- Joined
- May 29, 2019
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Quickfire is now running the latest dev builds. Please update your clients to the DEV branch to use our configs and join the test server.
I'm pretty certain Quickfire updates more frequently than the dev build.Does the dev build use the latest version of the quickfire config?
I've seen similar, albeit inconsistent, issues with beam aiming. There's nothing we can do about it; it's a code issue and not a config one. Cannons can hit sometimes, but it seems to depend on acceleration direction and relative velocity. Again, that's a Schema problem. We aren't going to try to rewrite AI. If you can convince a modder to take on that herculean task, then I wish you and them all the best. Otherwise, complain to Schema. :PIn testing for the config changes in quickfire. Did this team get any weapons to reliably hit on a BobbyAI turret? Some testing shows beams try to always aim for the target lead indicator. Even the lockon beam spends maybe 1 or 2 ticks then fires well ahead off a strafing isanth. Like it was trying to target the lead. Cannons seem to try to target the lead but always come up short. Right now it seems either CC and hope you get ~10% hit rate or missles with a ~40% hit rate. Feels like only weapons you can use on a turret is CC (dakka dakka) spray or missiles. Everything else is just a waste.
Ditto. It was Schema's choice to remove all of those effects, not ours, and there is little we can do about that. We're trying to make the existing systems work wherever possible, but we aren't going to attempt to mod entirely new behavior into the game from whole cloth (or integrate/reimplement old behavior that isn't compatible with the new weapon systems). We aren't a Java modding team.So sad... not going to turn this into another how starmade regressed... but really annoying seeing the difference between weapons 1.0 cannon/beam/pulse.. explosive/ion/pierce/punch being degrees of useful on turrets and all the ship side effects... to now this. Sorry just a little venting no intent to start that debate over again.
That's not a great start, you probably should read everything before commenting on itOk i didn't read everything
So, it's best if you go into detail about what in particular you disagree with and have an open mind to trying things out.it seems like the qf devs are trying to bring back the *glory* of power 1 which is really stupid. Power 1 was awful. It was extremely meta pvp friendly. That appears to be what qf is trying to do, even if they do not admit it. They think that power 2 sucked because it took away their exploitive sh*t and now they are trying to remedy that. That's why chamber points are essentially gone.
That's better, substance.My other issue with qf is that the reactor takes up half the ship. At the same time you need an insane number of shield blocks to get even half the shielding you used to be able to get.
Good, this is substance.Another thing that is really weird is that you take beam beam, which is already kinda op, and you remove all the debuffs and buff its range too 12km
This is bait, and this is how a thread gets polluted with flame.I mean, WTF? It is obvious that this is just another meta pvp config, no matter how you try to dress it. This is a terrible config and you guys need to be stoppes before you f*ck up starmade.
To quote the first message from this thread :Another thing that is really weird is that you take beam beam, which is already kinda op, and you remove all the debuffs and buff its range too 12km. I mean, WTF? It is obvious that this is just another meta pvp config, no matter how you try to dress it. This is a terrible config and you guys need to be stoppes before you f*ck up starmade.
To add a few things on top of that. Vanilla BB got moved to BM for consistency reasons between weapons slaves. CM is the charging cannon, so BM should be the charging beam. The charging beam got tweaked a lot too to be more balanced. Removal of shields drop and huge drop in dps compared to vanilla.Weapons:
[...]
-Replaced the broken Doom Beam with a high-range pulse laser
Prove it. For once in your life, instead of just complaining without end, actually provide some backup to your statements.Ok i didn't read everything but it seems like the qf devs are trying to bring back the *glory* of power 1 which is really stupid. Power 1 was awful. It was extremely meta pvp friendly.
So you're saying that you are fine with vanilla power 2.0? That despite all the horseshit exploits and XBB clocks horrible imbalance you still like it? Power 2.0 isnt itself an inherently terrible idea. It's just that the way it was implemented was really bad. Cannons and missiles are useless. The only useful weapons are beam missile and XBB. Vanilla essentially limits you to 1 weapon if you don't want to get fucked on multiplayer.That appears to be what qf is trying to do, even if they do not admit it. They think that power 2 sucked because it took away their exploitive sh*t and now they are trying to remedy that. That's why chamber points are essentially gone.
We've told you this before and you still don't listen, so I'm going to put it in all caps in hopes you finally get it:My other issue with qf is that the reactor takes up half the ship. At the same time you need an insane number of shield blocks to get even half the shielding you used to be able to get.
Beam Beam has had it's damaged nerfed and has been tuned so that it's actually like a rail gun as was it's original intention. But please, let's hear your idea of how to make Beam Beam like an actual railgun if your ideas are so superior, because the vanilla one is super broken and unusable. You are CLEARLY not here to add suggestions or contribute, you are here solely to flame and cause another fight. We are done with dealing with your bs. If you cannot contribute anything constructive you need to not post here.Another thing that is really weird is that you take beam beam, which is already kinda op, and you remove all the debuffs and buff its range too 12km. I mean, WTF? It is obvious that this is just another meta pvp config, no matter how you try to dress it. This is a terrible config and you guys need to be stoppes before you f*ck up starmade.
chamber points are essentially gone.
Also, would it not be better and much less "invasive" to balance system blocks [<ReactorHp>40</ReactorHp>] in the BlockConfig?substance.
It doesn't work. At least for now.Also, would it not be better and much less "invasive" to balance system blocks [<ReactorHp>40</ReactorHp>] in the BlockConfig?