Jump to content

FuryoftheStars

Members
  • Posts

    544
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by FuryoftheStars

  1. 1 hour ago, vehementi said:

    There are weapons that, in fact, DO do 3x the damage, that do not have "3x".

    Are you finding other weapon types than railguns that are showing this?  This may be something specific about them with their attempts at showing a damage figure that includes block pen.

     

    edit: btw, don’t get me wrong, I agree that there are issues and inconsistencies with the tooltips and have upvoted your thread.  It’s just that unless they’ve very recently changed something, multiweapon turrets in and of themselves aren’t one of them.  They’re just a cosmetic feature (kind of).  Over my time playing this game, I’ve created a couple different mods that specifically remove the “cosmeticness” of this.

  2. 54 minutes ago, Novastar said:

    The problem is: the clearance is not even the boxes. I tried to build a station with some nice docking ports, but only one of them was recognized. Why? The white box was free of every other block, not even near them. I'm still not exactly sure what blocked it, but spacing my docking ports much more did work.

    The white box is different from the docking lanes for stations.  That isn’t what this suggestion is about.

  3. 18 hours ago, vehementi said:

    "Triple" etc. weapons actually do 3x their listed damage per hit (not DPS), but only on certain weapons say "500x3" as the damage, while others just say "500" but do 1500 in fact. So you actually don't know the alpha strike damage of a railgun, lightning gun, etc. without double checking the math based on DPS, ROF, and cooldown. The "x3" part should be made consistent (either always include "x3" or always use the total instead)

    I think you may be confusing two different things in here.

    Turrets that show an “x#” with the damage are actually shooting that many rounds per firing cycle from 1 barrel… kind of shotgun style.  Internally these are multishot turrets.

    Turrets that have a visible number of barrels are simply multi-weapon turrets.  Damage/fire rate is proportionately reduced for continuous beam/all other weapons so that they all maintain the same dps.  These can work in one of two ways: 1) one barrel fires at a time in sequence, or 2) they can get a simultaneous property that allows all barrels to fire linked (at same time) and a proportionate refire delay so they still have the same dps.

    And it’s possible for a turret to get all 3 of these (multiweapon, simultaneous shooting, and multishot) at the same time.

     

    That said, the devs used to have these all better listed on the tooltips.  At some point they removed the text for simultaneous shooting all together.  So, either way, yeah, tooltips need an overhaul and be more accurate.

  4. 6 hours ago, An Ning said:

    Isn't that done with the salvage command?

    Not really. Salvage command only collects the loot that pops out while salvaging. Anything still floating about as the result of the combat it ignores.

     

    That said, OP, there have been a couple suggestions on this already. Here was mine if you’d like to vote and post to bump it back up: 

     

  5. 4 minutes ago, Nyrin said:

    as long as it's added as a freeplay/ini toggle (so server admins can turn it off if it's tanking their servers)

    Just to be clear, this is how I've always advocated it being brought back since their first discussions around why they made the change.

     

    5 minutes ago, Nyrin said:

    is there anything that could be done to make the mod-supported approach feel more reliable? What makes that approach feel too risky?

    To me, what makes it "risky" is the skill level of the modder that takes it on, plus their availability and, for lack of a better word, "longevity" with this game (we all have other lives; sometimes we get busy for a while, or we simply move on to another game).

    (I wanted to work on doing a mod for this myself over two weeks ago, but I kept pushing it off cause dealing with UI code gives me headaches, and then about a week ago, now, my work got hit by ransomware.  I've been putting in 16 hr days since and so have had absolutely no time for modding/playing... or doing anything, really.  (I'm typically getting 4 hrs of sleep per day right now, and not always at night....))

  6. 43 minutes ago, Straybow427 said:

    It would be cool if we could design turrets based on this idea. If you have a 1 slot chain gun turret that does 1000 dps you could turn it into a turret of N slots for N guns doing N×1000 dps. The larger turrets would only require 1+¼N as many mechanical components such as servos, tubes, steel, aluminum, lead and N for ammunition and other things that might have direct bearing on dps.

    Well, you could via mods.  However, I don't exactly agree with the idea that multibarrels should use multiple slots (maybe if we were allowed fractional slots...).  There can be other balancing mechanics, such as not making them a pure 1:1 damage/fire rate increase and/or slowing down their turn rate.

    Oh, hey.... https://steamcommunity.com/sharedfiles/filedetails/?id=2567238239

    😛

    Course, it doesn't increase their material costs at turret factories (or allow converting of turrets at turret factories).  Multibarrels are still an RNG item and my attempts at redoing a multibarrel turret has seen some weird graphical issues (specifically, floating barrels).

  7. 6 hours ago, An Ning said:

    Ideally, I think the transport system should have to be on the fighters themselves as well as the carrier -make it some kind of short-range teleporter or something.

    Essentially, that’s exactly what it is. However, as the blocks you put into the fighters typically don’t matter, you instead just put everything on the carrier.

×
×
  • Create New...