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Starmade overdrive4/25/2023 and I think most of us would all agree that the later option is less preferable.ĭiscussing this post with /u/Wazubaba, I came up with a side idea, and a bit of a change to how the power of the weapons scales. Either the AMCs must be made to follow a curve as well, or shield diminishing returns must be removed to make it match the AMC linear scaling. That modifier will have count turret AMC blocks and pass the DR modifier to the turrets eventually as well, because otherwise we will go from seeing hundreds of 2k AMC block machine guns to hundreds of 2k AMC turrets.Įssentially, the problem is that shields follow a curve, and AMCs follow a line. Have individual AMC groupings suffer no diminishing returns, but give all AMC groupings a diminishing returns modifier based on the total AMC block count on the ship. Therefore, the diminishing returns on AMCs must be handled on a total-block-count basis. Diminishing returns on shields may be necessary to properly balance capitol ships, but as long as AMCs are scaled per-grouping, they will always effectively scale linearly, meaning no amount of steep diminishing returns curve or nerfed base damage will stop them from overshadowing shields on a sufficiently large ship, and nerfing their base damage further would have the side effect make small ship fights longer and more tedious. The issue with AMCs is that they scale on a per-grouping basis, whereas shields scale on a total-block-count basis. Most Sci-Fi movies / shows have different shielding areas on large ships which allows for combat maneuvering to prevent shields from dropping (once back is weak maneuver to make them only be able to attack your side / front) so shooting the front of the ship vs the back / side won't stop all regen across the whole ship, but only for that area. Take a look at some of the "Shield Ships" which use docked ships as shield barriers to allow for multiple layers of shields. Having different shield banks would also be nice. Slowing down the firing rate would also allow shields to regen as is, or would require people to have different types of weapons (maybe even multiple computers that they have to switch between) to keep up the pressure and not allow the shields to recharge. Please look into changing how AMCs work, they are way, way, way over powered which makes Missiles, Hull, Hardened Hull, and Shields all worthless in fights with ships over a few hundred mass. That means fights can be over between large ships in under 30 seconds!ġ30,000 shield blocks: 2,070,322.12 healthĢ7,710.96 regen (76 seconds to fully rechage if out of combat)ĩ.95 shots per second (398 shots per second total)ġ4 seconds to destroy 13x the amount of shield blocks, then killing upto 398 BLOCKS per second Since you are shooting hundreds of shots PER second, you can kill 200+ BLOCKS per second after the shields drop. That means you are taking out 2 million shield health (over 130,000 blocks) in under 15 seconds. Right now once you have AMCs that do 200 damage per shot, you can 1 shot most blocks (2 shot hardened hull) and with only 10,000 blocks 140-150k DPS easily. This would allow for small ships with small number of AMCs to have faster paced combat as well as making large ship combat have more critical timing. I think modifying AMCs so they do say 1/10 the damage by default, but fire faster and instead of scaling up damage and speed have recharge speed get slower while damage gets higher. The change to remove in combat regen makes it more like most Sci-Fi where shields are always dropping in combat and manuverability / hull and (luck) are what bring them through the fight, not being untouchable.ĪMCs however scale WAY to well and in large numbers just do ridiculous amounts of DPS. I think AMCs need to be looked at before modifying shields again.
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