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Ravien

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Everything posted by Ravien

  1. You can avoid persecutors spawning on your mining ships by making sure those ships have enough HP to not trigger persecutor spawns.
  2. They won't spawn if your mining ship is strong enough to prevent the spawn.
  3. Known issue. You need new mining and salvaging turrets (and fighters).
  4. This. It wouldn't really be overpowered when you think about it but would allow you to add the much needed point defense turrets to your mining ships, for example.
  5. I actually had a dream about that last night. I was trying to boost away from 3 pirates and they kept right on my tail. It was pretty epic.
  6. They do have collision avoidance. They'll try to fly around asteroids for example. But yeah their max speed while mining or salvaging is much lower than their regular speed and they don't use boost.
  7. The problem with salvaging versus mining is this: You can salvage thousands of material from a single generator block in just a few seconds using only 1 or 2 salvaging turrets. It takes much longer to mine the same amount of material from asteroids and you need many more mining turrets to do it. You can find ships that contain a hundred thousand of a material and it only takes you a couple minutes to extract most of it. Mining out a large resource asteroid with an equivalent amount of resources will easily take 10x-20x as long. Possible solutions: Lower efficiency of salvage turrets slightly. Increase size of resource asteroids the closer you get to the core, so mining scales better with salvaging. Make mining turrets scale better in damage, so you can mine quicker when you get high end mining turrets. Add more variants of resource asteroids, such as "dense" asteroids that contain more ore but don't take longer to mine. Add more variants of asteroid fields that contain better asteroids, such as asteroid fields that are guarded by a pirate base but have asteroids that give a much better yield per minute.
  8. Agreed! It's far too easy to make over powered turrets at a turret factory and it takes the fun out of looting, buying, or researching better turrets. You should be excited when you see a exotic or legendary turret drop but right now they are always worse than whatever you've made at a turret factory.
  9. Sounds like the "infinite pirate damage" bug that they fixed.
  10. Seemed to work on the beta branch but I didn't check for any errors. My one piece of feedback is that this mod allows you to add auto targeting to any turret without any reduction in damage. I'm not exactly opposed to this since in the future you'd expect everything to be auto targeting but it does mean there's no point in building auto targeting turrets in a turret factory or seek them out at an equipment dock since you can just add it with this mod.
  11. "Persecutors no longer spawn in sectors with alliance or player ships that wouldn't trigger the spawn by themselves" From latest patch notes. I'm glad they got that fixed.
  12. "Persecutors no longer spawn in sectors with alliance or player ships that wouldn't trigger the spawn by themselves" Yay!
  13. Some great tips there! Once you reach trinium space, create mining carriers. With some custom built fighters from a high efficiency mining turret, it will eat asteroids up so fast.
  14. They posted that they are aware of this issue. I'm sure they'll come up with a solution before this update goes live.
  15. The material of the turret versus material of what you're shooting has no effect for weapons turrets. It only matters for harvesting turrets.
  16. Well that's a suspicious link... (Don't click it)
  17. Hahahahah oh my god that would be hilarious! And evil if the AI could do the same to you.
  18. I will let you know what I find. :D Really looking forward to trying this out. Especially being able to change the color of the weapons. Something like this should be added into the base game as an option at turret factories!
  19. Much higher accuracy and a longer range. They are better at taking out torpedoes. And how about lasers? I got some +/- 6000 dps 4,5 km range lasers with ind. Targetting, why not use those or similar lasers? I have not tested lasers, but point defense chainguns also have a really high rotation speed so they can turn and fire on incoming torpedoes. Try out lasers!
  20. Wow. This is not only useful and really cool, but looks REALLY well done too! Question: is it compatible with the combat update currently on the beta branch?
  21. Much higher accuracy and a longer range. They are better at taking out torpedoes.
  22. Some good suggestions there! PDCs are actually pretty easy to find early game though. Just buy the cheap ones, they'll get the job done while also doing the same dps as early game chain guns but with more accuracy and range.
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