#Meltdown Update Preview

1 messages · Page 8 of 1

pale python
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At regular speed?

carmine heron
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is it consistent or does something trigger it

pale python
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Does it stop if it happens and you dont render it

plucky fossil
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it happens even in the shart cloud

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it's just when it turns on

lusty zealot
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hell yes another OC inspired by a thing from project wingman

near flax
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it's not possible to fan OC rails but they are still very strong

plucky fossil
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what

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where are you getting this information from

near flax
pale python
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Undershoot and fan again maybe

flat skiff
coarse spindle
pale python
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Ok so hear me out

lusty zealot
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(:

pale python
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I would make oc rails

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Hitscan

coarse spindle
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I am so happy with the totally not cordium missiles

pale python
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Similar to factorio railgun
Lock on, charge up, fire

lusty zealot
coarse spindle
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Yeah saw that as well

cerulean prairie
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I'm sure we'll have patch notes for the final stable release (delta between previous stable and new stable), but yeah no notes for the initial preview build.

lusty zealot
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i thought so, good call

near flax
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no patchnotes we die like crew

lusty zealot
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what, quickly and with a wilhelm scream?

near flax
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exactly

pale python
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Instantly with no ceremony by a stray cannon shot

coarse spindle
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Also, unless they got changed, I believe ion storms should be tied to OCing

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To give them a bonus

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Or maybe just to make them deal less dmg but heat you up

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Tho for a bonus maybe radiators could be way more effective in them

median crow
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radiator bonus is interesting but i think there should be a separate heat cloud area distinct from ion storms

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right now storms are too much of an obstacle and i'd like to see something that makes damage risky without being inevitable and needing your whole ship designed around surviving like the sun or ion storm

near flax
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thermal clouds would be awesome

coarse spindle
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We do have the rod already

median crow
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there's an #1019739575683399840 thread about heat clouds, message links aren't working for me right now

lusty zealot
flat skiff
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i think a dense cloud would probably radiate stuff better

lusty zealot
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radiate no, but convect and possibly conduct yes

pale python
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I could post my nebula density suggestion that i totally didnt forget to post after making concept art

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Mmaaaybe The effects could work well with the new scaling systems but I'm not sure

coarse spindle
pale python
summer cypress
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The overclock description says it increases unreliability, is that just flavor text or does it actually do something?

lusty zealot
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pretty much just flavour text to say 'things can go wrong if you don't manage it'

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wording can probably be changed

summer cypress
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ahhh

livid thunder
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should probs say, like,
"if managed poorly can lead to major damage."

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or smth along those lines

plucky fossil
pale python
rain sky
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My shield design

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so far no issues on my end

rain sky
rain sky
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135k health on big shields is huge

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I love it!

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Also when large reactors is on overcharge increased to 4 energy parts why shouldn't the medium one be increased to 3?

pale python
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¯_(ツ)_/¯

rain sky
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did anyone figure out a better big shield design?

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It's quite the brain puzzle

pale python
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part of the fun!

lusty zealot
rain sky
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also what's the new setting "sharpnel" on cannons?

carmine heron
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frag shell pretty much

plucky fossil
lusty zealot
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yeah

rain sky
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but understandable

pale python
regal plume
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a bit of OC on most things seems like such a big step up in threat level...
2x missile production speed, 2x missile production efficiency, 2.5x thrust, getting away with a small reactor and autonomous PD all for 34k of heat management?
The thrusters alone would be 36k! The core another 25k, the missile fac and storage 20k...
It's at least 25% savings.
This example seems to beat most of the current ~600k level roster
Non-OC ships are obsolete as it stands, you always want a bit of OC and some things you ALWAYS want OC (power capacitors, PD, ammo factories and smaller engines for example)
(presumably this is as intended?)

flat skiff
dense swan
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OC stuff is pretty strong, but it also does add size and cost (and another vulnerability) to the ship. Will be interesting to see where things land

lusty zealot
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OC is definitely more effective at smaller scale

regal plume
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the fact that some things like smaller thrusters, ammo factories and power capacitors seem completely obsolete in none-OC versions seems a bit off though 🤔

plucky fossil
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plus heat missiles

