- Joined
- Jun 21, 2013
- Messages
- 28
- Reaction score
- 9
That seems very reasonable. Now I just wait until StarMade allows significant increases in client RAM.One of the big reasons I avoid cube and square roots: multiplication is significantly more CPU intensive than addition and subtraction functions.
Has anyone been able to test activating and deactivating Radar Jammers? I don't have any way of testing this, but maybe reactivating jammers would nullify the effect of scanners. There should probably be a function that increases time to reset jammers if scanned or automatic deactivation of jammers. I would imagine a first strike advantage is already extremely significant as in chess, so I don't worry about that too much.First off, scanners exist.
I never said I had good memory. But they could still had massive range to make up for it, which I thought it was the range that was the problem.You do realize that larger cannons (and thus ones with longer range) did LESS damage per block than a small cannon in the old system, right?
I would imagine that the max range two ships human ships fighting each other could occur are 4 sectors, because of the 2 sectors around each human. Or more depending on the amount of humans between the shooter and target (assuming an infinite range projectile). So I guess the problem lies within turrets utilizing the range.No, weapons with ranges beyond 2 sectors are useless because the game only loads a 3x3x3 box of sectors around the sector. The only thing that can use weapons with a range beyond 2 sectors are turrets.