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Tsunamik

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Everything posted by Tsunamik

  1. There's a way to do this!? It's driving be driving me nuts for ages. Life is full of surprises huh..?:-D
  2. I am using the crew mod, and it definitely should be part of vanilla game, it works just great. Now let's make crew "spawn " less random (generals officers at outposts, miners at mines and resource depots etc..) and whole system is absolutely perfect. Glad I could help, it sounds very viable in theory, so let's hope that real implementation will be also working well.
  3. I know what you mean, depending on my mood some parts of my ship are crazy detailed... while others look like big wall of nothing and I have to redo it next day.. :D
  4. Recycling... yeah, that would be awesome idea :)
  5. It doesn´t seem to matter for breaking from my tests, it breaks still the same. The same applies for strafing I guess. But turning movements work easily - further from rotation axis=greater effect
  6. PVP could be atleast somewhat balanced, it just need pvp tiers :) When you would like to have PVP "arena style" combat, easiest way to do, is make some easy rules, lets say "naonite levels only" or "ships under 500k tons" etc... This way you can easily create somewhat "competitive" pvp, and for those who doesn´t like such things, lets just make servers for fighting for world dominance - alliance wars, resource and stations control and so on. There is lot of potential, if only those crafted turrets were little bit more balanced :D
  7. I don´t think that it is reduced by toggling the independent fire mode - it seems like its BASE damage is reduced by even having this independent targetting trait. It seems that all independent turrets have lower damage/dps than their same level/material counterparts imo.
  8. I can´t even open your image as file, it shows 0KB. To past image, upload it to imgur or something, and add the link into the "[/ing]" (i made the typo on purpose)
  9. Lot of such great functions isn´t listed anywhere :( Lets hope it will get better eventually
  10. Most annoying thing about looted turrets (apart that they are underpowered-or crafted are overpowered more likely), is that its hard to get a cohesive set of weaponry... What I mean, is that my ship currently have5 chainguns all with different rof, 2 canons, with different rof and range, 5 lasers which only have short range AND you must aim them completely differently, because they have no travel time... and a few lightning guns for a good measure. And if I or enemy moves even little bit, its almost impossible to hit him with all my weapons :/ I tried to get all guns of the same type, but considering I have 20 weapons, its simply impossible, so crafting is only option - but crafting is long, and most importantly TEDIOUS as fuck, because just hauling and obtaining the mats is worse than full time job - AND it kind of kills the fun of difficulty, because my few crafted turrets are so overpowered that its not even funny. So yeah, nerfing crafted turrets and making them easier to obtain would be great
  11. This is already included. Just hold Left Alt and pick your "center"
  12. Hmm... I have theory you can try to prove: Maybe when boss with his railguns shoots of part of your ship (not the one with turrets), you lose your volume - and when that volume drops below certain level, you will lose one system upgrade slot - removing card temporarily which allowed you to mount those two extra turrets, so they dismounted? That would explain why they are not floating in space... But you would have to test that, as I have no prove for my theory
  13. You need volume, not mass. If a ship gets big enough it doesn't need armor as armor anymore, reduce your mass as much as you can (but get a lot of volume). At least that's how i roll. :D The funny thing is ogonite as "best" armor material is best cause it's the super dense... on big ships i prefer to inflate my volume with tons of trinium armor. So mass is not equal volume??? All this time I thought it was lol There are tooltips all over loading screen about different density of materials.. :D
  14. one uses mouse to aim AND turn your ship. The other mode uses only keyboard for movement of ship, and mouse controls ONLY aim (so you can fire sideways, backwards etc. more easily why maneuvering - great for huge battleships broadsides)
  15. yeah, with this control setup, you give up strafing for unhindered turret aiming :) So you control your ship only by keyboard, and aim your guns independently with mouse, allowing for broadsides or even runaway fire backwards. I had few issues with it - lack of strafing isn´t that bad, but I could not see my aiming cursor in this mode, so targetting stations etc. was very problematic. But I believe that its more likely singular bug for me, than standard behavior
  16. To be honest, I kinda like new thrusters... the way it was previously, it was just cheap cheat, when even most heavy ships would turn like made from paper... I currently have over half a million ton heavy ship, and I made its spine by 5 huge thruster blocks going along main axis. And guess what, they can´t be seen, ship is beautiful, brakes with 90m/s and roll/pitch are about 0.8... just great :)
  17. Hah, I was recently thinking about creating D´deridex... but I got headache from that thinking alone.. so.. yeah.. :D
  18. How about tying them together? We could just leave damage stats etc based on tech level - but range could be scalable with size of the turrets - bigger turret-bigger range. This way, bigger slower ships, can field bigger turrets with higher range (which big ships need, would be ridiculous to have 2km long ship with 3km range weapons :D), while smaller ships can still field same DPS, but at much shorter range (which is not an issue, as they maneuver and close up well). Or small ship can sacrifice dps for range, and evasivness... or you can make huge, heavy, armored close range brawler with short range weaponry on heavy hull :)
  19. Well.. video is creation, so why not? There doesn´t seem to be dedicated part of forum for videos :)
  20. Rules for NPCs doesn apply for player guys... AFAIK there is random chance, that destroying block of NPC ship will yield you module or turret. Some modules might have different chances, but thats about it (otherwise you would get about 10 turrets out of medium xsotan ship every time)
  21. My main enemy: I will just rebuild my ship a little bit, so I can add more shield... Well, I could use more hyperspace reach... Oh fuck, I will just build a new ship quickly, its impossible to improve this one properly... Nah, I don´t like this blocky design... This shape might be good, just smooth it out a little, add some detail... 25 hours later Ok, done, what a nice and beautiful ship!!! I just wish my shield was a little stronger... .... :D
  22. Yeah, it would be incredible hard to move, as armor is VERY heavy (refer to this page for block stats: http://avorion.gamepedia.com/Block ) I only place armor on exterior of my ship, preferably parts facing opponents (front) and parts protecting fragile equipment (so armor over generators, shields, thrusters, and especially armor as base block for turrets)
  23. That wont be true anymore after patch, so don´t bother. Also when making ship, try to make it from as light materials and blocks as possible. Lightest mat is trinium, and lightest "structurally useful" blocks are solar panels and cargo hold (they have same hp and durability as hull, but are MUCH lighter making it easy to move the ship). Also those "construction" blocks are super light aswell, but must be hidden inside because they are very weak. Oh and create a LOT of thrusters - even inside your ship, as they can be obstructed by other blocks and still work
  24. Nah, I don´t think you would have to dumb it completely, I would just remove most of the armor blocks and make it out of standard issue hull, flat blocks out of cargo/solar panels (MUCH lighter) and maybe add some internal volume of thrusters. Afterall, almost ALL ships will be quite a lot nerfed :) But yeah, change is fun, so if you wanna build new amazing ship, go ahead :D
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