Nauvran
Cake Build Server Official Button Presser
then stop showing up in hereQuickfire = fast and "unbureaucratic" changes...
there is nothing to discuss here...
#waveshand
then stop showing up in hereQuickfire = fast and "unbureaucratic" changes...
there is nothing to discuss here...
#waveshand
In old vanilla, big ships did not die much slower. In fact, systems were so broken and unbalanced you could evaporate ANYTHING within mere seconds that didn't use the low damage chamber. The low damage chamber made ships near immortal to anything but very strong beam missile sticks. That was a horrendously balanced meta and everyone hated it. The notion that old configs were in any way or form "fair and balanced" is complete bullshit. And I don't know how you are designing your systems, but max level scanning is very easy to get in QF. And if you don't like getting "griefed" then maybe dont play on a PvP server?Do you really believe this, or just lie to win an argument? This is the exact opposite of the truth, and a really cheap way of trying to make a point.
The game already let me build however big I wanted before the quickfire config artificially created your warped version of "reality".
The FACT is, nothing in the material universe says big things can't go fast. Drive them with sufficient force and they can.
A big heavy sports bike accelerates better and reaches a higher top speed than a tiny scooter.
A meteor flies magnitudes faster than a pebble you threw.
Some elements of the SM community got this weird idea in their heads, that big things can't fly well, and apparently they won't rest until they manage to thoroughly mess up the game with it. This is not realistic, nor does it make the game any better.
Why do they want this, though?
Because they are evil: It's harder to troll big ships because they die slower. Of course lowlifes will want to twist out an advantage however they can.
Same's true for this apparent hatred of scanners: Of course they want to make it more difficult to get max level scanning, how else would they grief unsuspecting players? They can't win a fight if they get spotted....
More to come when I have the stomach for it.
This kind of obstinate misinformedness is getting really tiresome.
Stop baiting. If you don't have anything constructive, useful, or informative to say then leave this thread.Quickfire = fast and "unbureaucratic" changes...
there is nothing to discuss here...
#waveshand
Thing is most of those don't exist in Starmade. And you can build existing systems in any shape or form you desire.There are, in fact, a multitude of reasons (real-life and in-game) for a ship to be wide. These reasons include necessary systems such as power (nuclear reactors are not exactly small), fuel, ammo, and crew supply storage, crew habitation, weapon systems, communications, redundant systems, almost anything that makes a ship functional will necessitate a departure from the two-dimensional plane. For example, look at the Northrop Grumman B-2 Spirit bomber. The ideal stealth shape is an infinite flat plane, and that is how the design began. Once fuel, engines, weapon bays, and crew spaces were added, the design expanded.
Building wider also reduces the maximum torque on the ship (Torque=force times distance) by allowing for a mass distribution closer to the center of mass. The reduced axial dimensions also improve handling characteristics (crucial for a combat ship) and efficiency of logistics (refueling, docking, etc.).
Realism does not mean balanced. Reality is NOT balanced. But a game HAS to be balanced to be FUN.The FACT is, nothing in the material universe says big things can't go fast. Drive them with sufficient force and they can.
I understand that, but a fair bit of your post to which I responded dealt with real-life comparisons. Even in-game, you'll find that a long but thin ship is difficult to maneuver, and a planar ship reduces the cross-section in two axes but presents a huge cross-section on the third. Nothing, whether it be in real life or in a game, is perfect, and engineering is a series of compromises. I think that this nature is executed fairly well by Quickfire, and it does encourage unorthodox solutions that may have been limited by earlier versions.Thing is most of those don't exist in Starmade. And you can build existing systems in any shape or form you desire.
Wrong.If anyone messes with me or my online friends, I wreck his fleet, then his "invulnerable base" in the next few hours or sooner. Millions of warheads for tens of hundreds of warhead torpedoes, ship "antennae" made with warheads, thousands of bomb drones for blockades or station wrecking, all these are just a logistics minor problem now, if need arise. The specialized ship to deploy or use them is probably just one of my old dreadnoughts, taking some sector space for nothing anyway, until this need arises.
Well, Warheads used to do their thing in any base. Ignoring its invulnerability. So, procedure was easy: 1. Make an antenna by using one core, one rail docker "under it", then place 8 warheads in it's "up" direction, remove the first 7, place 8 more, remove the 7 between the first and last warhead... Continue until it's too long (tall) or you get bored. Not less than 100 meters, though. 2. Blueprint the Antenna. 3. Get a large face ship (a miner?) of yours and place rail blocks on its face, in rows and columns 1 every 9 meters, to dock the antennae to it. 4. Get that ship to the HB that you want to play with and push into it, face forward.Wrong.
You can't do a thing to Home Bases. Not even with your outdated warhead torpedoes or any other weapon.
What about other bases ? You'll ask. Then I'll answer that except in RP servers and for some really big factions in other servers, there's not that much vulnerable bases. Because there's no need to, there's no reward to.
So you can wreck their fleet (if you're not facing a multiplayer faction) but not their HB. If you blockade their HB there could be some other players sending help. Or they could simply escape and build up at another spot.
