Ravien
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Posts posted by Ravien
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Oh that's nice. One of my favorite ships in Eve.
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Not sure if posted already, but typing this command into chat will add the debug menu as an icon on the upper right side of your screen, giving you access to a ton of commands.
/run Entity():addScript("lib/entitydbg.lua")
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Once you get to that stage of the game, try out putting salvaging (or mining) fighters on your AI ships. They control them and are very effective.
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Does the size stat of a fighter effect how many hanger slots it takes up as well as make it visually larger?
Just how many hangar slots it takes up, I believe.
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I agree. Allowing players a way to obtain smaller sized turrets as an option would be great!
Perhaps we will see this in the second part of the combat update?
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Sounds like you encountered the new Persecutor pirates who will hunt you if your ship is too weak for the area. Build a bigger ship so it has more health and then you won't encounter them as long as you make sure to keep upgrading your ship as you travel closer to the core of the galaxy.
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It's not the tracking (although turrets will have a hard time tracking torpedoes if you turn your ship a lot or if torpedoes just swoosh by), it's tunneling. Torpedoes skip over shots and avoid 90% of the shots that should have hit them. This behavior is fixed on the beta branch, we'll set it live soon.
That is good to hear!
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It needs a clear line of fire.
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Being far away from the enemy can actually make it harder to shoot them down because it gives torpedoes a chance to accelerate to full speed which can be 9,000 m/s in some cases.
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If you are right outside the core ring, you really, really, really need more than 3 PDCs. I'd recommend 8 or 12 by that stage of the game to provide you full coverage from all firing angles.
Buy up all the armed turret upgrades you find at turret factories and research them to upgrade them.
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Not played the game since torpedoes were introduced due to my pc dying and my laptop struggles.. I'm not really looking forward to coming back to it to be honest.. The update seems like a big FU to players like myself who create small ships 3-4 upgrade slot maximum..
I beat X2 In a pirate Bayamon, I completed Reunion In an Argon Nova. I ain't one of the people complaining about game balance being too easy while at the same time flying around In an op battleship with millions of shields.. The game was fine and if there is no option to disable torpedoes then there is no incentive to travel anywhere near the center.. All that is left for me is trading and building factories.
If you play on beginner difficulty, you can probably tank most torpedoes and persecutors won't spawn on you.
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Already generated equipment docks might not carry torpedoes, but newly explored ones might work okay.
A wipe is usually recommended after a major patch anyway.
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It's... It's beautiful!
Can you post a screenshot of the cost and stats on the workshop page, if you don't mind? :D
Sigh...I suppose I should. Someone on steam asked in a rude way and I had to retort in a humorous way.
They'll be up there in about an hour or so
People can be so rude on Steam. :(
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this has worked just fine for me since combat update 1. changed targeting, range, damage, rounds per, heat sink and others with no issue.
one thing I did notice previous to the patch is be careful not to upgrade drive motors past 4.5ish. every turret I made faster than 4.5 has failed to work.
edit:
upon going and shooting the xsotan not one of the 6 guns I made will do any damage. they all fire just fine and track fine. but 0 damage at all. maybe I just raised a stat too high again.. dunno.
tracking worked perfect ( I had to add it to all 6).
That bug has been a common occurrence since the combat update and might not be from the mod.
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It's... It's beautiful!
Can you post a screenshot of the cost and stats on the workshop page, if you don't mind? :D
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Your saved galaxies and ships aren't kept in your avorion game folder, so you're safe to reinstall.
You can also go into your avorion game folder and delete the scripts folder, then have steam verify the game's integrity and it will redownload your scripts folder.
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But, if you cover your entire ship with integrityfields, isn't it going to "double" your ship hp? Since all damage gets halved?
From the way I read it, it looks like it. I think this is a good change myself, as hull tanking always felt very weak compared with shield tanking.
The only thing I would suggest is leaving the block destruction threshhold for insane difficulty at 90%, so that players have *some* protection from getting bits blown off their ship from minor damage, but are still at risk of losing blocks in any serious engagement where their shields drop.
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The White Star is still one of my favorite sci-fi ships. Can't wait for you to finish it!
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I hope they add some other options to build up reputation with hated factions in the future.
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Yeah curved torpedoes are hard for PDCs to shoot down. Try to either move closer to the pirates so they don't shoot torpedoes at all, or move further away so the torpedoes fly at you in a straight line, until some more refinements are made to them.
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Im getting really frustrated because i had headhunters spawn on me and i had 16 17,1dps factoryproduced pdc. I wasnt moving. There were 2 torpedoes per time, 8 in total. 1 got shot down and i was halfbroken down with my internals all open!? Dont know how but i would expect that that many shots should take down both, because this isnt fun anymore.
You had 16 separate PDC turrets, spread out around your ship? And torpedoes still hit you?
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Might be because I only faced them in naonite/trinium territory so far. Maybe end-game torpedoes have too much hp?
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And Point defense turrets are completely useless. They miss 100% of the time.
I have not experienced this issue. Point defense turrets seem to be quite effective in my time playing, but they WILL miss if you are rapidly turning your ship.
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Sounds like a bug!
mandatory gunsizes?*edit fixed some grammar*
in Suggestions & Idea Voting
Posted
It doesn't really, unless the ship doesn't have a physical space to place the turret.