Jump to content

Wanderer

Members
  • Posts

    189
  • Joined

  • Last visited

Posts posted by Wanderer

  1. It's possible that it depend of the fighter design?

    I use x-wing design from workshop.

    And how it's possible that everyone have 0,3 and I'm not? I have the same game downloaded from steam.

     

    I get the respond via FB and it's ok. The math formula is like DMG /Slots * 0,3  (11978,5 / 4 * 0,3 = 898,4)and the stats of fighter is correct.

    Like You sad Wanderer.

     

    Thank Everyone for help understanding this.

     

    Nice, clears things upp pretty well, but just: fighter design does nothing. Has been a quite helpfull thread, i join his thanks everyone!

  2. Well the dmg is deternined by the turret/the amount of slots it takes * 0,3, the fire rate is the fire rate at wich it doesnt overheat, usually at 57 servo's at a turret factory. So a 2200 dmg turret may be a 180 dmg fighter because it uses a lot of slots, doing the math it should have 3,6666 slots... did you look at the dps or the dmg/shot? If its dmg/shot, then it makes no sence to be 180 dmg for 2200 dmg turret, so i guess you looked at dps instead of dmg/shot? Maybe include a screenshot if its possible?

  3. Well quite simple, there are coax point defense weaponry, wich kinda brakes either the pdc being always 1 slot or the coax weapons being 5 slots or more...

     

    Also, the damage isn't 3 times as much as normal weaponry (i've spammed the coax and guns guns guns command at the /run Entity... command) and none, either coax or guns got above 50.

     

    Are pdc meant to be available in coax weapons? Or is the damage not multiplied by 3 and the slot amount?

  4. Yeah its quite normal for a sector to spawn a lot of ships. I once had a system with around 50 ships of both sides (released 120 fighters they all died), but they kept coming in anyway, because everyone wants the empty system...? I really hope the player gets seen as a faction, so warfleets can attack you as well, with a lot of ships (maybe depending on your force in the sector).

  5. not everything he said, I'm sure a lot of people would like some sort of training center to turn untrained crew into trained crew. rather than spending 12hs hoping to find the one you need

    Yes there was much talk about such a thing but as I recall Koonschi decided not to.

     

    As for spending a long time gathering crew I have been there to many times to count lol. Thankfuly not so much any more though in his last pass at crew he added a small UI button  on the hire crew interface so you can request crew.

    Click it and if your rep is high enough they will send you a full crew for any size of ship :)

     

    Yes but as specialized crew are way more efficient you would want those as much as possible so space can be used for something else. The button gets a crew transport with untrained crewmembers and only specialists for stuff like pilots etc wich cant have untrained... so a way to change untrained into trained would be very nice addition

  6. Are you still planning to implement cloaking and boarding? I would have expected those in this update as well. Or will we get a combat-update III ?

    Boarding definitely, cloaking needs more thought since we don't see a specific use case that would actually benefit the game except for cool or being nice to have.

     

    Maybe not hiding the entire ship but just removing the green checkbox would be nice, so you can make camouflaged asteroid storage things without the dont click me im just a rock with a green square around me...

  7. Well you are eitherway not into turret factory's or you never feel good about turrets that drop, because they suck compared to factory made guns with the exception of flak, lasers and pdc. Once you are making turrets, drops suck as there is always a better gun to be made. Your opinion is never wrong, thats right, but i dont think there are many people sharing your opinion because found turrets are just meh compared to factory guns

  8. Okay, first of al, perq, dont see this as an offence, although it sounds like it prob.. please this is a forum can you leave out the weird latin words? I've no idea what you mean...

     

    and being a bit nicer would be appreciated, as he's right to ask wether you play the game, as turrets scaling is kinda very obvious, but its not an offense or so.

     

    So once again you fail to realize what kind of impact such change would have on balance.

    wait what, there is like 0 impact on game balance, as 3 size 1 turrets do as much damage as 1 size 3, so adding scalingoptions wont matter anything. If you disagree, would you mind to tell us what you think the impact on the game balance is instead of just saying someone cant see it?