Whatever, actually it's harder to gain money as shops now have finite money and blocks in stock. You'll have to manufacture everything.
And you're still wrong with the objective of QF. They are not making noob ships better than titans.
Idk where you get that from. I'm tired of someone claiming i'm thinking something else.No, they say they aim hard to make noob ships better than dreadnoughts
There's a reason for that.A lot of people are complaining about QF now, but when the team was asking for people to help test and give feedback very few actually said anything or gave feedback.
I see this argument sometimes. But I never saw any example besides "muh that's not what I want". Do you have any ?QF and their supporters made it clear that they did not want any feedback that conflicts with their chosen path for the game
he kinda already prove your pointI see this argument sometimes. But I never saw any example besides "muh that's not what I want". Do you have any ?
iirc it was because shields where still kinda overpowered? Im guessing at least, not sureOk. I have to ask; why the hell do you guys HATE shields so much?
Every major update, you guys seem to do something that either...
1) increases the power cost of shields
2) lowers their capacity
3) slows their regen...
Seriously; Not everyone cares to be an EVE online armor tanker. ...and even if they did, the astro-tech isn't ready for that yet.
Im all for buffing capacity or making it easier to have a larger amount of shield ehp than we currently have. I do feel and have for a long time based on experience in multiplayer battles that in combat regen ought to be nerfed to the ground, to the point where even small fighters can chip away (extremely slowly) at bigger ships shields. Theres nothing more I hate than someone out regenning your weapons, meaning no matter how good your piloting and aim is, you will not be able to do anything to the enemy ship. In the old days (pre 2014) shield regen was a lot weaker and it was actually possible a lot more than now to outmaneuver a bigger ship in a small ship and eventually take down their shields (after a long time).Ok. I have to ask; why the hell do you guys HATE shields so much?
Every major update, you guys seem to do something that either...
1) increases the power cost of shields
2) lowers their capacity
3) slows their regen...
Seriously; Not everyone cares to be an EVE online armor tanker. ...and even if they did, the astro-tech isn't ready for that yet.
The argument stands on the simple fact that QF's response to anything questioning, or criticizing their idea of balance is met with the same phrase... "working as intended". You consistently see this here and on Discord.I see this argument sometimes. But I never saw any example besides "muh that's not what I want". Do you have any ?
Not quite.he kinda already prove your point
All he's doing is complaining instead of giving some proper feedback
iirc it was because shields where still kinda overpowered? Im guessing at least, not sure
Agreed. I've seen, fought against and produced high regen shield-tank builds and they do get tiresome, since not everyone has a spare 8 million gigawatt ion cannon lying around.Im all for buffing capacity or making it easier to have a larger amount of shield ehp than we currently have. I do feel and have for a long time based on experience in multiplayer battles that in combat regen ought to be nerfed to the ground, to the point where even small fighters can chip away (extremely slowly) at bigger ships shields. Theres nothing more I hate than someone out regenning your weapons, meaning no matter how good your piloting and aim is, you will not be able to do anything to the enemy ship. In the old days (pre 2014) shield regen was a lot weaker and it was actually possible a lot more than now to outmaneuver a bigger ship in a small ship and eventually take down their shields (after a long time).
I'm pretty sure that was the goal of the thrust curve. If thrust curve starts to actually curve only at 40k than all the ships of lower mass than that can as well not exist. Bar for people who only start playing on the server. Basically the size at which you can reach top speed or close to top speed is the minimum effective ship size. That's your "fighters" so to speak. The actual "cruisers" and so on will be 5-10 times that size.I can point you to one particular Discord chat where I gave feedback and data on how a previous version of the thrust curve impacted ships much smaller than the typical 40k mass multiplayer ship; only to be met with indifference by QF and a rather disrespectful tester who thought it was more important to brag about being a tester than to actually discuss the issue.
Actually, you weren't part of that particular discussion. Just so we're clear; your aforementioned tester was actually the one who originally cited 40k mass as the "standard". On the other hand, I do find it ironic that you acknowledge the negative effect large ships have on a multi-player server, yet your team consistently makes config changes that disincentivize smaller builds and encourage much larger ones.I'm pretty sure that was the goal of the thrust curve. If thrust curve starts to actually curve only at 40k than all the ships of lower mass than that can as well not exist. Bar for people who only start playing on the server. Basically the size at which you can reach top speed or close to top speed is the minimum effective ship size. That's your "fighters" so to speak. The actual "cruisers" and so on will be 5-10 times that size.
So if you propose 40k to be minimum size -standard size for heavier ships will be 200+k mass. Most servers won't be able to handle more than 5-8 ships of this size in combat. And even that is doubtful.
Yes. We cut the mass of the reactor blocks that were making 60-70% of the ship mass before that and spread it to other systems. It made ships with more than 100% power draw a little less attractive. Though didn't stop NotManhattan from doing it.Your team chose to make system blocks unreasonably heavy.
That did not answer my question.Yes. We cut the mass of the reactor blocks that were making 60-70% of the ship mass before that and spread it to other systems. It made ships with more than 100% power draw a little less attractive. Though didn't stop NotManhattan from doing it.