Search found 2246 matches
- Mon Jan 25, 2016 4:10 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance proposal
- Replies: 60
- Views: 27417
Re: Weapon balance proposal
Find a good reason to use a missile or mag launcher over a howitzer. Compare the mk V howitzer to the tritium cannon or Katana, and find any real reason not to use it. Ditto for the Mk III and the Nandao, Behemoth Cannon, or Tev9. Compare the lancer or Flenser to the Sunflare, dual particle weapon,...
- Mon Jan 25, 2016 8:23 am
- Forum: Ideas & Suggestions
- Topic: Weapon balance proposal
- Replies: 60
- Views: 27417
Re: Weapon balance proposal
Ships exist that have only two weapons slots, therefore multipurpose weapons are not overpowered but rather necessities. I said almost exactly that. The lower half of my post is a treatise in support of that concept. And yet almost every balance suggestion you make is a demand for an allegedly mult...
- Mon Jan 25, 2016 3:28 am
- Forum: Ideas & Suggestions
- Topic: Weapon balance proposal
- Replies: 60
- Views: 27417
Re: Weapon balance proposal
Ships exist that have only two weapons slots, therefore multipurpose weapons are not overpowered but rather necessities.
- Sun Jan 24, 2016 12:20 am
- Forum: Ideas & Suggestions
- Topic: Reflection
- Replies: 3
- Views: 2696
Reflection
I'd suggest that in the pending ungoverned territories armor rework the reflective armors be removed. The mechanic is inherently unbalanceable when it applies to a single damage type and should never be given to NPCs unless all relevant damage types are reflected and the HP are balanced to the tiny ...
- Fri Jan 22, 2016 10:07 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance stats
- Replies: 28
- Views: 13281
Re: Weapon balance stats
It's not an exploit. It's a deliberate design choice. If the howitzers were an accident they wouldn't have been named after real world long range anti-fortification bombardment weapons. And there wouldn't be so many of them. No weapon exceeds 120 ls that does not use ammo or use two weapon slots.
- Fri Jan 22, 2016 9:55 pm
- Forum: Commonwealth
- Topic: Tracking rounds do not exhibit smooth movements
- Replies: 11
- Views: 7027
Re: Tracking rounds do not exhibit smooth movements
Um, real missiles do that. The cheapest guidance package is four position. You subdivide your detector into a two by two grid and have two positions on your fins in air or on each axis of your engine gimbal for space use. The missile doesn't take a straight line, but it gets to the target. And, in a...
- Fri Jan 22, 2016 10:58 am
- Forum: Ideas & Suggestions
- Topic: Weapon balance stats
- Replies: 28
- Views: 13281
Re: Weapon balance stats
The omnidirectional laser feels pretty balanced to me. It's about as useful as all of the other starting weapons(save for the Wolfen's dual laser, which is a good deal more powerful). The other starter weapons are all level 1 or 2. The omni laser is level 3. If it's about as useful as the other sta...
- Thu Jan 21, 2016 9:39 pm
- Forum: Ideas & Suggestions
- Topic: Weapon balance stats
- Replies: 28
- Views: 13281
Re: Weapon balance stats
Fantastic data. I observe a few things: 2. The difference in effective damage between kinetic and laser weapons is generally not sufficient to offset the increased difficulty of using the former effectively. 4. OTL could use a nerf to bring its relative power in line with the omni laser. 6. Dual Fl...
- Thu Jan 21, 2016 9:08 pm
- Forum: Commonwealth
- Topic: Why do the Curators attack the player?
- Replies: 26
- Views: 13028
Re: Why do the Curators attack the player?
Because the game needs variety of enemies a lot more than it needs waste of space factions that don't interact with the player at all.
- Thu Jan 21, 2016 2:55 am
- Forum: Commonwealth
- Topic: Newest member of the Transcendence community
- Replies: 17
- Views: 11289
Re: Newest member of the Transcendence community
Happy 0th birthday, Ryan.
- Wed Jan 20, 2016 11:30 pm
- Forum: Shipyards
- Topic: How to keep track of mod UNIDs
- Replies: 4
- Views: 3272
Re: How to keep track of mod UNIDs
I find it's better to sort by type in a less significant place and use at least the fifth for mod IDs. The fifth and sixth if you plan lots of small mods. In the event you need more than sixteen of any type you can roll over the others into an unused region. That way all UNIDs in an extension can in...
- Tue Jan 19, 2016 11:58 pm
- Forum: Commonwealth
- Topic: Anti - capship tactics for Constellation?
- Replies: 11
- Views: 6938
Re: Anti - capship tactics for Constellation?
Per device. The NPC can have a configuration with total powerUse exceeding their maxPower, provided no single item is equal or exceeds maxPower. You cannot install a device equal to maxPower, so no 100 MW weapons or shields on an auton with 100 MW maxPower limit. Ah, that was what I thought. That s...
- Mon Jan 18, 2016 8:04 am
- Forum: Ideas & Suggestions
- Topic: New / Exotic planets and star systems
- Replies: 14
- Views: 9178
Re: New / Exotic planets and star systems
I've got some: - A system with a long dead star, with barren planets and low light levels. Probably filled with the sort of people that want to avoid attention from vigilantes and the state, and thus hiding where the solar panels that support many long term official operations will not work. - A Pe...
- Fri Jan 15, 2016 9:22 pm
- Forum: Shipyards
- Topic: Bug reporting
- Replies: 8
- Views: 4359
Re: Bug reporting
Mods are often fairly simple, or composed of fairly simple pieces that don't interact. It takes a very comprehensive mod to mess up a station or item from another mod. Weapons Extended and Playership Drones can mess up ships and be tripped up by weapons that aren't suitable for AI use, but unless yo...
- Thu Jan 07, 2016 11:43 pm
- Forum: Modding Reference
- Topic: Official Weapons Guidelines [OUT OF DATE]
- Replies: 16
- Views: 12896
Re: Official Weapons Guidelines WIP(+ Shrike's Unofficial No
Here are some comments of my own for various mechanics. Level: 1 Mechanic: Ammo Damage Adjustment: X3-6 X2.5 Examples: Akan 30 cannon PM's Unofficial notes: Standard weapons seem to have from x2-2.5 DPS (or tracking plus x1-1.25 DPS) over ammoless counterparts. Power use usually seems to be about 1...