#Release Candidate 0.24.0 - Chainguns!

1780 messages Ā· Page 2 of 2 (latest)

royal summit
#

relying on damage is a massive downside

#

would make even alpha active better

fallow tulip
#

maybe

quick valley
#

I do have this idea that its a ammo rack, but turned 90 degrees, its basically the same but rlfor every one added it lowers the fire rate by .5x
since it not a strait line, the feeders are slowed to avoid the ammo from spiiling out when its firing
Still not too sure about this idea, just a proof of concept

fallow tulip
#

passive maybe uses steel to cool before using its own health?

pine cargo
#

Well that'd be hard to time in a practical game.

fallow tulip
#

my idea defenetly needs to be refined and i dont think im the right person to do it

royal summit
#

i think passive should just be passive, no need to make it another type of active

fallow tulip
#

true

#

i was thinking as passive cooling as "heat armor" while active cooling as a "heat shield"

#

so probably no 2nd healthbar for passive

lone dust
#

it's a cool idea. Right now we're just trying to get the chaingun working properly and balanced, but could be something we consider down the line!

fallow tulip
#

i mean i do feel like this idea conceptually is a balence tool but it does make sense to not complicate things too much at least rn

hollow ferry
#

@everyone Thanks for your feedback and patience! RC5 is now ready for testing! Lots of QoL improvements/fixes to the Chaingun, plus some significant balance changes.

Changelog:

  • Increased Chaingun cost from 18k to 24k.
  • Increased Chaingun per-shot damage from 500 to 610.
  • Reduced Chaingun turret rotation speed to 50.
  • The Chaingun can now be given a fixed aim direction similar to Ion Beam Prisms. This will not force the Chaingun to always pop out but will restrict it to only firing at targets along that path and will improve detection of targets along it.
  • Chaingun Magazines can now be placed upside down and they will still connect to Chainguns and other Magazines.
  • The Chaingun will now much more reliably keep shooting after destroying or losing its current target and in between switching targets.
  • The Chaingun will now only start firing once it is actually aiming at its target.
  • When controlled using Direct Control Mode, the Chaingun will now pop out immediately instead of waiting for its ammo to be full. It will also stop firing immediately instead of waiting a couple seconds.
  • RC Bugfix: The mass of the Chaingun would change depending on whether it was firing or not.
  • RC Bugfix: The automatic supply toggle for Chaingun Magazines was being shown in the incorrect location.
  • RC Bugfix: The Chaingun shot VFX were "overshooting" their target by 2 meters.
  • Modding: Added a 'TransformMatch' part component that will match its own location and/or rotation to those of another component at a given speed. It also supports a toggle to reset it to the "zero" position, clamping based on circles, rects, and arcs, and acts as a toggle that is "on" when it is matching the desired location/rotation.
  • Modding: Added a DirectControlToggle component that is "on" whenever its ship is in direct control mode. It can also be hooked to a specifc weapon and will only be "on" if that weapon is under direct control (bound to a fire input).
  • Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.
  • Modding: TurretWeapon now supports an optional 'InstantSearchesAfterTargetLost' parameter that can be use to tell a weapon to quickly do some number of target searches instantly after losing its current target.
  • Modding: FixedWeapon now targets using its own location and rotation instead of the emitter. In cases where the emitter is ChainedTo the FixedWeapon with no Location or Rotation offset (or always has the exact same Location and Rotation as the FixedWeapon), then there should be no practical consequence of this change. But in cases where the Location and/or Rotation of the emitter differ greatly from the FixedWeapon, you may see a change or break in targeting behavior depending on the difference.
  • Modding: Split ToggleOnMode's 'WantsToFire' into 'WantsAndReadyToFire' (the old behavior and old/new default) and 'WantsToFire' (doesn't check permission or resources).
  • Modding: ToggleOnMode now supports a HasTargetExceptShipRelative value.
  • Modding: BeamEmitter now supports an optional BeamMediaEffectsLengthOffset parameter.
soft scroll
#

hmmm

rancid gale
#

Coems

soft scroll
#

intersting

pine apex
#

Ok now just need fixed directions for every other weapon

soft scroll
#

wdym

dull agate
#

Looking forward to testing this new release!

lone dust
#

And I'm looking forward to your feedback, lmao

rich prawn
#

i really love the new modding features this 0 24.0 has

fallow tulip
#

looks awesome

#

it's gonna be neat to see how people will change their chaingun ships for the tournament

dull agate
#
  • Makes yet another Alpha CG ship * šŸ˜
fallow tulip
#

yeah

#

I think people will remove a chaingun and reduce their mag count

dull agate
#

Just kidding, I don't kow what these changes will do yet, gona have to experiment!

fallow tulip
#

maybe remove some boost thrusters

hollow ferry
#

The hope is that people will use fewer chainguns with more mags.

rich prawn
#

it took years but it's finally here
you can now make "bendable" modded parts with those components

fallow tulip
rich prawn
#

aim chaingun causes battle music to play it seems

#

chainguns appear to not consider LOS if in direct control

#

reset chaingun aim cancels target too

static saffron
#

WHO TF FOUND THIS BUG

pine cargo
#

Also could we get fixed aiming direction for every gun one time?

low sierra
#

wow... its finally turned into a beam of solid rounds

pine cargo
#

Yes lol.

#

We truly did need an ion beam 2.

left gyro
#

If the goal is to discourage alpha strike builds with chainguns, how about greatly increasing their mass? Ideally ships using them in moderation w/ lots of magazines would barely notice a difference, while ships spamming them with no regard for sustain would suffer a significant loss of speed.

pine cargo
left gyro
#

Might work too by encouraging reloads. Somewhat wary that'd disproportionately hurt ships with few chainguns but many magazines, though.

dire wraith
#

There is also the kind of hidden change that force fire with hold fire wont shoot chains and just refill the chains so you dont have to do the ridiculous juggle (Which was kind of funny but anying when having to do it more often). Maybe this was introduced with an earlier rc but I just now noticed. Really like the change.

Though I still think you should also be able to force fire even when the main gun is out.

#

Thats a small change that wouldnt help alpha designs but would make reload designs much more flexible.

rich prawn
static saffron
#

wait isn't vfx the audio ?

pine cargo
#

No.

