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SivCorp

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  1. I second this notion. The most balanced feeling strategic time of the game is early game. once you can outrage the slow, unmaneuverable AI ships... they are not a threat. I think ranges need dropped substantially. Max range should be no more than 20km. And damage scaling needs dropped for some weapons, and increased for others. Lighting, tesla, railgun are all too strong. Plasma, lasers, bolters, are too weak. Pulse cannons are laughably weak, and should not be block by any shield modification in my opinion. Their range is low, their damage low, so they should be able to pass through shields, always. Else boost their range and damage massively. Launchers are in an odd place. In any PVP situation, they are the only option in dueling an agile player. The damage isn't as bad, but with the high range, and ability to boost the speed of the projectile with your own speed just makes them 100km seeking death shots. Another noticeable weakness, are repair turrets. With all the damage scaling up, repair turrets should also scale up. They are laughably weak. You need 4x's the amount of turret slots in repair turrets to even dent the damage of 1 weapon. Also, Force guns do not handle physics in the expected fashion they should. A pull turret should pull the ship in as a tracter beam would. instead it just spins the target ship. Same for push guns... it doesn't repel the ship, just spins it. Perhaps this will be fixed when boarding is introduced, but they seem pointless at this stage of development. Well, that's my 2 pennies rubbed together... Hope it helps. Love the game, and the work the Dev's put into it. Balance is busted though.
  2. 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. Don't see a specific use??? Cloak to avoid those pesky frigs scanning your cargo. Cloak to avoid torpedo lockon. Cloak to avoid targeting at long range. Cloak gives a reason for the scanner upgrade if you tie detection range with it. Cloak gives another defense against boarders when implemented. Can't board what you can't see :) Cloak gives another option other than running away from an unwinnable situation. Those are just a few off the top of my head... I think Cloaking is necessary to complete this excellent game.
  3. Here is the finished Blueprint. Enjoy! https://steamcommunity.com/sharedfiles/filedetails/?id=1359725820
  4. That looks like a simple build... I'll get it done for ya ;)
  5. Some great ideas here! I would like to add a few more, and perhaps enhance some others into a cohesive function of how it could work... + While a ship is cloaked, the shields are down, and boost is disabled. The cloak will remove the red box from the ship, and "Ghost" the ship from view... like when in build mode and you have a specific type of part selected and the rest is faded out. + Cloaking is achieved via blocks like the integrity field blocks, and size determines range of coverage. They will require a VERY LARGE amount of power to run. - I don't like the power drain idea, for there already is enough power drain mechanics involved, nor does it make scientific sense (to me.) - I also don't like the idea to not have larger ships able to cloak. Having the Cloaking blocks require power will limit their usefulness. + To defeat cloaking, Hitting the target ship will have a flash like when shields are hit. If the cloaking field generator block is destroyed, the cloak is lost. + Current Scanner upgrades will reapply the targeting box on the cloaked ship when in range. This gives a secondary use for scanner upgrades. Current ranges should be just fine... for I think the largest one maxes out at ~3km. Capped max should be 5km. Thoughts on this? I like the ideas so far :)
  6. I also have had a similar situation. Had massive lag, where the server crashed and put me back about 5 mins. Didn't have the drone issue, and restarted on my ship again... but then found a dupe of my ship with all it's stuff in the last spot I had warped to 5 mins earlier. Very strange bug indeed.
  7. Should report to the bug section then. Post there.
  8. With the long range engagements now becoming much more commonplace, I noticed in the road map that cloaking blocks where planned. The combat update #2 would be a great place to introduce those blocks... so we can have a defense against torps other than just point defense. Any news on Cloaking? Any thoughts how it should work?
  9. Good mod pack, I look forward to seeing more people on here :)
  10. Very nice design choices. I like the organic feeling in how you expanded the ships on up to the current one.... Keep it up! Looking forward to what you create from the core. ;)
  11. That is most likely the behavior. Thruster break speed determines max speed, while total break speed is still the total break speed.
  12. See, it's pointless posts like this that are the problem. Patience, young grasshopper.
  13. I think perhaps these unique characteristics can be abit more obvious. A stronger identity to these materials would promote a diversity of choice. Also i find it very strange that only iron and Avorion offers inertia dampener, again limiting their choices. Right now avorion is way too good for what it offers, not to mention rift bypass ability. Yeah, the only way to see the differences right now is to watch the changes in the +,- in your stats screen as you build. Perhaps more detail in the tutorial for those that need it. The inertia dampener makes sense, because it is a very inefficient and weak unit... a noob system, imo. Directional thrusters give far more control, with less power draw, and the AI can use the full speed of your ship, whereas the AI fails to calculate inertia dampeners in it's max travel speed. And No, avorian is not too good, it's endgame material. It does exactly what it should do. And it isn't even the best in all the stats... look closer ;)
  14. Correct. The AI flies it's ships with max speed capped against the breaking thrust value of only thrusters and directional thrusters. If you are using inertia dampeners for fleet ships, they will use them, but they will fly like they do not have them. With the power draw of them, there is no need to use them on AI ships. Only use thrusters and directional thrusters.
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