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capacitor has use - for factories

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and other lower demand things

flat skiff
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oh shit shieldless

plucky fossil
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alpha too

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i am burning down the metaphorical kitchen

lusty zealot
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and the ship

plucky fossil
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don't worry the crew are getting 500 credits each

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very good compensation

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that's 5 whole doors

dense swan
granite sapphire
tame comet
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i also agree.

with how much heat can totally change how you build a ship, itll likely be more complicated

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a difference in skill

dense swan
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It'll also be interesting to see the mechanic in a proper PvP fight, since if you go all in on heating and you lose a pipe somewhere you will have to quickly turn off the overclock

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and the time between realizing something is cooking and a part going out can be really small

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The other thing is heating is somewhat space intensive, and still a cost overhead. I think heavy blasters are 5k each, and a radiator + battery adds 10k?

dark lily
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The new vulnerabilities and targets it introduces more than just going for reactors or control rooms is really fun and engaging. Can you assess cutting which pipe will cause the opponent to burn to death? Etc

plucky fossil
plucky fossil
dark lily
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Bro has never heard of picture in picture

delicate vigil
tame comet
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i will be making a flak and pd spam with heat missiles to make the devs regret their life choices

plucky fossil
delicate vigil
dark lily
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Isn't that... the norm?

dense swan
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I expect it to be pretty common to put radiators in the back so rear aspect missiles can be pretty funny

rain sky
delicate vigil
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Ah, so the PD can't power itself forever then

rain sky
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Well it can, it's just not very combat effective itself

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As there are big power gaps

plucky fossil
rain sky
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But it helps you full auto pds for like 4 more seconds

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Which is quite a difference

flat skiff
regal plume
rain sky
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One thing I'm missing in this update are blow off valves

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So I can set the heat in difference regions of the ship

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As for having united system on the ships, that stores energy into one part of the ship for incendiary missiles and the rest is sent into void

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After a set value is exceeded it let's go

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If it makes sense

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A bit of heat management logic in simple terms

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Or just the system it's made in. You could set like a "keep minimum heat" and excess would be sent off into void through the valves

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Otherwise it makes the incendiary missiles at least for me Logisticaly a nightmare

plucky fossil
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first finished overclock pvp ship

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i could cut quite a lot of the crew

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they're not really doing anything worth their cost

dense swan
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the wedge my beloved

regal plume
plucky fossil
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what is there that is worth blowing to bits

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i'd be more annoyed by the knockback than the damage

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(unless they target inteligently and oneshot me)

tame comet
lusty zealot
dense swan
granite sapphire
scarlet dew
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I feel like pipes should be able to be built outside of the ship, it would allow for some awesome looking builds

plucky fossil
lusty zealot
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visually exposed with no surrounding block, i think

scarlet dew
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It generates hull around it

lusty zealot
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there's a suggestion for it somewhere

eternal ibex
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Things like this have been done in mods before, can't be that hard to do

scarlet dew
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Yeah, his suggestion is legit

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Imagine having a big f you heat beam ship with parallel heat pipes running along the outside of the sides of the ship

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It'd be like flying one of those engine-through-the-hood 80s muscle cars

lusty zealot
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i'd definitely update [Rattlesnake](#sotd-submissions message) with that

regal wharf
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did i miss something, the starting system seems really small in career

scarlet dew
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Yo, overclocked railgun is off the rails

next urchin
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Just as GodCeleste intended

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They're perfectly accurate upper bounds, as long as you ignore CG and heat inefficiencies (ER/heat exchanger)

plucky fossil
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oh i interpereted it more as in useful

next urchin
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They will, but not yet

scarlet dew
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This railgun's going through like 15 layers of armour per shot

next urchin
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You can't put numeric constants in those fields, they only take component references sadly

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Only if by "boring" you mean "they bore right through enemy ships". OC railguns are amazing!