#

VFX quite literally means visual effects

spark wren
#

Hold on… FX stands for Eff Ex, as in it sounds like ā€œEffectsā€?
WHAAAAAAT

#

🤯

royal summit
#

vfx should be changed to ve

spark wren
#

Mind

#

F*cking

#

Blown

#

And it only took me 21 years of being alive lmao

halcyon idol
#

and SFX is sound effects

royal summit
halcyon idol
#

Huh

pine cargo
spark wren
#

I feel stupid now lol

hollow ferry
hollow ferry
hollow ferry
hollow ferry
static saffron
#

I thought it was the sound lol I'm an absolute bafoon

hollow ferry
hollow ferry
rich prawn
rich prawn
hollow ferry
dire wraith
dire wraith
hollow ferry
left gyro
hollow ferry
royal summit
hollow ferry
rich prawn
#

oh i see

#

lol

left gyro
dull agate
#

I did adapt my Alpha CG for RC5 and it seems to remain relatively powerful.
Reach 150m/s -> flip opponent with speed & hooks -> shred them from the side & rear with CG

#

I'm currently experimenting with different designs now to see how well CG performs.

final helm
#

Why not make different versions of the same weapon? Like a Chaingun Mk1 and Chaingun Mk2 with different stats.

hollow ferry
dull agate
halcyon idol
#

I haven’t tested it myself but I’ve seen a bunch of clips of 1.5m chaingun ships blowing up another 1.5m ship with the first volley

rich prawn
#

like split chaingun into 3 test variants with different nerfs and buffs

#

find what's best for balance faster

lyric flame
#

Anything that shreds through the back of a ship doesn't really need reloading tho

tidal iris
#

Imo mass increase to 32-36t would be nice to reduce sheer speed of alpha CGs.

dire wraith
#

Yup still broken

crystal nexus
#

@hollow ferry I apologise for the ping but what does this mean in practice;

Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.

like, can you give me an example of how this is used ... because it sounds like it clears up an issue I'm having with IonBeams/Prisms that can chain-target to multiple different named components. But I am dumb and learn by example/copying. (The particular line I'm having issue with is ChainFireToggleComponent )

hollow ferry
#

@everyone Looking for feedback/opinions on:

  1. Is Chaingun alpha strike too OP?
  2. If so, what should be done about it?
finite ice
#

Spool up time?

sterile folio
#

lower damage in general

fervent plover
lyric flame
#
  1. Mostly, not sure though anymore. It seems like most chain gun alphas are winning now from flipping other people to the side and shooting at them from all sides.
  2. Increase mass of chainguns to make it harder to flip people by being really really fast. If mass is increased, then those ships will find it harder to ram into people and flip them.
quick valley
#

lower the firerate

fervent plover
hollow ferry
final helm
#

IMO: make multiple versions of the weapon, one for close combat, other for longer distance with different damage

lyric flame
fervent plover
#

increasing the cost while keeping magazines cheap until they are balanced is a good solution imo

hollow ferry
lyric flame
#

we could also just accept that chaingun alpha ships are the best way to use chainguns and nerf them enough that they are more balanced in the meta

sterile folio
#

i have an idea, the larger the chaingun magazines are, the slower the chaingun fires

quick valley
#

why not make the mags more expensive, that way there would be less intent to use chainguns as often

lyric flame
hollow ferry
#

Chaingun mass is currently about 18. Any instinct on what the mass should ideally be?

fervent plover
#

i think walt wants something like a "chaingun ion" or "chaingun wall" to work instead of a "chaingun alpha V"

sterile folio
quick valley
lyric flame
sterile folio
fervent plover
#

elim balance is important

magic monolith
#

What if the chaingun's rotational speed was lower when it was actively firing (like 75% of normal or something)?

sterile folio
#

with the new update the chaingun can be locked at an angle, so turning the chaingun isnt a big deal

quick valley
#

i would argue for it to be between 50 and 75 percent

magic monolith
#

Wait I read wrong

lyric flame
sterile folio
#

bigger magazines = lower reload?

magic monolith
#

Longer to spool up?

sterile folio
#

that or lower general reload

magic monolith
#

Like maybe if it had no mags the gun would spool up quickly enough to max out its firerate right when it runs out of ammo

#

And increase the ramp-up time as mags are added in such a way it can fire at max fire rate but not for a length of time equal to the magazine divided by firerate

quick valley
#

that still wouldnt stop poeple to still do the alpha v after finding a happy middle grounds between the 2

magic monolith
#

Yeah, the fundamental issue persists I suppose

leaden patrol
#

it kinda feels wrong that can can be easily put in walls like this and keep firing while being successful despite the vulnerability...

magic monolith
#

It is a surface mounted weapon so it does need some defensive capability of its own

#

But maybe that'll be less important once rotation lock is a thing

quick valley
static saffron
leaden patrol
quick valley
quick valley
dull agate
leaden patrol
royal summit
#

i think increasing weight is the way to go, nerfing other stats will do next to nothing other than make everything weaker

leaden patrol
#

that'd just make it weaker when not pointed stright forwards, which it already is doing

hollow ferry
sleek gale
#

is anyone considering increasing the command points?

royal summit
royal summit
lyric flame
hollow ferry
#

But why does flipping work especially well with Chainguns?

lyric flame
dull agate
quick valley
#

it seems increasing the weight is the inevitable way to go

lyric flame
#

Look at how much of the build grid that this takes up. It can easily hug an opponent and shoot at its sides, even if it doesn't fully flip

hollow ferry
dull agate
#

Exactly that, the burst damage

#

Other weapons can't punish as fast

magic monolith
#

15000 dps into a thruster array * some insane # of chainguns = šŸ—æ

lyric flame
leaden patrol
#

trying to push further towards less chainguns and more magazines could solve this, as less chainguns = less damage at the same time

hollow ferry
#

Maybe lower DPS back to RC4 but keep RC5 cost?

#

Longer ramp-up?

low sierra
#

rolling back to RC4 dps doesn't change the fact it still dumps a lot of alpha dps

royal summit
#

i think longer ramp-up could be good, an increase to 9 seconds to reach max firerate might be good

dull agate
hollow ferry
royal summit
hollow ferry
#

Force-firing early would at least cost some bullets/magazines depending on how early.

royal summit
#

may reduce burst time

dull agate
lyric flame
#

eh it's not enough to matter until you get into the 20 second ramup range IMO

leaden patrol
low sierra
royal summit
leaden patrol
#

because the op setup is useing high damage from it, lowering the damage would then make the op setup do regular damage compared to the other ships and it might become the only way to use it

hollow ferry
#

What if:

  • DPS reduced ~20% to RC5 level
  • Mass of both chaingun and magazine doubled
low sierra
#

just the guns imo

dull agate
#

It's worth experimenting

lyric flame
#

is there wrong with doubling the mass of hte mags?

low sierra
#

encourage slapping more magazines

hollow ferry
low sierra
#

maybe double the mass isn't enough of a tweak?

leaden patrol
#

i dont see the reasons to nerf the magazines then the op setups useing them doesnt seem so strong

hollow ferry
#

Very hesitant to do more than 2x because it starts to feel really unintuitive.

low sierra
#

then again, it'll be weird to have CGs having mass similar to deck guns

dull agate
leaden patrol
#

if a ship leans towards more magazines than chainguns then its peak dps would reduce, which is what makes the op setup op

lyric flame
hollow ferry
#

They're already like ~50% heavier than normal weapons because of the shell.

low sierra
#

An HP buff alongside the mass tweak does sound reasonable enough

#

it also emphasizes that CG's weakness is its magazines

dull agate
#

Due to the nature of CG being a burst damage weapon and excelling in this field more so than any other weapon. Does anyone have a suggestion beside adding more mass to prevent players from slapping a bunch of boosters and reaching high speeds to flank and quickly neutralize opponents?

leaden patrol
#

higher recoil?

low sierra
magic monolith
dull agate
leaden patrol
quick valley
magic monolith
#

Or maybe spread increases as firereate increases?

