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dopp

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  1. The last point arises because you have two separate assembly blocks, which means you can produce two fighters at a time. So the time to produce each fighter increases, but you can replenish two squadrons at once. I agree with all your other points. Since this game is focused on capital ships and fleet management, carriers should be puppet masters, with swarms of expendable drones. No need to worry about losing pilots, or scouring the battlefield afterwards collecting escape pods. Still, one of the funny things about guns vs fighters vs torpedoes is that the latter two scale much better than the first. Guns require turret cards, which means slots. Each slot requires increasing ship mass by 2.5 times. Gets expensive fast, and you end up with a fat whale of a ship. Then you need to farm for good turret cards, and good weapons. Good luck with that. Fighters only require hanger space, and you can have 120 per ship. That's an 8-slot ship at most. The only farming is for the turrets to make the fighters. Same with torpedoes, but better because you don't need pilots. The only problem is that you can't manufacture them yet. Maybe they should drop the turret controller cards and introduce a capacitor/magazine block type that sucks power and determines how many turrets you can mount.
  2. Nope. I'm still seeing it. Only happens to railguns crafted after the combat update hit though. I have a few from before and they work fine.
  3. The biggest oddball in naval classification is the frigate. In sailing ship days, the frigate was a medium-sized warship used for "cruiser warfare" (scouting, long-range patrol, anti-piracy, raiding). There were even exceptionally-powerful frigates (e.g. USS Constitution) that were considered equal to a small ship of the line (battleship). When steamships came along, the "frigate" concept was renamed into the "cruiser" we all know and love. Then came WW2, where there was a need for a small, slow, cheap anti-submarine convoy escort. These ships became the modern frigate, much smaller (usually) than a destroyer. Since sci-fiction draws inspiration from different eras of naval combat (broadside-firing capital ships, starfighter carriers, missile boats, ramships, and boarding vessels all coexist), the frigate can appear as both a small escort vessel or a large independent warship, depending on setting. Then we have destroyers. These were once small and cheap escorts, designed to fend off enemy torpedo attacks and (eventually) launch torpedo attacks of their own. But they became so useful as general-purpose warships that after WW2 they essentially replaced the cruiser as the independent, long-range warship. Modern destroyers are at least the size of WW2 light cruisers, and the bigger ones like the USS Zumwalt are almost the size of the largest WW2 heavy cruisers. In sci-fiction, the issue is further muddled by the "Star Destroyer" of Star Wars, which clearly fulfills a battleship/carrier role and is bigger than the various corvettes, frigates, and even cruisers in the setting. This has led to games like the X-series having "destroyers" as slow, tough, gun-armed warships. I suspect Avorion is the same, since it makes destroyers much bigger than cruisers. It's the other way around. The HMS Dreadnought was considered so much more powerful that all designs before it became known as "pre-dreadnought" battleships and everything after as "dreadnought" (and later "super-dreadnought") battleships. After WW1, terms like "fast battleship" (HMS Queen Elizabeth) and ultimately "super battleship" (Japanese Battleship Yamato) came about as even more powerful designs were built, but they are all considered "dreadnoughts" as well (super-super-dreadnoughts, I guess). In sci-fiction, the term is used in its original sense to denote a particularly powerful (and revolutionary) battleship class.
  4. Same, hangs when enemies spawn in.
  5. Someone was saying it's an old bug that's resurfaced. I use railguns and there will be random enemy ships that I cannot damage. Especially the stick ships that normally spin wildly when you shoot them with something powerful; now the shots just pass through them as if they aren't there.
  6. A crafted turret isn't 100 times stronger than a random drop to justify such a price increase.
  7. Does making fighters out of crafted turrets send prices through the roof? Buy level 32 fighter from equipment dock: 20,000 production, 4,000 xanion Create custom fighter out of random level 32 turret: 600,000 production, 14,000 xanion Create custom level 32 turret, then use that to create custom fighter: 2,200,000 production, 32,000 xanion Hard to sustain such costs. Only a dedicated assembly ship can generate 2,200,000 production in any reasonable amount of time, and 32,000 xanion is enough to build good-sized ship!
  8. They won't show up at existing equipment docks if you're using an older savegame. You'll need to discover new ones in unexplored systems.
  9. The Combat Update broke all existing mining and salvaging turrets (and fighters). You'll have to make, loot, or buy new turrets and fighters.
  10. dopp

    Railguns

    It appears to be some sort of bug based on the enemies not being where they appear to be. I tried shooting off to the side of such targets and was able to hit eventually. It's a little easier when the enemy isn't moving; good luck hitting one of those spinning stick ships. It's like Eldar holofield technology from WH40k; the enemy is somewhere else and you have to barrage the entire area to hit him.
  11. Okay, I think it has something to do with the targets "not being where they are supposed to be", based on this post: I tried firing around the target, and eventually my shots would connect. Eventually. Blind firing is rather inefficient. I've been experiencing other signs of this bug, including bumping into wrecks that weren't there a moment ago, salvaging beams not hitting anything, and ramming stuff at full speed and taking no damage. For now, I'm going to assume that the enemies have WH40k-style holofield technology and barrage their approximate location until I register some hits.
  12. dopp

    Railguns

    This bug is causing me a lot of grief. About 25% of all enemy ships I face seem to have this problem, and I can't figure out what's causing it. With shields or without; with armor or without; max range or point blank; pirates or Xsotan; stationary or moving targets; looted weapons or crafted weapons; railguns or other weapons; it's hit-or-miss whether a railgun volley will connect. Some enemies are immune at first; become vulnerable for a volley or two; and then are immune again. Sometimes my railguns don't "lock on" and visibly miss the target; other times they hit dead center and nothing happens.
  13. I've come across "Abbot" and "Father" versions of this event too.
  14. I wanted to see if I could replace regular chainguns completely with PD versions, so I went to a decent level 32 turret factory to check. The PD chaingun on offer was a one-slot turret with 9.5km range and +115% bonus damage for 350 DPS. The equivalent regular chaingun was a three-slot turret with 4.5km range and +45% bonus damage for 3500 DPS (1750 DPS with independent targeting). So the PD chaingun does seem to do much less damage than the regular version.
  15. Still getting this bug. Various enemy ships (about one in four) are immune to my railguns. Even after taking down the shields and firing at point blank range, my railgun shots impact but don't do any damage.
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