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Nothing except thermal parts should allow transfering heat through them. If any do, it's a bug. More likely you're misunderstanding what's going on, but maybe I missed a part when making sure they don't transfer through

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OC railguns only stop when they've dealt all their damage. One large shield is 45,000 HP, isn't it? Those rails are like 3x over that

weary sparrow
next urchin
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If you have a fuck ton of small thrusters then yeah, expected, especially with lots of radiators or batteries. I haven't gotten around to another optimisation pass to batch heat generation calculations.

next urchin
# pale python ~~Hitscan~~

Can't scale hitscan with the size of the rail, otherwise I would've had it change to hitscan at some length. Could do it with some toggled emitter shenanigans, but then also the vfx are not built for a beam

pale python
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interesting

next urchin
scarlet dew
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How do you tell radiator efficiency?

lusty zealot
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newest doohickey, the Waste Not

next urchin
weary sparrow
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btw, wow, you are answering a lot of posts of this discussion, I never saw a dev team so engaged with its comunity xD

scarlet dew
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It's a big update, I'm sure they're happy to see the engagement

near flax
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the devs here are awesome

next urchin
next urchin
brisk lichen
next urchin
next urchin
near flax
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and excelsior

next urchin
next urchin
brisk lichen
near flax
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#links

scarlet dew
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OC deck cannons sound gruesome

eternal ibex
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They are devastating

scarlet dew
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Triple damage and double range? C'mon

near flax
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and a lot more damage

scarlet dew
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This update'll have me laying more pipe than Ron Jeremy

eternal ibex
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They used to be so powerful that they crashed the game 🤭

scarlet dew
eternal ibex
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Hell yes, and because of the much faster shot speed the opponents can't even dodge them

scarlet dew
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What's Heat Applied (Pool) mean?

lusty zealot
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total heat available to apply, i think

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gets spread out over tiles it hits

scarlet dew
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Oh, I just noticed OC batteries, that is the cat's pajamas!

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OC PD is awesome too; you guys really thought up some dope effects for each system

weary sparrow
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I swear that even if I try with all of my might I can not make small ships...I was planning to build a small Rail ship with only two rails...I blinked and this was born lol. (still in 'alpha' but the curse of big ships are engraved on my vein I guess...)

scarlet dew
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OC chaingun is frightening. Any thoughts on adding curved magazines? Maybe I could make a ammo brick that shoots lead lasers

summer cypress
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probably too powerfull

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overclocked boost thrusters can get power when boosting? :0

scarlet dew
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How does the heavy cannon's shrapnel work?

dense swan
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the shrapnel seems to have a lot of pen, but the main shell has less HP than normal I think

plucky fossil
dense swan
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1 credit per launcher tax

next urchin
plucky fossil
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it happens with everything resource related

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other than some extremely specific combinations

dusky gate
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is the preview more stable today than 3 days ago ? I was not able to test it much because it crashed very easy ( I have AMD CPU/GPU)

lusty zealot
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yep

tranquil cape
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the pvp default speed for this preview should be 1x speed due to the speed changes

granite sapphire
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yeah default was left 1/2x

tranquil cape
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also here's a super abomination of a ship i made with this preview

next urchin
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What exactly did you do to the lights? I can't really tell the difference

tranquil cape
granite sapphire
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yeah

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like whats the objective here

tranquil cape
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lol

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so basicly

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it has all the deck cannons on overdrive

plucky fossil
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the knockback is literally worse than tb

tranquil cape
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they have a long cooldown and high power so it just spams rows of them

plucky fossil
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(unless you get overpenetrated)

granite sapphire
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oh i see

tranquil cape
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the mechanic of turrets blocking other turrets would stop this normally

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but i put explosive charges on the front 2 rows of deck cannons to blow them out so the row behind can fire immediately after

pale python
# next urchin What exactly did you do to the lights? I can't really tell the difference

the images i kind of masked the weapon.png and gave it a bit of glow outside, and inside i bade it blue-ish with a gradient so it feels "hot" at the edges
the intended efffect is to not emphasize the rail's glowing moving line, instead giving the weapon.png a more visible light especially outside (compared to the light visual of the glowing bits moving when seeing the roof only)

the .rules i added the light effects to the loader (might not be a perfect implementation but does the job) and fixed some old names such as BulletEmitter (it was no longer present and wasnt really working)

well, could be adjusted

dusky gate
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Can the heat pipes carry an infinite amount of heat or they have a limited capacity ?