hollow ferry
low sierra
leaden patrol
dull agate
leaden patrol
hollow ferry
#

it technically has recoil

#

1/20 that of a small cannon

#

(per shot)

low sierra
#

oh... definitely needs more recoil

hollow ferry
#

probably no one remembered to give it a reasonable recoil

quick valley
hollow ferry
#

ONE THOUSAND RECOIL PER SHOT

sleek gale
#

I agree fully

magic monolith
#

Given each shot is 0.25 ammo maybe 0.5 times SC recoil because it’s hitscan?

low sierra
#

Ah yes, now my CG wall goes faster backwards when firing

magic monolith
quick valley
dull agate
#

First generation of ships using chaingun propulsion!

leaden patrol
#

suddenly broadsiders are a thing

low sierra
#

Imagine having ammo-based propulsion

leaden patrol
#

railguns can do that kinda

fallow tulip
#

a max fire time mechanic?

low sierra
hollow ferry
#

Can someone please give me a ship to test with?

dull agate
royal summit
hollow ferry
#

oh that's not a valid ship file, but the one posted earlier is

fallow tulip
#

imo it could work quite well and make the chaingun feel more modular

dull agate
fallow tulip
#

as well as make the chaingun a burst weapon rather than just a weapon you turn on and let run out of ammo

low sierra
#

heat mechanics is interesting for CG but it suddenly makes other weapons seem off without heat issues

low sierra
dull agate
opaque totem
# magic monolith It is a surface mounted weapon so it does need some defensive capability of its ...

well wouldnt that be a fix for the issue. make it a top mounted weapon like DC so it doesnt need to be placed on front anymore like in this V shapes and for that make it far mroe expensiv as well as maybe decrease its burst dmg by a mechanic like:
1: increase speed up time even more. longer wearm up time isnt a problem if its a more defensiv weapon taht can be placed inside the shipa s the ship should survive long enough to unlock its ful potential.
2: decrease its dps a lot but introduce a new mechanic that for every mag the weapon isjt only fireing longr but also faster making mroe dps. inside a ship the weapon should be able to have a lot of mags bcs of how placements work (but ofc we might theng et burst ships that just have longer mags. I think Idear #1 is better

low sierra
fallow tulip
quick valley
#

you know usin the recoil of the small cannon is a good base line for choosing a higher recoil than 1/20th of the small cannon

royal summit
low sierra
hollow ferry
# dull agate

On this ship I have to make the recoil about 300(!!!) to overwhelm the thrusters.

low sierra
#

oof

dull agate
#

That's an obscene amount haha

sleek gale
#

reasonable*

low sierra
#

this is more for the lulz but what if each CG at max can negate a large thruster worth of recoil? kinda like how A10's GAU-8 cancels one of its engines when firing

fallow tulip
#

@hollow ferry opinions on using an overheat mechanic to balance chainguns?

quick valley
lyric flame
hollow ferry
lyric flame
#

more recoil would be great

quick valley
#

we can start with 10/20 first to see how that feels

low sierra
#

Be careful messing with recoil though, you might just make CG kites instead

quick valley
dull agate
low sierra
quick valley
#

Cg avoiders

low sierra
#

CG avoiders, oh god

lyric flame
low sierra
dire wraith
#

Having the chains start out empty could work but thats a really sad solution.

quick valley
#

im liking these new chainguns

fallow tulip
royal summit
lyric flame
#

bc you just stock ammo and have your ops load

magic monolith
low sierra
#

what if mag size determines CGs' firerate?

dire wraith
lyric flame
hollow ferry
#

Proposed balance changes:

  • Increase mass 2x (both chaingun and magazine)
  • Damage 610 -> 500
  • Ramp-up 6s -> 18s (!)
  • Recoil 1 -> 20
lyric flame
#

ramp up is kinda that's a lot
idk about that one

quick valley
#

id say 8 to 10 ramp up is more reasonable @hollow ferry

low sierra
#

wew, gotta fire it in advance just to deal with ramp up

royal summit
dire wraith
#

Doesnt more ramp up just nerf reloading designs?

#

Alpha doesnt care if you time it right

low sierra
#

pretty much

#

assuming you fire in advance

hollow ferry
#

If you don't time it right then you're either super late with the alpha strike or are wasting a lot of ammo.

low sierra
#

Yeah

#

It does punish short mags on CG walls though, ngl

#

I guess that's what we're going for?

dire wraith
#

And in a way you cant mitigate with better micro

low sierra
#

What do you guys consider a 'reasonable' setup for CG btw?

#

besides sustained fire

dire wraith
#

Not alpha Vs xD

quick valley
low sierra
#

good point

dire wraith
fallow tulip
#

at least design wise to me chainguns feel like a shoot and then wait

low sierra
#

same

fallow tulip
#

not a shoot and wait to deal actual damage

dull agate
hollow ferry
#

maybe not

fallow tulip
#

ramp up as a mechanic feels balanced rn to me, which is why i think the solution is in decreasing the amount it can constantly shoot

dull agate
#

With the proposed changes, if CG aren't able to flank as easily anymore then they still need sufficient damage to hold their ground in a frontal assault

quick valley
#

id say have the damage at 580

dull agate
lyric flame
#

make sure that the recoil is in drection of rire and not backwards

#

it's proably already like that though

low sierra
#

Ngl, at first I thought CG was gonna be some kind of DoT weapon that sprays hot lead at the enemy, not just an outright brrrt gun

fallow tulip
#

I feel like the overheat mechanic is a logical solution but i dont fully understand why its not liked?

royal summit
quick valley
halcyon idol
#

Imo nerf everything possible just a little bit :)

fallow tulip
hollow ferry
#

I don't understand how a heat mechanic would solve alpha strikes.

low sierra
#

Nah, we don't need CG nerf, we need to buff every other weapon!!

/jk

dull agate
#

I guess the idea would be they would overheat before being able to deliver a killing blow. But then the ship with the CGs is in a bad position and probably loses?

rich prawn
fallow tulip
left gyro
#

Sounds like it would punish "honest" builds more than alpha ones. CGs are already a very complex, mechanic-heavy part.

Could work on another weapon but not CGs I think.

dire wraith
#

Seems redundant

royal summit
fallow tulip
low sierra
#

The main problem with alpha is how little or no logistics needed to make it viable, tweaking the logistics themselves punishes 'normal' builds

#

so we're pretty much stuck with mass and cost to be safe

dire wraith
fallow tulip
#

its possible to just keep adding mags, at a certain point you cant get rid of the heat

#

maybe

#

maybe no cooling systems

#

just a simple hard limit

royal summit
#

honestly saving the overheat mechanic for another weapon that might come in the future would be better, cg doesn't seem like it would work with overheat

fallow tulip
#

maybe

royal summit
#

overheat should be a core weapon mechanic rather than a side mechanic on an existing weapon

fallow tulip
#

maybe reduce max damage and make it spin up faster?

left gyro
#

What about changing boost somehow too? Being able to use it at-will with no logistics is another part of why alpha ships do so well, right?

