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Alanthier

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Everything posted by Alanthier

  1. For some reason, my stations and factories are now selling items for far less than their normal value, and even in the negative pricing, since this bugfix. I haven't changed anything.
  2. 95% for insane would be tolerable. There is no reason you should instantly have blocks destroyed by an overpowered weapon type as it is. It's unbalanced. Torpedo's should be a 1 time use thing to either finish off the target, or get the advantage over them. NOT be purely used for killing by firing as many as possible. But that would make too much sense right?
  3. That break off threshold should not be at 100% for vet/insane. That literally still leaves you with a 0% fighting chance when the AI get their 100% "lucky shot" on every shot. Dropping it to at least 95, or even 90% for break, would have been an actual "balance" patch for those 2 difficulties.
  4. What is the point of the player made Trading Post, if AI ships will never buy anything from it that you place in it? I can fill it with everything that the "buy" listing shows, but ships will never trade with it. We should be able to request buy/sell, just like a normal station. And we should be able to sell ANY item we choose to from it, not just a "set" RNG listing, since it's our own station...
  5. Talking about actual weapons genius. Like when a weapon you get says "Has X% chance of penetrating shields," none of them will ever penetrate shields. Most likely due to the same bug that is causing Pulse cannons(which have the HIGHEST % chance TO penetrate shields of all NON-TORPEDO weaponry) to never penetrate shields. Side note: Please Give us a way to get rid of/make use of Toxic Waste, without having to dump it in a sector and cause lag for the server.
  6. Also, any weapon with % chance to bypass shields, currently does not bypass shields at all no matter how many shots you take. Tested and confirmed with 12 seeker launchers with 20% chance, and can sustain fire for 38 shots. Not a single one bypasses shields.
  7. Also, pulse cannons, still no shield penetration.
  8. Why would you release this into stable, if it's still NOT stable, and NOT balanced? Pirates spawned in unknown sectors, should NOT consist of 2/3 of them having torpedo's, especially since they fire BEFORE you've loaded in, and by the time you load in, they're already 5km from hitting your ship. Larger ships have 0 chance, and no time, to dodge. You need to reduce their damage by a good 30% as well, because they're TOO strong when fired from AI ships. Also, you need to fix PDC/PDL, as they still have a 100% chance to miss(PDC) and 0 damage(PDL), all on newly spawned ones. Only way to fix this, is to either FIX them, or remove the torpedo's/PDC turrets entirely.
  9. Could you possibly add a different way to get standing with factions closer to the core, or make it so that shooting torpedo's that are fired at you, DON'T drop standing? And please, reduce how frequent/max number of headhunters that can chase you in 1 sector, it's asinine that there is a sector in the game i'm in, where there are 18 headhunters(they weren't even spawned because of me) and no one can get to that sector for anything except the person who owns it, and they have the good turret factory but wont attack them in order to not have headhunters after them constantly. no more than 3 hunters should ever be active in a sector, and no more than 1 time every 30 min. it's stupid they appear every 3 friggin minutes.
  10. Just make point defense turrets instantly obliterate a torpedo, since the trajectory prediction is so bad for them at the moment, it makes it impossible to actually play (and no, I am most definitely NOT on a low end pc) on servers running this when they're firing at 1 torpedo and you have 10 coming at you. Also, no more than 3 torpedo using pirates in a sector. PERIOD. it's bull to enter a sector and have 8-10 locked onto you before you finish loading in.
  11. Also, would be nice for that new item to work against headhunters. Really tired of them appearing every 3 minutes because the factions near 0:0 hate you by default for no logical reason.
  12. I don't have to be moving for them to miss/deal 0 damage 100% of the time, i can be sitting in 1 spot and 15 turrets fire, all 15 miss.
  13. can you please do something about the frequency of pirates firing their torpedo's when you enter a sector? by the time you've loaded in they've pretty much hit your ship. And Point defense turrets are completely useless. They miss 100% of the time. Point defense lasers do 0 damage. The only thing that seems to stop them(en mass if you have at least 15) are anti fighter turrets, but their range is so bad that the explosion still hits you for half value :/
  14. Would it be possible to add a way for players to buy torpedo's in bulk? Clicking the buy button repeatedly actually causes fps to stall each time one is purchased. Same goes for loading them. Serious fps issues while adding them to each launcher.
  15. Didn't you fix the bug a long time ago, where AI stations will have 0 storage for things? I'd post a picture but it's too large apparently, though if it lets me do a link i'll do a link. https://imgur.com/3Ukrqqd
  16. They won't spawn if your mining ship is strong enough to prevent the spawn. They did, despite having a ship strong enough.
  17. Your prosecutors shouldn't spawn on ships that are performing OUT OF SECTOR mining. It's retarded. It makes it impossible to do anything now, even WITH a ship that is outfitted enough to withstand attacks, due to them ALWAYS having shield bypassing torpedo's. Your decision to make them THAT broken was a stupid one.
  18. now if only you'd give us an option to turn off the annoying ass alliance resource/credit/item gain/loss, when we're not in an alliance ship...
  19. Adjusted balancing of loot-range boosters Lower energy, better scaling with rarity, lower price per range Changed name of loot-range boosters to something a little more immersive OR you can remove it entirely, and make it a type of BLOCK instead! that would make MORE sense.
  20. Why waste an upgrade slot for pickup range...if you could have just made it a block instead? That would have been simpler.
  21. Stations that consume goods passively(trade stations/smugglers/Biotope/Habitat/Casino/Military) Currently use the material WAY too slow. You can hit numerous sectors and come back days later, still at the same number, or all of like...10 goods less. Please, change that. It's too slow, space is a big place, these materials should be consumed a WHOLE lot faster.
  22. what we need, is more system slots and/or specialized slots to allow multiple turret modules per rank of ship size(as opposed to 1 slot = 1 ship rank processing size), otherwise you'll never have enough fire power.
  23. /quote]Wait, what? What does this do? Does it link one block's damage to that of another? That's not at all what I'd expect an Integrity Field Generator to do. :o It pretty much just spreads damage over the area it covers, the blocks with lower value hull points are destroyed first after their value is consumed when taking damage, which is why if you collide with something when collision is set and you have an integrity field generator covering the whole ship, the whole ship is destroyed, because the damage is spread over ALL covered blocks
  24. This mod seems like it is no longer functional at all in terms of getting AI traders to trade with it. I've had it and a few normal stations in a system with ships going to/from the normal stations, but NOT the complex.
  25. Can you PLEASE fix AI factions giving you coordinates to their "headquarters" sector that shows up as being INSIDE a rift? It's rather annoying. I can understand if it does it beyond the barrier, but outside of it? Shouldn't happen at all.
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