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Wanderer

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Everything posted by Wanderer

  1. Well, their damage should be lower. But with always independent targetting i think they meant the stat, not the behaviour
  2. But what happens is this: one puts some pdc on a group, group 1. These are on al the time. Next up, he makes 2 (or more) groups of turrets and switches behind those 2 groups. Why? Because cooldownweapons then no longer ruin sustained fire, but then without sacrificing alpha damage so i dont think long range-short range groups will be made but groups with the same turrets to counter cooldown. These groups are group 2/3. Voila, you need duble the turrets but sustained fire. Simply switch between those 2 groups
  3. Go avorion, modules and turrets ;D
  4. To do this, pass over some money (actually, a few hundred millions once or less a few times) using the trade with player screen. Doing this, you will have full rep with him again. And its easier than station trading ;)
  5. I have the same problem, sometimes it wont show it for a few days, and then its fine for a few weeks and then a few days gone again. But now its not showing up anymore and it hasn't for a week or so. Anyone an idea about why this is?
  6. But still a 4,5 mill ship shouldnt be killed with one shot. That way you could win by using pdc, a trading module and a fast, agile ship
  7. I dont think the energy usage should be determined by mass but by volume, since thats how it should logically work. Also would it be nice to have something just to remove the box and the selection of what you are so you can be seen but no box gives away that its a playership. This way you could disguise your stations as asteroids... I agree that it shouldn't drain more and more, because the shield and integrity generators dont do so? Also the scanner upgrade wouldnt be worth using with only 3km, because most ships already start shooting in that range. I would like it to have the robocraft look when you're cloaked, to be seeable but hardly and that a cloaked ship doesn't perfectly let through light beams.
  8. Also, higher tier materials will do more damage than the lower tier material turrets. But yes, sometimes there are turrets wich do more damage and yes, use them! To say about the armor and hull blocks, yes, trinium armor is 8 times stronger than trinium hull and xanion hull is 1,5 times stronger than trinium hull (goes the same for every material, if i am correct). But xanion hull is ofcourse lighter than trinium armor. Anyways, because higher tier matierials make stronger blocks etc and higher tier weapons do overall more damage, lower tier weapond should get filtered out. (Btw try to make some weaponry in turret fac, those are prob. Stronger than any of the lower and same tier weaponry as you have)
  9. I love the idea, because i have the same feeling about it, because sometimes i find a turret wich i think of: wow thats good! Never gonna use it because my producted onces are better, so rubbish i wont look at it anymore. It happens all the time, but with 2 turrets: a really decent lightningturret the xwg drops and a nice 56% salvaging turret. No others. So where's the feeling :is it a good one or not? Now its just: ahhh its a turret and no module. I really like the idea but then consider changing the research stations functionality in the way that what you get is better than what you put in, because that isnt the case right now. If turrets would have an amount of points you could invest in them when researching in order to upgrade some parts and make good turrets that way, it would be way more fun! Or the idea that you select a turret you want to upgrade and then some turrets you want to scrap and use the parts of in order to make it better would seem more appropiate then how it is now
  10. Nukes are set off by some conventionall explosives, so maybe give them a chance of exploding that varies per torpedo you buy? I would honestly love if there would be something added to the turret modules, since fighters and torpedoes dont need slots, i think that a turret module should have a + number of point defence weaponry, so lets say a legendary all armed turrets would have + 6 armed turrets and + 2 or 3 point defense weaponry. And offcourse, if you have some of them installed and you want to add more point defence weaponry, you could by sacroficing some armed turret mounts but in that case point defenses won't affect the effectivness of normal turrets, wich is something they really dont need in my opinion. (I have the feeling grammar mistakes are all over this comment, i'm sorry ::))
  11. Maybe just a timer wich you can click on and says: after x minutes persecutors will spawn and that a red icon makes the timer go faster? Or just a timer you cant see so you cant insta jump away?