How much of a difference would it make if energy-consuming parts only started full if they had a valid power supply path?

low sierra
quick valley
#

what if we take part of the overheat mechanic and make that not a physical thing but an energy requirement to keep cooling systems powered and if the gun runs out of energy, it stops firing immediately, that can add a bit more logistics to the weapon as the Cg now requires energy to power its mags and cooling systems

dull agate
#

How about we create a poll on the proposed changes by Walt while considering the feedback given on it already

soft sphinxBOT
#
Increase mass 2x (both chaingun and magazine) / Ramp up 6s -> 10s / Recoil 1-> 20

1ļøāƒ£ yes

2ļøāƒ£ no

quick valley
#

and the longer it fires the faster it consumes energy

royal summit
dire wraith
fallow tulip
#

yes to CG mass, no to ramp up, yes to recoil

hollow ferry
#

I really want to at least try the ramp up because I actually really like how it feels to play. It's so much more satisfying once it finally gets up to speed.

low sierra
hollow ferry
#

And you have to burn a lot of ammo to get full ramp-up. The above ship I was testing barely doesn't have enough ammo to reach full ramp-up.

fallow tulip
#

yeah, i just feel like it wont fit the weapon, but lets test it

rich prawn
#

damm my modded chaingun gonna have 20 seconds of spin up

fallow tulip
#

maybe also increase mag cost and storage?

hollow ferry
#

(With a super long ramp-up, it might be worth considering allowing crew to refill while firing?)

halcyon idol
#

I think a weight change is probably the best overall thing now that I think about it. Sure it won’t make much of a difference if you just use a few, but alpha ships be using 20+…

low sierra
#

sustained fire after a long ramp up should be rewarded

fallow tulip
low sierra
#

I still want corner mags though purely for building reasons

fallow tulip
#

to me at least a weapon with a built in armor mode doesnt seem like weapon with an extended fire time. it feels like a weapon that hides behind a shield until it can do a quick stab

dull agate
sleek gale
#

btw why not change stats on your own to test and send the files back and forth

#

am I weird to think we can do that

fallow tulip
low sierra
hollow ferry
#

we're considering corner mags but they won't be in the first release if ever

low sierra
#

aye

quick valley
#

ive suggested corner mags before

low sierra
#

I guess people are too focused on the 'balance' that the 'architect' side gets shoved up somewhere else lol

fallow tulip
#

maybe 2x2 mags?

quick valley
#

ammo racks

low sierra
#

Ngl, now seems like a great time to introduce autoloaders, the ammo version of engine rooms

royal summit
low sierra
quick valley
royal summit
#

engineering a ship with those logistics isn't very easy

low sierra
#

there's legit no issue building a ship around CGs but building CGs around a ship is a lame experience

royal summit
#

corner mags would remove all mag limitations

left gyro
#

I think too much flexibility with mags would limit creativity. Right now you can run them vertically and horizontally depending on CG placement, on two sides of the gun, facing two directions. Giving you even more freedom with their placement would trivialize fitting them in your ship.

pine apex
#

Corrner mag but it has to be at the end of the line

low sierra
#

I'm just pointing out that a new weapon system built around modules ending up like a rail ship but just staggered is kinda underwhelming

#

especially since each of those mags are tiny

fallow tulip
#

but i dont like that

#

beacuse it encourages long times spent shooting which i dont like

#

my ideal CG balance is a 50/50 split between shooting and reloading

hollow ferry
#

yeah leaning towards not allowing refilling while shooting (which has technical challenges anyway)

#

Going to do an RC with my above proposed changes, minus the damage nerf. (Well I'm going to nerf from 610->600 because I like round numbers.)

hollow ferry
#

don't tempt me to do 512!

quartz stone
#

512! is too large to comprehend

hollow ferry
#

Ugh, Steam seems slow. I blame Counterstrike 2.

quick valley
hollow ferry
#

@everyone RC6 is now available for testing!

  • More than doubled the mass of the Chaingun.
  • Doubled the mass of the Chaingun Magazine.
  • Increased ramp-up time from 6 seconds to 18.
  • Increased recoil per-shot from 1 to 20.
  • Decreased damage per shot from 610 -> 600.
  • Updates to all language translations.
  • RC Bugfix: Various issues caused by giving Chainguns a fixed aim direction, including still being able to aim them in direct control mode, being able to override their aims when giving ship-wide explicit targets, and battle music being played.
  • RC Bugfix: Force-firing a Chaingun while it is on Hold Fire would reload its ammo without actually firing. (It now fires.)
  • RC Bugfix: It wasn't possible to force-fire Chainguns when set to auto-fire.
  • RC Bugfix: Chainguns had an extra unintentional "cancel" button.
faint sluice
#

yo! Unrelated to the release candidate but I had to write a game analysis paper for college and did one on cosmoteer. it was a lot of fun to write, for a paper. thanks for making cosmoteer such a cool game.

hollow ferry
#

send me the paper?

faint sluice
#

My name is in the public domain already, and the paper doesn't disclose any sensetive info about it so if you don't mind I can just share it here lol https://docs.google.com/document/d/10xJ-c-VBA9NrDif1gYFh_KXxk9EC5qCRSJKTBVZmVJo/edit?usp=sharing

quick valley
#

i wish steam reviews were like this

faint sluice
# quick valley i wish steam reviews were like this

Bruh I was looking at reviews for another game a week ago and one of the reviews was a negative review with one word, ā€œassā€ as the entire review. It also had 0.2hrs of playtime. I cant think of a better reason for there to be stricter requirements šŸ’€

quick valley
#

bro must've been like Too Long;Didnt Type

left gyro
#

In battle helper, chainguns under AI control are now firing immediately when loaded in, no matter how far away an enemy ship is.

pine apex
#

F

quick valley
#

now we need basegame career ships with chainguns

halcyon idol
#

You mean built ins?

quick valley
#

yea, forgot their technical names

low sierra
#

I wish we get more broadside built-ins

faint sluice
#

can the AI even use broadsiders well?

low sierra
#

CG seems like a weapon built for it

#

nope

faint sluice
#

I feel like every time I see the AI fighting with deck guns it has no regard for if deck guns are firing at each other or not

low sierra
#

That's just an AI thing in general

#

We did ask for better AI iirc

quick valley
#

ai dont have a sense of the ships weapon placements so it fires whenever it can

quartz stone
#

if the chaingun's motor can only supply a certain amount of force, shouldnt the more magazines mean that the chaingun will accerate slower? and then you could make the acceleration also increase because the mass is being shot

#

then just changing the "mass" per magazine and the "force" of the motor can result in dynamic ramp up times

opaque totem
#

Guys what do you think of the idear of making the Chain gun a top mounted instead a frontal weapon? I explained the idear there #1151672136885354629 message

The more I think about it the more it sems like a good solution,a s atm the chaingun is only usfull in these V Shaped desgigns for burst dmg. but as a weapon that should fire longer heaving it frontal is anti synergie. I think from an design aspect its much easier to make the gun balanced if it isnt frontal.
ofc a drastic change, but your thoughts on it?

