Coz people do it and it irritates me.Why did you even put "I accept the first answer without reading it." ? You're just inviting the three of us that did that to do that...
In all seriousness, I think this may add some difficultly in designing fighters, but overall is a good addition. As always there just needs to more balancing and it will eventually get there. I just hope we can get spawn points on vessels and maybe some sort of partial shield penetration with missiles (I like the idea of having them be a little more effective than they currently are, but then again I haven't played all that much combat in the latest versions so maybe I'm out of date there).
You misunderstand, I don't want anti-shield rockets, I want missiles that damage blocks partially and damage shields partially, instead of having to have shields down to damage blocks.You can get get anti shield rockets: Add a ion (Or emp can't remember) effect to the rocket computer.
I'm not sure what the concern is surrounding fighters. Currently the only weapons that are effective against them are other fighters and missiles. Regular AMCs are too inaccurate and beams are too short-ranged. The vulnerability of fighters against missiles makes me hope for a countermeasure system.
I like the new shields. I'm still an advocate for a constant power-drain while shields are active, but this is definitely a step in the right direction.
I think part of the problem is that the AI can't aim ahead of a moving target. Having 100% AI accuracy is actually worse because all of their shots will completely miss a moving target. Hopefully the AI's targeting will be improved to take movement into account.
- The default AI accuracy is SOO bad... A better default may be warranted. I'm still messing with that setting myself.
Was that removed? Because they certainly could hit targets moving on a constant vector without problems before 0.15*.I think part of the problem is that the AI can't aim ahead of a moving target. Having 100% AI accuracy is actually worse because all of their shots will completely miss a moving target. Hopefully the AI's targeting will be improved to take movement into account.
I guess it must have been. I can't think what else would account for turrets being incapable of hitting their targets, even with 100% accuracy. I'll have to do some tests... or somebody who's more proactive should do some tests. That's what I really mean.Was that removed? Because they certainly could hit targets moving on a constant vector without problems before 0.15*.
I agree with all of this!
- The default AI accuracy is SOO bad... A better default may be warranted. I'm still messing with that setting myself.
- Yes on counter measures
- I like the split too and I agree with shields needing power in theory but it would require a rebalance of the power systems as an added drain has consequences on everything else that uses power. I also feel that 5-10sec shields @ 1:1 shield:weapons ratio is far too underpowered.
That only works if you finish the outer hull before you really start filling it in.What did you think alpha meant ? The game is still in the early stage of construction. It's expected to break the combat ability of ships every few updates as stuff is being added or revamped. But it's not like any updates broke hulls so far. Maybe keep blueprints of your ship hulls before stuffing them with modules ?
I disagree. On my small fighters I only put minimal shields but as much regen as I can fit. This makes them capable of surviving a hit from another fighter but not from a capital's anti-fighter turret since the shield capacity is too low and regen doesn't matter when the shields are already drained.Honestly I still the only way to obtain proper balance in combat is to remove combat regen. This will ensure that one ship will always die and that there will never be a stalemate unless you both manage to disable the other ships guns before they die. The amount of regen you have compared to your capacity could determine how long are stuck in the no regen state during combat.
Put 50% Ion effect.You misunderstand, I don't want anti-shield rockets, I want missiles that damage blocks partially and damage shields partially, instead of having to have shields down to damage blocks.
I think you still misunderstand.Put 50% Ion effect.
Oh, now I understand.I think you still misunderstand.
Normal missiles do 50% of their damage to shields when the shields are up; and if the shields are down they do 50% of their damage to blocks.
With 50% ion effect; missiles would do 75% of their damage to shields when the shields are up; and if the shields are down they do 25% of their damage to blocks.
What Guard13007 wants is missiles that do 50% of their damage to shields and 50% of their damage to hulls when the shields are up; and 50% of damage to hulls when shields are down.
Note: I'm not saying that I think what Guard13007 wants is a good idea. Anyone that's attempted to repair a large ship will be able to guess how I'd feel about having to repair after a minor fight with a single weeny little pirate bomber.
Yes that is what I mean, and I know it would get very annoying which is why if it did come about it should be optional and probably disabled by default. I just want it available.What Guard13007 wants is missiles that do 50% of their damage to shields and 50% of their damage to hulls when the shields are up; and 50% of damage to hulls when shields are down.
Note: I'm not saying that I think what Guard13007 wants is a good idea. Anyone that's attempted to repair a large ship will be able to guess how I'd feel about having to repair after a minor fight with a single weeny little pirate bomber.