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Shadowflare

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  1. Thanks for looking into that! Looking forward to my coaxial raw miners >:D EDIT: Any chance we can get filters on the turret bay UI?
  2. Doing some research though can't test in my current save yet, having coaxial on a max size weapon is supposed to give it stat boosts. Would explain why I don't see a difference with my small weapons.
  3. +1 for awesome factor on this mod. Is the coax toggle supposed to add stats? I tried using it on a mining laser and the damage didn't change.
  4. Less CPU upgrades, more blocks would make things more interesting in my opinion.
  5. Right now, the only thing that determines tube capacity is material. This means a 2x2 launcher holds the same as a 20x20 launcher. There's not a huge point to make them out of better material, as I can quickly flip open the menu and spam 1, 2, 3 to refill my tubes, even mid combat. Torpedos are very powerful, and the devs seem to want to limit them by making them supply dependent. This is fair. Torp reload rates at the moment are very high. (4 seconds across all materials.) Suggestions: Allow torps to be manufactured on board just like fighters by sacrificing a torp to make a BP. If there's a technical problem with fighters vs torps, make the existing assemblies "Fighter Assemblies" and new assemblies "Torpedo Assemblies". Assign materials to torpedos, which will influence their stats. (perhaps trinium can be the fastest/most agile, but with lower payloads, ogonite can be slow, but have alot of HP and bigger payloads, bad manueverability, etc.) Increase reload rates of torpedos significantly (3-4x). Make reload time scale by material, as well as power useage. (IE: Avorion would reload fastest, but also take the most power) Make volume of tube determine capacity. This is a calculated risk as a large amount of torps could be lost if the block is destroyed. Tubes will automatically begin to refill from storage with the same type of torpedo BP that is assigned to that tube at 3x times the reload speed after firing. (if a titanium tube has a 20 second reload, it will take 1 minute after firing to begin putting new torps into the tube, at 20 seconds a pop.) This basically means you can fly into combat with plenty of torpedos "rack ready" but after you expend them, you'll have a much lower rate of fire. Allow torps to bleed over damage through shields. (if I do 35k damage to 5k of shield, there should be 30k of explosion damage dealt to the hull near the point of impact, similar to a near miss explosion)
  6. Shooting torpedos at xsotan does not aggro them. Even hitting or destroying them. (I hit one with 4 nuclear torpedos) and the surviving ones remained neutral.
  7. Not to mention that not only do they hit from behind (they shouldn't), it's also squarely on the center axis of my ship (should just pass over me harmlessly once it caught up if it did the javelin style launch that the animation even shows.
  8. Just to entertain the possibility that self hits were the cause of the vertical launch, I made a new ship with nothing behind the launcher that the torp could get caught on: Launching at around 700 m/s, the torps actually impact the rear of my ship, squarely on the engine.
  9. It occasionally generates crashes when this occurs. More frequent when done with stingers that can one shot you. That being said, driving into your own, forward fired torps makes -zero- sense as they should inherit the velocity of the firing ship. So, yes I am 100% serious. Mathematically, at T-0 of firing, if my torp has 613 acceleration, and I am moving 614, the torp should also be moving 614 (in order for me to reach these velocities on my test ship however, a booster is used and I am actually -losing- velocity as I am not holding the booster down, merely getting to slightly above 613 and then firing. (still decelerating) if the torpedo inherited velocity, if I am moving 613, and it is accelerating 613 (assuming in seconds based on the tooltip) it should be 600+ meters ahead of me after one second, so unless in that one second I accelerated an additional 613 or more, I should never hit it. Finally, with regard to seriousness, with the way that launcher is oriented, it fires up and away from the top of my ship. If I am only moving through space on one axis, it should move parallel to me on a plane slightly above my ship, and thus, again should never hit it. (as the torps follow the path of the arrow kind of like a weird javelin style launch) If an astronaut on the ISS (moving 17,150 mph) lets go of a wrench in midair, it does not immediately tear through the nearest wall as the station moves away from it, it inherits the velocity and vector of the vehicle, just as the person who was holding the wrench inherited that velocity. (in this case the ISS) The only way I could see it hitting my own vehicle is if someone manually and very slowly pushed the torp out of the tube and it hit that like..... .2 of block behind it, which should never happen if I am decelerating. At the very minimum, the torps need a minimum distance traveled to arm, etc. But...the torp has thrusters that accelerate it out of that tube at 613 meters per second...so..