pale python
granite sapphire
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infinite heat

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theyre like wires more

dusky gate
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so... Star Trek EPS conduits, basically ^.^

pale python
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the what now

dusky gate
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https://memory-alpha.fandom.com/wiki/Electro-plasma_system In Star Trek, power is carried via some conduits, as plasma (Electro-Plasma System), there are no "wires", apparently humanity has evolved beyond metal cables

Memory Alpha

The electro-plasma system (EPS for short, or more specifically the electro-plasma distribution network, the term preferred by engineers (citation needed • edit)) was the primary form of energy...

next urchin
pale python
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EmitTrigger

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was pointing to BulletEmitter instead of now being EmissionTriggered like the accelerator

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if i understand it right (and testing seems to confirm)

near flax
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trts arent being counted towards heat gen

next urchin
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TRTs will need some additional (non-trivial) system improvements to be able to usefully contribute to heat generation

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Though I might be able to get them to contribute in at least a basic way outside of blueprint mode

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Hmm, nope, looks like that will have to wait for those improvements

twilit matrix
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So from what I've been seeing so far: Thermal Resonance Turrets are used to produce heat, and the heat missiles are used to weaponize it. Is that correct?

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When I was first hearing about this update, I thought that Thermal Resonance Turrets would be used to vent excess heat at things, requiring a heat buildup to power them, but I guess it's the other way around.

grim gyro
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Does anyone know how long it might take for meltdown to reach stable?

lusty zealot
coarse spindle
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Rn it's merely a stat increase

lusty zealot
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not really

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the addition of charge-up time changes their use to essentially disallow fanning and make them not an immediate-punishment weapon

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very much changes how it's used

granite sapphire
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Solar Flare Mk4

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this logi is absurd

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all ions, 4 ls, all lt, factory are overclocked

lusty zealot
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do those exchangers really sustain the heat from the engines?

granite sapphire
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yes

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exchanger buff doing great things

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they feel about right now

granite sapphire
cunning swift
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The routing on this is wild

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Looks like you have some corridor left over from when the ions weren't routed through each other?

granite sapphire
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oh youre so right

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thats embarassing

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ill fix it tmr im tired

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weeeelll technically the corridors arent useless bc im using barracks with questionable assignments

lusty zealot
granite sapphire
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i actually dont know if i even need 2

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but i assume i do

lusty zealot
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think so

cunning swift
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overclocked railgun modules seem to be consuming 0.25 batteries per shot instead of 0.5 I'm guessing this is not intentional?

next urchin
#

That's been fixed for the next patch

rain sky
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Found a bug

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when the game is paused and you move your creation it dissapears when no Control command is active

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First one is when I'm still dragging. Second one is when I let go of it and stop dragging it

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creative

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Fog of war still stays at the old place and doesn't update

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Lol it's own fog of war

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when I unpause the game, the fog of war corrects itself

ocean quail
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If this half-speed change is reverted, wouldn't this mean mere postponement since the reasons why it was implemented in the first place in the preview keep existing?

lusty gulch
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for future mod use, could we get both systems (overclock & heat) as 2 separate files? so each set of components can be picked but not just both?

coarse plaza
# rain sky Found a bug

I actually get this in regular vanilla as well.

So its not a meltdown thing (or that would be really weird)

rain sky
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May be the case but I found it now in preview so yeah :e

vague dew
lusty gulch
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is there any parts, besides armors/structure that isnt able to get scorched?

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also, how are we supposed to actually fully utilizee thermal lance without eitheer overcooling or oveerheating it?

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or arr we just suppsoed too constantly flicker coolers on/off

brazen cove
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by middlecooling it, i figure

lusty gulch
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a valve to keep a certain lvl of a heat in a system but allowing eexces to be cooled oof would be nice

lusty gulch
brazen cove
#

something with variable heat production/consumption like shields or TCMs might be useful

lusty gulch
brazen cove
#

what about 1.5

lusty gulch
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cools down

tranquil wedge
lusty gulch
#

ah yes 0-

brazen cove
# brazen cove what about 1.5

i wasn't joking (well i kind of was but theres a serious point here)
use 2 beams with 3 radiators, bang you have 1.5 radiators per beam

lusty gulch
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Celeste, dont wanna ping u directly, bcs i been told not to, but if u see this, is a "open" / structure based pipe being considered, or can i go ahead and make my own, just dont wanna do "double" work

tranquil cape
tranquil cape
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it should work like the corridor one where it can only go straight but it would be cool

lusty gulch
tranquil cape
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small thruster structure heat pipe spam

