The AI has no anti-missile counter measures AFAIK. Increasing it to 8 or 10 beams doesn't help much either, I've tried, even tearing up the ships pretty good on all sides they tend to have enough systems intact to keep moving around and shooting at you. The beams are so bad in that situation than you will likely lose a fight with a small group of pirates because unless you have far more shields than weapons, it will take you so long to kill anything that your shields will fail from the constant pin-pricks. If you have beams doing several thousand DPS you probably have a larger ship which turns like whale giving birth, meaning you can only fire at a small ship for a few seconds at a time before it leaves your firing arc. Even the tiny basic pirate ships have well over 100 blocks, unless you can punch through to the core and tag it very quickly, which is hard to do with short range weapons on fast moving targets, you are just spending literally minutes destroying useless blocks a few at a time whenever you can manage to get your beams to hit. In theory yes, in practice you are just destroying like 4 blocks per second, assuming you can stay on target. thats 16k damage going across a ship can causing some serious damage to that vessle and can cause their weapon systems to become overly damaged. I created a beam system that shot 4 beams out each doing 4k damage. Values have been added to config.Caleb68 a écrit :I think it has more to do with how you lay them out and what other weapon you combine them with. The damage of the beam is reduced depending on armor thickness. Note: Beams now do damage calculations in a similat way as cannons in that the armor depth is calculated upon hitting a surface. beams now use calculated armor values for damage reduction.This now enables a balance where some weapons can be better/worse against shield/armor/normal The defense value is put against the offense value of the weapon. Note: it's now possible to set defense value for all block types depending on if it's armor, normal or shield that is hit. blockBehaviorConfig now has global defense of blocks based on type (shield, armor, block) additionally to the previous individual block effect defense (which would be a mess to adjust).fixed error that would respawn Asteroids over and over if they were moved.fixed activatable modules not synching correctly (cloak drive).If an armored block is hit, the built-in piercing effect is countered, but inconsistently. A damage beam with 20 blocks has 200 damage per tick, one damage instance with 147.8 and one with 52.2. lancake, Kingofanime, Panpiper, Malacodor. fixed beams not active on server when using logic to toggle them (logic salvage beam not working) Starmade CBS: Weapons (Backlog / Unclassed) Subscribers.Added inverse conditions (condition group feature).all faction condition parameters now range.segment controller in sector range condition. ![]() Set in a universe of vast scale and detail, the fully-destructible environment and hybrid voxel/vertex-based game mechanics enable simulations in Starbase at.
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