the Adv. Battleship Defense Turret seems to underperform compared to the other battleship turrets, right?
Exactly.
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the Adv. Battleship Defense Turret seems to underperform compared to the other battleship turrets, right?
Exactly.
ok, lets see where we get this now.
I intend to release a first try to rebalance stuff about an hour.
The changes have to be tested online and some feedback would be nice.
So what has been changed?
Many changes based on a lot of strange math.
I guess it is testing time.
I don't think it's 95% absorption, mate - 0:12
Seems the cap ships are a little more stable now, but VHFs colliding with them are now the ones spinning like crazy - 0:34 and 1:31.
I was afk @ the time I am not sure if <C> tried 2 Kill me also but my ship had not moved so Looks like theVHF flips now & not the Dreadnaught
I can Bounce off the Planets Atmosphere & Not Die
The Spinning of the ship is not so Bad & I can be Killed by 1 VHF but not so Easily
I don't think it's 95% absorption, mate - 0:12
You are right, it certainly does not look like an absorption at all, which is strange since in all my tests so far it was working.
I might have found an explanation for that already.
The shield capacity looks pretty high, higher than the ones in my tests. Tribbs might have a shield upgrade on that ship and I most certainly forgot to apply the absorption to these upgrades.
I just patched it.
Seems the cap ships are a little more stable now, but VHFs colliding with them are now the ones spinning like crazy - 0:34 and 1:31.
This could be a geometry issue with the ship surface of this specific ship. I think it is worth to test it again with a vanilla battleship.
Cruise charge time for battleships and dreadnaughts got increased to 10 seconds to reflect the larger energy demands.
Welp, this one hurt.
To clarify: my normal strategy of using battleships in Inner Core relied on running away the moment the fighters show up. This just made it significantly harder. And it is also significantly harder to reposition away from under enemy capship fire as well.
I'll make more runs to be sure (I only made a quick run to test if it's still possible after this change). But so far using my strat in IC got slightly harder (but still possible, so it's good). I'm not sure though if the damage reduction from fighter weapons comes into play against alien gunboats, and TBAFH I didn't want to test it on a ship loaded with alien weapons.
in theory the fighters shouldnt be a big problem
the shield absorption should be a more than sufficient compensation for the additional 5 seconds cruise charge time
I was Flying A Celestis Dreadnaught with all the Upgrades
Ok, time for status report. I've made some tests with my order destroyer. Here are the results.
Can confirm the maneuverability works more or less (can't say what's the difference, because sadly i've never tried the destroyer in real combat before the changes)
Can confirm the reload time of the forward gun is indeed 5 seconds, what i do found though, is the range (don't know the default range, didn't made tests before) 1700m is the curret range of the main gun and 850 on the secondaries.
Can confirm the damage reduction work as intended. After 5minutes of constant fight in Dervon with the brake between the next incoming wave and a little use of cruise engines moving around, a player will have no problem surviving them and knowing the ancient drones are not to be underestimated this is a big improvement in the surviving capabilities on the cap ships. Tomorrow i might try a gunboat but i can't guarantee.
just corrected a small issue with the weapons
the weapon ranges should now work correctly
thx OP:)
cruisers forward guns = 4000
gunboat forward guns = 2500
cruiser turrets = 2000
gunboat turrets = 1500
battleship weapons remained unchanged (a range of 800-2700 depending on the turret)
Tried to shoot DN in Arena. there is Zero chances for VHF now. 95% absorption , its too much?
the ship with 4 best lv 10 guns, make 30k damage per second with fully electric power. now they take 1.5k damage on BS/DN. BS/DN have 900k hull in maximum stuff so we need 10 mins to destroy him, if count shield and less electric i think we need 30 mins to destroy him in AFK status
as you can see on the chart on Page 1 the damage reduction curve is getting quite steep at higher values.
We can try running with 90% instead.
I think that Bombers should be a threat to a cap ship, not VHF.
yeah need to take a look at bomber weapons then.
Also worth to think about taking a look at npcs, specifically in inner core