  10. NPC factions should have defense platforms spawned in their commerce/industrial/capital areas, especially areas with lots of stations. A scrapyard off the beaten path probably doesn't warrant one of these. Basically just stations with a number of tier/size 3 turrets (long ranged artilley/railguns/seeker launchers), a few torpedo launchers and a couple hangar bays. When NPCs start to lose stations/lots of civilian ships, they should call in reinforcements similar to when a faction war starts. (to stop pirates and xsotan from endlessly wearing down a sector you happen to be sitting in.) Basically if a sector has...5 local defense ships, if they lose 3 of them (more than half) you should get a sensor reading saying "The enemy has called reinforcements! They'll be here soon!" and then sometime after in a randomly determined interval, the reinforcements should show up." The long range of weapons on defense platforms should act as deterrents, and they should be positioned at generation close to clusters of other structures, to defend them better. (basically, a group of three pirates shouldn't stand a chance if they are trying to raid near one of these) Once we get coaxial weapons (big gauss cannons, etc) perhaps have those spawn as defense satellites for some stations, heavy hitting, not a ton of HP, but again long range. (basically a small/tiny station with a coax weapon and is able to rotate via a gyro)
  11. I absolutely love the concept of directional shields. Can we get this?
  12. Combat Update 1 Beta Branch Steps to reproduce. 1: Mount a Torp launcher like this. 2: Accelerate towards your target at roughly the same speed as the acceleration of the loaded torpedo. When within range, fire. 3: Enjoy self inflicted fireworks. Of note: if you use a stinger torpedo in this process that can 1 shot you, it will occasionally generate a crash. Fix: Torps should inherit the velocity of it's ship? On the subject of torps, I find it annoying that if my target has like..3k shield and I hit them with a nuclear warhead (34k damage) it only damages the shield and doesn't bleed through as hull damage (as it overdamaged the shield by 31k). Similarly, if a targets shield recharges slightly after launch, unless it's a shield penetrator, the newly recovered tissue paper of a shield will eat the torp with no damage to hull. EDIT: Can a mod move this to the beta branch bug report section?
  13. I was minding my own business and some pirates warped into a sector I was developing. Just three of them. I'd already fended off 3-4 waves of such pirates and aliens alike, so I turn and move to engage them at about 10k range. My carrier insta-explodes, didn't even see any incoming fire. Like 200k shields, 150k hull. I was like o.o. I thought I'd gotten torped and didn't notice the warning/my point defenses didn't destroy a torp. Minor setback. I respawn at my station in the sector and make a small ship to go collect my stuff and fix my ship up real fast to re-engage. Pirates thought I was interesting so when I was buying crew, they got close to me. Insta pop. Did I get torped again? This time I set up my small ship, put 2 torp launchers on it and bought a set of very expensive torpedos to deal with these pirates once and for all and then I noticed -this- End result, several stations destroyed in the sector. I successfully torped the pirate and killed him. Didn't drop any god turrets... Frankly, I have no idea how to reproduce this.
  14. Torps via onboard assemblies - 1 production at a time max and 10 minutes minimum between "free" torps. (make it cost minerals = to the type of tube it's going into? This could also apply to "ammo" for coaxial weapons when they are implemented. It makes using one a tactical choice (if I fire it now I have to wait a while for another), but without the added bore of having to be tethered to an equipment dock. Turret factory - allow us to take an existing turret and pay raw minerals (of the same type as the turret) and money, multiplied by rarity, to upscale that turret. (so if I find a really cool exotic/legendary turret, I could make it capital sized, seeing as players can't craft exotics+ at the moment short of playing research RNG) Point defense - Can these cost .5-.75 of a turret slot to allow better coverage on smaller ships without significantly sacrificing offense? It'd also be really nice to perhaps have ones that don't take crew (computer controlled), Or, even better just make these block types we can attach to our ships, so locations and positioning can be saved into blueprints. Inventory - Allow sorting by turret size? Sensor Array Block - New block that gains strength (like 80% of it) based on it's longest axis. (think antenna) it can do a couple things. Increase scanner range (only way we can increase scanner range now is by sacrificing CPU slots!), give us a zoom level based on our scanner strength (new weapons with 30k range, you can barely use them because the enemies are specks) Excess CPU - Allow excess (or unused) CPU to count towards jump -calculation- speed (we have no way to affect this stat except by making shorter jumps, it heavily reduces the effect of jump cooldowns as well, as even if your cooldown is low, trying to travel a long distance takes 3x as long as your cooldown). With the new loot collection range booster in mind, perhaps have sensor strength have a slight affect on jump calc and loot collection too. Balancing Fighters made from large turrets are a bit daft. My thoughts on torpedos can be found here: https://www.avorion.net/forum/index.php/topic,4559
  15. I'd also like to be able to just build them very slowly with assemblies, limited 1 production at a time and like a very expensive fighter, 10 minutes minimum between torp productions.
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