#

would also be cool as then we would finally have a defesnsiv weapon (one that can be placed inside ships) that can hit fast ships without ramming them first and such opening up more diversity in the meta

quartz stone
#

i mean the balance mod already fixes the issue with deck cannons having such slow projectiles..

quick valley
#

then it wouldnt be reasonable to add extended mags and it would function more like a autoloader on an abrams
Having it being an open air weapon gives it the caviot that it requires mag tiles to determine its bullet storage count instead of it being all in one tile, which the deck cannon already does

#

and another thing, having an animation to hide the weapon woundnt have a use anymore as it would no longer add resistance

#

it just wouldnt look right

#

like it was a modded part

opaque totem
#

then get rid of the animation. you should never not change something just bcs the work you did before then would be wasted

rich prawn
#

i don't think so

#

also deck chaingun seems not good
deck mounted, hitscan, no way to counter

opaque totem
#

well not with current meta ships. thats the point. nuke ships, tanky DC ships, kites and so on would all counter them

rich prawn
#

i disagree but do not have enough of a argument

quick valley
#

then that would bring forth deck mounted chaingun fast walls that can burrow into armor faster than Dc can

opaque totem
#

just chain vs Dc is a goiod example: chain has worse DPS per credit then DC, especially vs armor as it has less penetration. so in a direct fight of 2 simialr designed ships with good frontal armor the DC would always counter the CG, but the CG counters avoider and orbiters what the DC ship mentioned would have no chance against. thats kidna the point of that. it would give Chain gu a wider array of uses outside alpha V ships and also open up meta more

quick valley
#

a deck chaingun has hit scan, meaning deck cannon fast walls would have no use as you can instantly hit the target

#

with little to no effort

halcyon idol
#

it would need such heavy nerfs to be viable as a top mounted weapon, unnecessary and uncool imo

quick valley
#

having a deck cannon be hit scan would be insanely op both in carrer and pvp, the chaingun is side mounted for a reason, it gives it the down side that it doesnt have the owl like vision the deck cannon has

fallow tulip
#

honestly the most modular weapon in the game is ions

low sierra
#

its also the most fragile atm

#

Well...second to railguns I guess

#

CGs are currently the sturdiest modular weapon system we have and while its main weakness is the mags, I still hope we get corner pieces for it

rich prawn
#

wish mags didn't chain

fallow tulip
#

I don't think they do

#

not explosive enough

rich prawn
#

they didnt but i think they do now

opaque totem
# halcyon idol it would need such heavy nerfs to be viable as a top mounted weapon, unnecessary...

well it was a suggestiona s atm tehre are no sues for CGs. the onyl viable ship I saw is the V shape, and this one is basciyl the reasont he weapon gets nerfed in the ground. with a differenbt approach like deck mounted the weapon would have new strengths, and then could be nerfed in a way that affects the V Shape (so basicly any style that just builds a ton of chains) and still be viable in other ways. bcs atm I think the gun will become unplayable outside of V style which is pretty boring. kinda same problem with DCs which are only viable in wallish ramming styles.
with deck moutned i see possibility for rammers as well as slower more stationary rotationg ships, probably orbiters and other stuff. that why i came up with the suggestion

halcyon idol
#

i do not agree

quick valley
#

the gun with 10 mags can already do 36,000 dpm (i could be way off), theres no reason to make it a deck based weapon

opaque totem
#

but thats the point why. youc an ahve like 6 of them as deck and protect them, having other playstyles then normal withr amming or avoiding a the projectile speed allows differences this way.

as frontal you need to orbit or avoid as youc ant protect the weapona s shields are to bad in this game at higher costs. or just get like 20 of them like these V shapes and burst the enemy down before you die yourself. its so limited atma s a weapon.

tidal iris
quick valley
#

the chain guns dont need to be deck based

#

theres no reason to

opaque totem
#

well I gave reasons so there are reasons.
but you dont like the idear. all good. I asked how you guys mind the idear. I like it, you dont. all good.

tidal iris
spark wren
#

18 seconds? Jesus…

I’d rather have it misfire like I suggested earlier. 18 seconds is heavy!

sour locust
#

For casual 18 sec ramp up is too much. If you wanted to use the chai gun as a ciws against smol craft its just not worth to wait that long. 10-8 sec can be better imo.

quick valley
#

id say 8 as its not too long and not too short

tidal iris
#

Id say 6 is best

quick valley
#

6 was the base

tidal iris
#

Exactly

#

8 is not bad too with 600dmg/shot (RC6)

left gyro
#

18's on the high side, but I think the longer ramp-up has a better game-feel.

tidal iris
#

Btw ramp-up time is also factor of DPS. And rc6 balance already favours for few CGs.

unborn wren
#

I actually can't believe none of you suggested increasing ammo use/decreasing the amount of ammo the gun and mags can hold. If you imagine a brrrrrrrrrt weapon, you'd think the actual cost comes more from the ammo it needs to store than from the gun itself. This would debuff alpha ships way more than career/built-in ships

#

I have a built-in like ship (76k at lowest price, now 88k) that uses the chaingun with one mag, I only need a 2x2 storage to function and usually only uses up half of it per battle. I always imagined the chaingun would use up a lot of ammo and this shocked me.

#

I will send the ship file once I get to the computer

#

Anyways said ship was great against wide ships and weak against thin ships (killed most of fringe/died to most of cabal)

unborn wren
#

ok here's harmonica

#

last tested in on rc5, I have a feeling that rc6 debuffed it more than necessary

dire wraith
unborn wren
#

still more fun than lazy alpha ships imo

#

I feel like increasing the ammo usage is the best way to nerf the chaingun, since it impacts alpha ships a lot and regular ships only a little

quick valley
#

some fun with the new weapon

sleek rover
#

I kinda wish the colour of the cover could be set

quick valley
#

also something unnecessary but beautifull

unborn wren
dire wraith
quick valley
#

so an issue i found is, when the ai has control, they will continue to fire the gun, reguardless of whats in front of it, wasting ammo

#

even when they're out of range

unborn wren
#

plus I have a feeling there's a general issue with speed in the game, making ramming and kiting way too powerful

quick valley
unborn wren
#

an unstoppable force (the chaingun) vs an unmovable object (the ship)

quick valley
#

also the recoil is not what i expected but still noticable

#

also found out it takes 10.5 mags minimum to reach maximum firerate

dire wraith
unborn wren
#

true, I'm not entirely against the change, I just feel like the issue isn't the weight of weapons but how op engine spam is rn

#

Alpha ships use basically no logistics and that makes them powerful. Making the chaingun rely more on logistics would be a great nerf to alpha ships.

pine cargo
royal summit
#

i think giving it a shotgun mode where it fires 6 bullets at once might be a nice idea

#

but then again we don't really need them

pine cargo
#

And I am still suggesting the 2x potential fire rate but 2x spool up rate thing just to stress out thw ramp up nature of it.

tidal iris
pine cargo
#

Contradictory game mechanics šŸ˜†

#

You can't have a ramp up gun and tank gun at the same time, you have to embrace one of them.

low sierra
#

now I lowkey wish mags work with other guns too

#

some kind of ammo buffer that doesn't rely heavily on logistics. Would probably make alphas too OP tho

pine cargo
#

It'd take away from the logistics aspect of the game and make crew ever so slightly less invaluable, and nothing more.

#

Cannons already have amazing preload of 15 shots (With flak having FAAAAR more) and DC is deep within the ship anyways, so no need for extendable magazine.

fringe oak
#

Hunh, I missed the absurd recoil discussion.
Shame. The idea of a full on "memetic GAU Avenger" style chaingun that doubles as a thruster sounds kinda fun.

