Matt_Bradock
The Shrink
Well, now that beams latch on, I think that will be much less of a problem?Problem with spaghetti type designs is you hit them so infrequently that their shields don't come down, so acid damage isn't really gonna help there.
Well, now that beams latch on, I think that will be much less of a problem?Problem with spaghetti type designs is you hit them so infrequently that their shields don't come down, so acid damage isn't really gonna help there.
A missile-reload support beam would be funny. :DSince missiles have a count to them, Can they be transferred from one ship to another? using small missile ships to attack but load the missiles from another ship back a couple sectors that has more missile creation capabilities!
yes it wouldA missile-reload support beam would be funny. :D
unless its something really significant then im afraid no. we usually just have to play and see whats new.I see the 0.201.003, there is anywhere a changelog ?
I disagree, I like the idea of ships (especially large ones) being vulnerable to a specific specialized attack. Shields shouldn't necessarily be the end-all of defense, point defense and screens (as in smaller supporting ships) should matter was well. It seems to me the reasoning behind missile+missile was less in terms of player vs. player and more fleet vs. fleet. This is a good thing, at least assuming we'll eventually get more competent non-player ship control that can actually handle different ship roles in a fleet.Okay, so I read somewhere (probably a discord server) about how the shield ignoring characteristic of the M/m bomb could potentially be rather unhealthy for game balance. A possible way to adress this problem would be to only have a certain percentage ignore the shields.
I don't necessarily dislike the idea, however, I'm not sure whether it's current implementation is healthy for the game balance (it appears to be a mechanic which could, depending on some values, switch from completely useless to pretty OP with the middle ground being hard to find, if at all. I'd take game balance over an admitedly cool idea). These shield ignoring bombs appear to me to make non-homebase stations even more useless than they already are. This is due to stations being stationary and therefor taking away the whole being extremely hard to aim bit which is to my understanding part of the justification for completely ignoring shields.I disagree, I like the idea of ships (especially large ones) being vulnerable to a specific specialized attack.
Okay, maybe my intent wasn't totally clear. I wanted to give shields (still being outperformed by AMS) a bit of purpose against bombs (here especially the first idea applies). the damage split between shield and hull could be acompanied by a rise of the "base"damage (for example, if the base damage would be increased to 150% of it's current value, you'd be doing 75% of the damage through shields you'd do now but the aforementioned 150% once they are dropped).I'd rather buff stations than nerf missile+missile.
I'd predict docked battery style exploits all over again.yes it would
but mayybe instead of a resupply beam, if the smaller missile ships dock to a mothership that has supplies, then the smaller ship can reload faster?
That would be acceptable, but would need something to prevent exploitation... perhaps it should only work with the loading rail, and ships on load/unload rail could not fire weapons?yes it would
but mayybe instead of a resupply beam, if the smaller missile ships dock to a mothership that has supplies, then the smaller ship can reload faster?

while I agree with you, it is important to set the uncharged reload high enough to not end up with a "semi auto" C/c and therefor a more flexible weapon which can do the same as C/c but also more.This would be a lot better if the reload time was more dynamic, getting longer the more charge you put into a shot.