     

    And on topic now, as i said before smaller turrets do have something extra to add to the game, as smaller ships now just have like 2 guns, but i would like more just so the ship can fire everywhere. And smaller turrets are even more important if you want to give the ship a combi of lets say lightning and rail. Not being able to acquire good small turrets has taken away the possibility to have a diverse set of weapons. I think that's a shame.

  9. Not even that is what makes it so great, but because ai isnt that good, only cariers are worht the trouble. And where ships can get shot, if you have proper fighters they will kill every ship before any harm can be done. Flak turrets, who cares if the fighter aint gonna be anywhere near those ships to use the turrets? Thanks to the update, we are able to shoot down fighters, but ai ships cant. 3 dodges/min and 1 sec immunity per dodge? Nice but there arent any ai ships except the really end-game wich survive more than 3 seconds to proper fighters

  10. Well the dps goes up if the time to reach cooldown goes up

     

    And the game does favorite really long to cool down weapons, as those are sometimes worth 2-5 times the manyfacturing cost. But yes its a preference but for consistend damage non-overheating is definitely better, and thus more reliable. But indeed its preference, everything is in the game. And rails dont do little bits of constant damage, or you haven't found the right turret factory yet.

  11. Well its not based at anything, except for materials, a 1/1/1 can hold as much as a 10/10/10 if the same material. A 1/1/1 made out of a higher material than a 100/100/99 can hold more. I think it should be kinda like the hangars, the bigger the torp launcher the more and/or bigger torps you can store, as a torpedo storage is nice but why would you if you use the tubes you dont wanna fire as miniblocks in your ship, for buying place a torp storage, get the torps in those tubes and then remove the torp storage? This way you have a small space lots of torp storage and all you need more is a small torp storage for transporting between tubes... doesnt make sense

     

    Btw, fighters do have sizes, they just have a max for 120 fighters, but those being 120 8size or 120 1size doest matter at all

  12. Fully agree, but dont worry, ai is going to be upgraded.

     

    I would love to see factiob wars with the player as a faction, and i would love to see more diplomatic stuff etc., and would very much like the tributary, although that might become a bit op over time, so perhaps them paying in goods or money and not resources? As just a lot of them would create a lot of resources and that kinda breaks the game then

  13. I do agree with the problem but not with the solution you gave, as i think random shouldnt be in the research part. I think that turrets you put in would need to give a turret with an average (of everything, of the fire rate, damage, inaccuracy and cooldown etc etc) of the turrets put in and with lets say 20% more dps and lets you upgrade one or two more things (like: if it becomes exotic or legendary, then two things), but at least it shouldnt be random anymore, so mass producing good legendary weapons could be done without adding them to the turret factory, as you would need 25 exeptionel for every leggy. And yes, these turrets might be op, but for non-op turrets you would need to change the turret factory

     

    About the module upgrading, i think its fine as it is now, although it should always be higher (not by much) than the average of put in stuff

  14. So the design wont scale to the size of the block at all or should it change back?

    Wow the Turret editor is awesome  ;D I'm excited to see the first turrets in creations section  :)

     

    When you add a turret with size 1 on a turret block with a size 2 blueprint, the turret scales up to 2 correctly. When you remove the turret, it remains on size 2 and does not scale back to original size. Is this a bug or a feature?

     

    I'm glad you like it!  ;D

     

    The turret size changing is a bug, thanks for reporting! The fix will be live very soon.

  15. I LOVE THE XSOTANS TO SCALE WITH YOUR POWER!!!

     

    Nice update, someone's gonna play on the beta once again, but for coax weaponry, can it only drop or can you build a coax weapon of a turret variant in the turret factory? And, are coax weapons just like turrets but stationary, or do they have something special like a chargeup before firing? And how are turret locks of any use now?

×
×
  • Create New...