#

Though, admittedly, I am one of those people that tries to build broadside weaponry with off-center thrust.

final helm
pine cargo
#

But it's lazy and uninspired, and if there's one thing Walt isn't, it's lazy and uninspired.

#

We much better keep it that way.

soft scroll
#

Honestly didn’t expect the chaingun to need so much reworking

fallow tulip
dull agate
#

The latest changes do seem to have made an impact on how well Alpha CGs perform which is great. However, I'm not convinced that the ramp-up time should be so high.

soft scroll
#

Alpha cg?

fallow tulip
#

someone said it before but ramp up time should depend on the amount of mags you have with less mags giving a faster ramp up

dull agate
fallow tulip
# soft scroll Alpha cg?

chaingun ship designed around an "alpha strike" which is a big burst of damage at the beginning of the fight meant to defeat an opponent before the fight has even truly started

soft scroll
#

Is this a new term?

dire wraith
#

Not really

#

Its used in the pvp community

tidal iris
fallow tulip
# tidal iris No. CGs with few mags (<6-8) are almost useless.

which is why that should be changed imo.

You should be able to have CG with short ramp up times but the draw back is that they can't fire for long.
You should be able to have CG that can fire for a long time but they take up more space and take longer to ramp up.

The chaingun is a modular weapon, it should feel that way, it should feel more tunable.

#

a weapon should feel viable under more than one condition

halcyon idol
#

I think it’s fine tbh

#

0 accel rails don’t get much use

tidal iris
royal summit
opaque totem
# tidal iris 8 is not bad too with 600dmg/shot (RC6)

you guys focus to much on the max DPS of the weapon as its false advertisment.

any other weapon has the stated DPs. like a DC ahs a mentioend DPS of 6k. that also is true as the cannon ahs a cooldown on its shots. this way the weapon can be reloaded efficently enough to keep up permanent fireing without pauses, keeping the 6k dps at all times.

the chain gun is the only one wdifferent as it has a time in which you are reloading in that you cant shot.
so if the max possible DPS of the chaingun is I think 18k, these 18k arent the real dps, as even if we forgot the "warm up time" to reach these 18k dps, once the weapon starts reloading it has an interval in which it has 0 DPS, meaning the real DPS over a longer duration of this weapon is its warm up times dps (which if it ramps up linear trough 8 sec from 1k to 18k would mean an average of ~10k) together with its final DPS, and it reload DPS of 0. so if the weapoin lets say fires for 20 secs, and reloads for 10. then we would have a total of: 8sec warm up = 8/30 * 10k + 12/30 * 18k+ 10/30 * 0k =9,86k DPS with a weapon that would have this fire duration and warum up time as well as reload time.

tidal iris
opaque totem
#

as you can see these 9,86 would be nearly half of its potential max dps that everyone is talking about

quartz stone
#

average dps only matters if ur opponent survives long enough

royal summit
#

i think average dps doesn't really matter when we're talking about alpha cgs

#

or even regular cgs

#

cg is a burst weapon afterall

opaque totem
#

cg is only a burst weapon the way its sued atm. I think that is what was tried to be changed. after all the magazine mechanic implies it was designed as a DPS over a burst weapon, why else introduce a mechanic that makes a at first slow fireing bad dps weapon be able to dps longer.

#

the problem is just that atm combined with the way how fragile most meta ships are combined withn the way how frontal weapons and cost of weapon vs mag efficeny works atm it sjust better to burst with it

tidal iris
# opaque totem you guys focus to much on the max DPS of the weapon as its false advertisment. ...
  1. DPS and total dmg per burst is all that matters for burst-nature weapon.
  2. DC don't have sustain on storage based or 2facs/1DC setups. Full sustain is only with 3facs/1DC and it is usually inefficient in elim PvP. And in reality, DCs relying on the burst that needed to kill opponent, and especially to penetrate shields.
  3. CG is a burst weapon and all that matters it is burst dmg and total dmg per all mags. Sustain is useless on burst weapons becase it is. And we already have weapons with zero like burst and good sustain - it is ion beams.
  4. And I think all is already know that real dps of cg is lower, than a tooltip dps, Captain Obvious.
hollow ferry
hollow ferry
tidal iris
hollow ferry
tidal iris
#

I think upper limit is ~9s for ramp-up

quartz stone
fringe oak
#

While trying to play around with a 60 magazine chaingun setup and geometries, I've noticed that "Force Fire" at that size starts to overlap in function with "reload." Just because at that point the corridors get so long that firing off ammo for a few seconds seems like it saves time on the reload by moving the rest forward.
Don't know if it matters, and haven't timed things to see if its actually optimal even with the inability to reload while firing, but it felt interesting.

dull agate
hollow ferry
#

12 is a nice number!

fallow tulip
fallow tulip
#

like the starting point

royal summit
#

8

fallow tulip
#

cause imo for the variable ramp up you should be reaching full ramp up by the time you're 3/4th done with ammo

#

but idk if having it that way makes sense

#

maybe every mag adds half a second with the starting ramp up time being 2 seconds

#

actually 3/4th of a second per mag

quick valley
hollow ferry
fallow tulip
#

Walt, what are your opinions on a variable ramp up time for the chaingun?

hollow ferry
#

Variable ramp up based on number of magazines? It's interesting but not very intuitive.

rich prawn
#

AI just wastes all of its ammo when closing into a target from a long distance

hollow ferry
rich prawn
#

bullet sprites on mags show above fire

hollow ferry
#

@everyone RC7 is now available for testing!

  • Reduced the Chaingun rate of fire ramp-up from 18 seconds to 10.
  • Reduced the Chaingun Magazine capacity from 6 bullets to 4.
  • Reverted the Chaingun Magazine mass increase from RC6. (Main Chaingun mass increase has been kept.)
  • Reduced Chaingun recoil from 20 per shot to 10.
  • Chaingun shots now exert 10 impulse on whatever they hit.
  • RC Bugfix: Aim directions for Chainguns weren't being saved in ship designs.
  • RC Bugfix: Chainguns would shoot when given an explicit target even if that target was out of range, out of arc, or line of sight was blocked.
  • RC Bugfix: The Chaingun was firing when given an explicit target even if set to Hold Fire.
  • RC Bugfix: The Controls settings page was missing a text string for "Aim Chaingun".
  • RC Bugfix: Explosive damage (such as for Nukes, HE missiles, and part explosions) wasn't being calculated properly and was generally doing much less destruction than was intended.
  • Modding: The new DirectControlToggle component now supports a 'RequireWeaponBindingPressed' parameter.
sterile folio
#

yey

rich prawn
#

it's so over

fallow tulip
#

yeah

pine cargo
rich prawn
#

Unravel theme plays

ripe crater
#

you know, off topic, love how much Walt actually participates in talking with the people who play the game. most game devs just don't even bother talking much other than in announcements

pine cargo
#

I was literally just praising them for how ''heavy'' they felt.

ripe crater
#

still remember that stupid 'ask walt' thing where he'd answer any stupid question with the most insane response possible
"hey what are the names of all the crew?"
"oh. they're all named Walt. they're clones"

hollow ferry
ripe crater
#

yea, but difference is you can actually take a joke and aren't all business all the time

pine cargo
#

lOL.

