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Shadowflare

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Everything posted by Shadowflare

  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.
  16. Feature Requests/Bug reports: Organizing turrets by size in inventory, can't seem to search for point defenses in the menu. (bought some and couldn't find them with the search by typing point or defense). Desyncs seem a bit more common on beta branch atm. (ghost ships that take no damage when shooting them until you bump them and they jump to actual position) Rocket launchers are not always showing explosion effects on impact. Damage from size three cannons occasionally seems to be delayed by up to a half second (possibly the explosion damage calculation over such a large area? Can we get tooltips for burst radius on explosive/aoe weapons?) Can we get ship sensor blocks/arrays that give the ship the ability to zoom/show predictive aim points for the target you are aiming at/your currently selected weapons and have a way to increase scan range via blocks (rather than upgrades)? Would be very useful considering some size 3 weapons can hit out to 30k+ now and have considerable projectile travel time. Can we use a turret factory to modify an existing turrets size for some raw mats (upgrading an avorion turret a size costs X avorion)? (just for the sake of size consistency when using non-manufactured turrets)
  17. I'm hoping part 1 and 2 got rolled together due to the time that has passed so we can test both.
  18. As far as I know material does not affect how much crew space you get or how much you have to pay the crew. I have no idea how to format wikis. Someone else can add the info if they desire.
  19. Just a quick info post, and my first post on the forums! Hello everyone! I decided to do some research to see if certain materials had merits for certain kinds of blocks. There wasn't as much variety as I'd hoped, but here you go. Technical Block Characteristics Thrust (M/(s^2)) to Mass (tons) for Engines (tested with a 2x2x2 cube 8m3 volume) and GW usage (of same cube) Iron 0.76:1 (32 mw) Titanium 2.22:1 (30.55 mw) Naonite 1.84:1 (28.8 mw) Trinium 4.50:1 (27.03 mw) Xanion 2.74:1 (25.41 mw) Ogonite 0.99:1 (24 mw) Avorion 1.54:1 (22.81 mw) Higher tier engines are (somewhat) more energy efficient. Thrusters follow a similar trend. Trinium recommended unless durability is required. Generators MW per Ton ratios Titanium 2.06:1 Naonite 2.13:1 Trinium 3.88:1 Xanion 3.48:1 Ogonite 2.5:1 Avorion 3.67:1 MW per volume increases per tier. Might consider skipping Ogonite (it's very heavy) GJ storage of Energy Containers (of a 2x2x2 cube 8m3 volume) Titanium 6.6 Naonite 7.5 Trinium 8.7 Xanion 10.2 Ogonite 12 Avorion 14.1 Per volume, efficiency scales with tier, but trinium has a similar mass to GJ storage ratio as avorion, being only slightly lower. "Non functional blocks" (hull, armor, cargo) The mass/HP comparisons are covered in the wiki, and are generally uniform across respective block tiers and types. If you are concerned about block HP, typically go higher tier. If you are concerned about mass (manuverability!), stick to trinium. The only difference between blocks like crew quarters, solar panels, hangars, between tiers is mass, and HP. Stick to trinium in most cases. Gyro arrays: Energy usage increases with tier. Trinium is very mass efficient if you are concerned about braking and thrust, but higher materials will yield better results for yaw/pitch and roll. Inertial Dampeners: Not much selection here. Iron is heavier, but uses less energy, also providing less brake thrust. Avorion is lighter, but uses somewhat more energy but also provides much more brake thrust. Computer Cores: Unless you care about power, stick to Trinium, higher tier materials do not provide more processing power. (but are more energy efficient at the trade off of weighing more.) Integrity Field Generators: Mass increases based on material. Trinium recommended. Power use does not change between tiers. Material does not affect field range. Assembly: These get better based on the tier of material they are made of. If concerned with mass and less about production speed, go to trinium. Hyperspace Cores: Range gets better with material, though mass changes between materials will slightly change your hyperspace cooldown. Even a tiny Avorion core can let you jump over hyperspace tears on the map. TLDR: HP goes up by tier. Everything except Trinium and Avorion is bad unless you're hull tanking or still progressing (Xanion/Trinium recommended pre-center, even if you find Ogonite outside the center)
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