  12. No, those blocks are bloody useless, why would anyone ever use them? They're good for firing seeker missiles toward targets outside the turret's normal firing arc. Well, i find those blocks usefull for another reason, also with seeker missiles: yes they can fire beyond, but for me its nice because they don't need to rotate so you can click r and fire away wich is really helpfull against fighters, although with the combat update less important Also, to be on topic... i am using a fleet quite long now, and have never see that doing that. Although i have mostly carriers without guns wich don't move, the ones that have guns do indeed weird stuff, but dont turn and wiggle the way you describe it. I have found it usefull to use or missiles on rotation locks or cannons or railguns because they can't fire always like lasers do, so maybe thats an idea? For mining and/or salvaging i recommend using fighters, they are also faster and less sluggisch
  13. I hope turret facs make you decide what size and if they don't, that the damage and range etc. Is changed correctly, because i got a bunch of turret facs and i hope that the turrets wont be the same but bigger and thus taking up more slots for the same size
  14. Some have suggested before that it is not possible to reduce HS calculation time, because it is simply the time it takes your computer to load the sector you're jumping to. The time required to load the new sector is not related to how far away it is, so I don't think that is a real limitation. Calculation time also scales with ship size, which again would have no/minimal bearing on the time your PC takes to load the sector. Now, I do agree that for calculating an actual HS jump, it would make sense that it took longer based on distance and on ship size. So... if i got a pc thats way faster, i should have less calculation time? That doesn't really make sence. Yes it should take way longer, lets exaggerate and say it takes a 1000 times longer to calculate. So we multiply our calculation squad with 500 and it only takes 2 times as long! I do agree that it shouldn't be instant as it is with hs cooldown, but being able to bring it down to 25% or something would be nice Also, does exiting into your drone and wait for the calculation to finish faster than waiting in your big ship? Since the calculation time is based on ship size...
  15. 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! FORCE GUNS!
  16. 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?
  17. I may be incorrect, but all independent weaponry now have defence mode, dont they? If they do, how do they tend to work?
  18. Honestly, i think a second smaller ring wouldnt be a bad idea with some avorion on the outside, not a lot, but that inside that ring xsotan are always hostile with you and have sectors with not only breeders, but also huge fleets. Or that sectors inside that ring can randomly get a hidden mass signature and in that sector a xsotan fleet gathers with you can engage with. But it would also be nice if the xsotan attacks within the ring are 4/5 times as big with way more vessels, i mean, you are coming closer and closer to their homebase... i hope xsotan get the huge fleets the lore says they have. Also plz bigger enemy ships :-)
  19. Would be really nice, and also make you capable of hiding your stations or ships so it wont be so easily to destroy. But if you jump into a sector with cloaking, that would be quite OP... Because you can manouvre into positions without being seen, so not being able to jump when cloaked would be a nice thing to ad on it. Also a scanner block that can detect cloaked ships should be added, becouse otherwise it would be OP als well. Or making the module do that so it gets more use? A charge-up time for cloaking would be nice as well or a cooldown for your ships, so you cant fire and escape so easily. The idea is awesome and not being able to have shields is really nice, but there should be some more handicaps...
  20. Really nice! How long did it take to shoot down all fighters with those flack cannons? Do the storage blocks explode if they get destroyed with torps in them? whats the max damage a torp can do against shield and/or hull and how long does it take to reload one?
  21. How wil ai ships use torps? I hope they wont fire an expensive torp at a n almost dead enemy... or some random mini-ship
  22. Can someone post a list with the maximum sizes of the turrets? And how will the pdc work on ships with a captain? Will they work as intended or will they use it to attack their target?
  23. Does the pickup upgrade also work for the fighters of the ship that has it equiped?
  24. Welll, i'l try my best: You're a lone spaceship (most of the time) They are pirates, they want loot. If they attack and kill you, there will be no faction to take revenge for your death (lore-wise, factions sadly dont take or try to take revenge). You are one (although most of the time overpowered) ship, they are with multiple. Xsotan just hate everyone and sent groups to kill, although they dont know the map so will end out in random empty sectors with you... about point defense: nice and well, but if i can kill the ship within 3 (or more if pilots are higherlevelled) seconds, i still dont loose a single fighter. Pls tell me true (so not random weapons with defend modus) AA guns dont trigger the dodge of a fighter.
  25. But if you make a mini-drone in the center, this will happen to, even with your fleets and everything? Thats kind of annoying...
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