next marsh
#

i did not exepcted a new RC so fast

ripe crater
#

still love that conversation though. the fact that, cannonically, the entire crew of your ships were named "Walt" because of a joke conversation he had, saying that they were all clones

rich prawn
#

"it costs 90credits to fire this at full fire rate, for 12 seconds"

pine cargo
#

Like, do the chainguns actually just gitter the ship?

rich prawn
#

idk not my gif

fringe oak
# rich prawn it's so over

Well, I suppose the plus there is that it makes mid-magazine storage logistics easier. One 6-tile storage to the chaingun + 27 magazines instead of the gun + 18

fallow tulip
fallow tulip
#

oh oops

#

my bad

fallow tulip
hollow ferry
#

By "intuitive" I more mean "does it make sense within the fiction of the game", and I don't really understand why more magazines would make ramp-up slower.

fallow tulip
#

more inertia to start moving

#

longer conveyer belts require more force

quick valley
sleek gale
#

pulling the ammo belt, though this would mean the magazines don't help

fringe oak
#

Personally, I like static ramp up speed, just because it feels like the way the mechanic is, at least as of RC6, gives a push to build chain guns and magazines as long as possible. There was absolutely a sense of: the longer I can stay at the maximum fire rate, the better.

#

There's limits from how fast you can reload a set of absurdly long and densely packed chainguns, of course, but within the bounds of practicality, the mechanics want a long ammo belt, and figuring out how to take that to it's limits was pretty fun.

quick valley
#

it now takes 7 mags to reach full rpm

fringe oak
#

Actually, is this a place to show a chaingun design I was experimenting with or is that another channel? Not seeing RC-version ships in the main channels for that.

rich prawn
#

reduce firerate by 100x and ramp up by 10x and make it shoot railgun slugs

low sierra
#

ah yes, the peek-a-boo railgun

#

ngl, more penetration on CGs sounds interesting

dull agate
#

What is the exerted impulse per hit for flak? I saw the update for CGs and would like something to compare it to

low sierra
#

probably some force applied to the target

dull agate
#

I'm asking for a value

low sierra
#

0

quick valley
#

anyone else feel like the damage against shields is a little high?
or is it just me

rich prawn
#

it the same for everything

quick valley
#

against armor i get but against shields
they're a little powerful, making avoiders somewhat harder to use effectively i feel, idk much about the pvp side of the issue

#

i mean its fine if walt doesnt plan on adding built-ins with chainguns

sleek gale
#

what would the reason to not have built-ins with chainguns be

halcyon idol
#

Architects add new ships and update old ships every time something new is added

quick valley
#

exactly my point, people would probably be annoyed that a built in was able to take down their shields relatively quickly, especially newer players who dont know how to effectively make a decent shield sustain system

halcyon idol
#

can’t be worse than new players seeing nukes for the first time

magic monolith
#

Honestly, as long as there aren't alpha chaingun Vs in the built-ins it'll probably be fine

quick valley
#

they would expect a nuke to take down a shield in one hit but not to expect a chaingun to take one down within seconds

magic monolith
#

Built-ins need a little more self-sustainance anyway that's not compatible with chaingun alpha
On second thought, gradual replenishment with ammo factories could work, kinda like the HE factories on Onrush

fallow tulip
quick valley
#

saris was able to make a ship under 1 mil that can tear through a cabals ion ships armor like it was butter, imagine that against a single Ls

dull agate
#

Otherwise, here's my 2 cents about the newest changes:

  • Reducing the ramp-up from 18 secs to 10 has a better feel!
  • Even though the magazine capacity was decreased, CGs are still capable of delivering a powerful burst of damage and can easily compensate by adding a few more magazines. I'm indifferent on this point
  • Reverting the chaingun magazine mass increase has also partially reverted the desired speed nerf for Alpha builds(~18 CGs). The one I've been using as an example would reach 150m/s in RC5, 137m/s in RC6 and now 144m/s in RC7.

What was the intended goal with the decrease for the recoil and the added impulse per shot?

low sierra
#

@dull agate I agree, the 10s ramp-up feels like a sweet spot. The mag capacity nerf isn't so bad considering they're not as heavy either which also encourages longer mags.

As for the recoil and impulse tweak, I'm purely guessing it's to add a little bit of chaos in engagements. Haven't had enough testing to know how much recoil and impulse tweaks affect combat though

low sierra
#

I kinda like the idea of having higher impulse to shove debris away but not too much that it spins the enemy ships around like a tractor beam

dull agate
#

The impulse by the CG leads to some funky moments. If you are ramming your opponent while firing the CGs, their ships will somewhat bounce/teleport a couple meters away. At least for lighter ships

fallow tulip
#

I don't like the impulse

#

like conceptually

rich prawn
#

i like the impulse
smaller projectile that travels super fast and it does equal knockback on both sides for its damage

#

makes sense since its so fast and so small

fallow tulip
#

oh

#

oops

quartz stone
hollow ferry
#

@everyone Aaaaaand yet another RC! (8!)

  • The Chaingun is now one tile taller to prevent its turret from overlapping other Chainguns and other parts. (This may break existing saved games and ships that had such overlapping parts.)
  • RC Bugfix: Chainguns weren't targeting properly when given fixed aim locations close to the Chaingun.
  • RC Bugfix: Chainguns could cause issues with the resource transfer AI when suppliers are assigned to Chainguns or Chaingun Magazines.
  • Modding: Most types of resource storage components now support an optional 'AllowManualReceiveToggle' that, when toggled off, will prevent the player from manually transferring resources to that storage.
  • Modding: TurretWeapon now supports an 'AimIncludesEmitterOffset' parameter that, if set to false, will prevent the turret from considering its emitter's location when calculating where it should aim.
rich prawn
#

this is awesome

finite socket
#

lets make it to 10, thats a good number

hollow ferry
#

lol I would be very happy if 8 was the last

crystal nexus
#

RC8 .. can we tell yet that this Chaingun addition is a HUGE new feature, with how many little-kinks it has had that have needed tweaking šŸ™‚

#

I think it's also giving a good heads-up for the "transform" part of the roadmap .. and how something as simple as a "move partA to partB" addition is going to cause a bit of a shakeup to the underlying code

rich prawn
#

not really it's still just the same old chaining mechanics just expanded heavily

#

can't make hinges, atleast good and perfect ones

tidal iris
#

I still don't understand mags capacity nerf. Now full ramp-up takes ~7,6 mags, while with old capacity (6) it will require ~4,94 mags and it is not 2,16 mags on rc5 state. Like, 8 mags takes equivalent area as 4x4 storage for DC cannon.

fringe oak
#

Given the problems builds with lots of small, non-reloading chainguns were causing, it feels like a nerf to that, specifically. Doesn't seem to have affected large setups adversely, and if anything it feels like it's outright helped builds that reload at large scale.

low sierra
unborn wren
# quick valley exactly my point, people would probably be annoyed that a built in was able to t...

