that is a bug or just balancing, I noticed a ship I refit only needed 1 which it previously had 4. I wanted to see if it was a bug so I slapped an overdrive on a larger ship and gave it a single module and only got 5%The defensively used effect blocks appear to be bugged. You only ever need one currently. It should be 1 effect module for every 10 mass, but it is more like 1 effect module for an infinite mass right now.
Yeah the structure tab has not been updated with the new weapons. The Weapons tab however does have accurate information as far as I know. One of the more recent patches has definitely altered the effect modules to need less than 10% I don't have the new numbers but it's kind of nice. It makes the system much more viable IMHO, they have also added hard caps so the system is easy to use but you can't make a ship with twice the shields and 100% armor.Protip: 75% of the stats in the structure/weapons tabs are broken or just plain wrong
For passive effects I believe it's still 1 block for every 10 mass for 100% efficiency (I may be wrong)
It should have been 1 for 10 mass, I consider it a bug. There was nothing about balancing effects in the news section, so it should be a bug.Protip: 75% of the stats in the structure/weapons tabs are broken or just plain wrong
For passive effects I believe it's still 1 block for every 10 mass for 100% efficiency (I may be wrong)
I've been going through every weapon-weapon-effect combination over the past few days and most of the stuff is correct but occasionally the power consumption or damage per shot listed is different from what it actually doesThe Weapons tab however does have accurate information as far as I know.
Honestly it shouldn't be 1 for 10 mass. That may have been the previously set config but having a ship have to be 10% an effect block for that effect to be effective is dumb. I can understand the jump drive being 20% (even though I think it's a little high) but not the effect systems. Having to dedicate 1/10th of your ship to an effect just isn't worth it in my book. My fighters were small enough to take advantage of overdrive but anything beyond that never seamed worth it when I can dump another 10% worth of engines, shields, power you name it. The new set up sets a maximum benefit with a much decreased cost allowing us to use multiple systems on a single ship.It should have been 1 for 10 mass, I consider it a bug. There was nothing about balancing effects in the news section, so it should be a bug.
Yeah you're right about the jump drives there, I didn't actually run the numbers tonight and I got them mixed up. For testing the effects I loaded up a core with a mass of power blocks and then checked to see how many of them it would take before the percent efficiency dropped while using an effect computer and single module. There appears to be some rounding (sometimes my mass was 2002 or 2003) errors but I could drop the efficiency from max by removing and a single block.Somewhere someone messed up on the math as by your calculations all defensive systems at max effect would only cost 1% of mass/blocks.Most likely answer the dev moved the decimal two places to the wrong direction .
Jump drives in order to work require a minimum of 5% or 1/20 of mass/blocks not the other way around. And future thruster updates may lower the necessary number of thruster blocks from 25% of a ship to as low as 2% of a ship.
No all the block mass seems to be the same still. They adjusted the values regarding how many modules you need compared to your mass. I didn't see any setting for this in the config so they might not be released to it yet.so does this mean they ninja'd in different block mass?
Nerp. As "support" modules, Damage beam as support adds "range", not speed.@FunnyBunny14 Some effects also don't seem to be added properly (for example, the amc + damage beam doesn't double the projectile speed like it is supposed to)