It depends on when the player first encounters the chaingun. My Harmonica that is now a tier 3 doesn't manage to cause enough damage after disabling a shield to actually destroy anything, meaning that the player can easily refill their shield before another burst comes, while damaging my ship enough so that the chaingun explodes. If they're not careful and have very little front armor (I think that's common for new players using model-s), meaning they haven't encountered effigy yet (ultimate early game shield breaker), they will have some trouble if they're not careful, but even then it's very easy to fix the ship and learn from it.

sleek rover
pine cargo
lone dust
pine cargo
unborn wren
#

the hardest part of implementing the chaingun is probably the balance tho

pine cargo
#

Wouldn't say so.

#

Balance takes minimal code input to execute, not to mention the whole community is helping you.

#

Part of why some mmo's and other games' balance turns out shitty is because the devs don't interract with community. This is not the case with cosmoteer, fortunately we have a good dev.

sleek gale
pine cargo
#

Ye lol.

#

Thanks waltuh šŸ’€šŸ’€šŸ’€

#

What is this issue?

#

I can't load my savedgame.

dull agate
#

Yeah it's possible the save is broken due to the changes from RC8 in regards to CG being a block taller

pine cargo
pine cargo
#

Why was it even added?!

#

Seems useless.

dull agate
#

It was to fix a bug, read the patch notes

pine cargo
#

Ironic how it's named.

hollow ferry
quick valley
#

my first attempt at making a chaingun ship

pine cargo
#

Nice.

mint phoenix
#

Not sure if this has been asked, but why is there 2 "supply ammo" slots on the chaingun?

tidal iris
#

There's always not enough ammo šŸ˜„

sleek gale
#

maybe because there are two sides

lyric flame
#

It would be nice if I could tell crew to only supply one side...

pine cargo
finite socket
#

set one to 0 and see what happens

hybrid violet
#

sup guys

#

are chain guns broken or am i being a proper noob?

#

(both could be true but i wanna know if my shock at their power is me being soft or common consensus)

royal summit
#

chainguns are decent

#

they're really good at cleaning up the interior of ships once armor is breached

#

i would recommend using nukes to destroy the armor so that they can kill the insides

hybrid violet
#

nothing seems to defend that well against them and it feels like the simple tactic of a a fast chaingun ship with a ton of mags and not enough crew to fill them quickly will work just cos eventually youll breach any defense

#

and if you dont kill them you can just run away

royal summit
hybrid violet
#

dont get me wrong. im not good at the game but it feels like a non cg ship has to be way more optimised than a cg ship to fight one.

royal summit
#

cg ships don't need much effort to beat, a nuke or he missile ship can easily beat them in a 1v1 by orbiting or kiting

#

other than missiles you have ions and rails that can also win when used properly

hybrid violet
royal summit
#

he missiles can beat cg with 6-12 crew

hybrid violet
#

explain further please

royal summit
#

rails and ions need a bigger size though

royal summit
#

this one can kite cg on its size and it isn't really well optimised

#

ofc cg can beat it with enough skill

#

against ai however it can't

hybrid violet
#

how come?

royal summit
#

staying out of the cg's range while firing the missiles at the enemy

hybrid violet
#

sorry ive lost you

#

are you saying your kite ship wont beat an AI cg ship?

royal summit
#

no a player controlled cg ship

#

(rts or dc)

hybrid violet
#

a player controlled cg ship wont beat an ai controlled kite ship?

royal summit
#

it could

next marsh
#

i think they meant a player controlled cg ship can beat the kite with enough skill but an ai can't

hybrid violet
#

oh i see

#

i see

royal summit
#

if kites feel like cheating then you could always use a dc rammer

#

they require barely any skill to build and can easily win against cg

next marsh
#

i like swarms
they score 100/100 in my heart

hybrid violet
#

most of my exp is from ai campaign. i build this as a simple weapons test and it clearly took me negative brainpower to make but it beat ai ships nearly 3 times its crew size. i find this concerning

royal summit
royal summit
hybrid violet
#

what is a dc rammer?

royal summit
#

now cg is definitely powerful against ai

royal summit
next marsh
royal summit
#

i think at this point career's main currency is crew

hybrid violet
#

^

quick valley
hybrid violet
#

got it

royal summit
royal summit
next marsh
#

that why brust weapon are good in career
they arent as much per cost

hybrid violet
#

also ship levels are almost directly tied to crew size

hybrid violet
royal summit
#

i think rebalancing career to make money a bit more important would be an improvement, as of now it just isn't hard to amass and just becomes insignificant after you finish the first few systems

hybrid violet
#

money is important in coop career but single player its very weak

royal summit
#

anyways cg is good against ai just like nukes, it probably is because ai is just bad at dealing with burst weapons

hybrid violet
#

that's not ideal.

royal summit
#

yeah

hybrid violet
#

ive gotten 3 other ppl tp play coop with me

#

all varying skill levels inc myself

royal summit
hybrid violet
#

its going to be a challenge talking them down from cgs are broken when the first one they encouter shreads through their slow tanky ship in 40 seconds

royal summit
hybrid violet
#

yeh someones done that in our playthrough

#

now hes rich

#

the problem was as it was coop and he was new he basically didnt play the game for the first 4 sessions

#

just mined and industrialised

hybrid violet
#

my biggest sadness over chainguns tho is that they arent lasers

#

that arctype has been kinda stagnant for a while imo

royal summit
#

ions pretty much carry lasers

#

also i'm pretty sure the next weapon will be laser

royal summit
hybrid violet
#

badly built rails will lose a fight against ai

royal summit
#

not if they're kiting

hybrid violet
#

badly built cg ships punch way above their weight

royal summit
# royal summit not if they're kiting

a huge thruster worth of back thrust is enough to make rails win against anything because you don't need anything other than decent reverse thrust and more than 6 accels

hybrid violet
#

gotta go out bbl

hybrid violet
#

bck

hybrid violet
royal summit
hybrid violet
#

a rail ship is a glass cannon.its not a turret so you dont have full freedom of movement chosing between offense/defense. the rate of fire is obviously low enough that there are gaps where a rail ship has 0 offensive power and the power scales with their size so they have to be huge targets. CGs are like: are like the best elements of most weapon type with reduced forms of the same weaknesses. So they output consistent damage like ions, the damage scales with size like rail (and arguably ions), they cant be emp'd like cannons and can be aimed with an accuracy not far off lazers.

#

(thats obviously broad terms i know there are differences )

#

so like the end result of which is its a weapon which is good enough at everything that it doesnt require much of anything else in campaign

hybrid violet
#

36 crew ai controlled and its **disintegrating **other ai ships up to 60 crew with minimal losses.

magic monolith
#

Those outside mags look p a i n f u l to reload

#

You might want to relocate your doors on the other mags to face outward too

hybrid violet
#

yeh i know lol.

#

there are a great many optimisations i could make

#

the point is that i dont need them for campaign.

#

anything at or near that ships crew count is shredded with 0 thought given to how in a single salvo.

royal summit
#

also spamming alpha cg is strong when the only limitation is crew

magic monolith
#

Alpha anything is strong with crew restrictions

#

Because no crew needed to reload

hybrid violet
hybrid violet
hybrid violet
#

cheers. im new ish in here

hybrid violet
crystal nexus
#

congrats on stable release !