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if the structure one is cheaper them it will be hard to make the normal one actually worth to use

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hmm

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it probably would just flat out have to be more expensive

next urchin
granite sapphire
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you get more than half of the effect of each pump on each attached trb with diminishing returns

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including heat generation

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thats why its so important to have an interconnected trb network

weary sparrow
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Has anyone posted a suggestion of "Imminent meltdown"?
Atm when you are OC your attention tends to be quite away from the heat meters of the batteries.

Just asking so no double post is created

lone crest
dusky gate
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I'm wondering, shouldn't the heat system be researchable ? I find it a bit weird that it's available right from the start of the game

granite sapphire
bitter steppe
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That is the plan, this is still early beta testing

dusky gate
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oh I see. So just give it to everybody to try it out before doing some cost/benefit study on the progressive gameplay

granite sapphire
#

theres also a few easy ways to tell at a glance like if your heat storages are full or if no power storage, your radiators are working at full blast

lusty gulch
#

heat pickup shader still showing up although the part got disabled 10+ secs ago.

near flax
rough shuttle
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question about the thermal missles. how do you "charge" them?

paper hemlock
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It requires heat to be pumped into them

near flax
#

the heat pipe needs to be connected to the tile above the door

rough shuttle
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ohh okay

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i just did not see any green arrows suggesting that it was possible

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and another thing. i see that power cappacitors have a descrition about overclocking but the button is greyed out. any reason why?

dark lily
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Does your ship have enough command points?

rough shuttle
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yeah it did but now suddenly it works. no idea what happend since i didnt change anything

orchid raven
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probably requested a million times at this point, but overclocking fire extinguishers should have been a day 0 feature 😔

hollow gull
#

imagine how funny it would be to watch it catch fire 😔

rough shuttle
#

i would rather take overclocked tractorbeams and crew manipulators

pale python
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this should be the minimal example
(first collider works, second thats not commented out crashes)

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-# (i may have forgotten to do this earlier)

pale python
#

idk if selecting a different tab should close the part mini-category but yeah
probably reported already but this is a example with modded extra

regal plume
#

Okay, the firestarting of the OC Large Cannon is a bit too ridiculous
I'm getting mutual kills with many ships in the 600k range with just a couple of tiny gunships!
As it stands, I'm not sure this is usable on built-in ships due to the frustration it would cause players! 😬

cerulean prairie
pale python
#

sigthink interesting

unique orchid
#

is the update after the meltdown update going to include atmospheric systems?

narrow owl
near flax
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unsure if this has been reported but the power generation bar doesnt take into account if a reactor is overclocked

#

i have an OC LR

cerulean prairie
#

@everyone Thanks for your continued testing, feedback, and bug reports! A new Meltdown Preview build is now available!

**Balance:**

- Deck Cannon (OC):
    - Increased rate of fire (0.11→0.2)
    - Reduced relative recoil (350%→250%)
    - Increased crew stun duration (1→3)
    - Increased crew stun radius (6→9)
    - Reduced heat per shot (6000→3500)
    - Reduced damage pool (20,000→11,250)
    - Reduced relative impulse (250%→200%)
- Boost Thruster (OC):
    - Boost heat factor now slowly dissipates while not thrusting (-3%/sec)
    - Boost thrust power usage now ramps up while thrusting and down while idle (up to 200% over 4 seconds)
- Heavy Blaster (OC):
    - Removed heat per second (was 30)
    - Increased heat per shot (300→320)
- Small Blaster (OC):
    - Reduced fire interval (7.5→3)
    - Reduced salvo (15→6)
    - Reduced heat per second (70→20)
    - Increased heat per shot (110→125)

**Other:**

- Fixed crash on right clicking stacked part buttons
- Fixed crash on a ship’s first PartTimer initializing and immediately being destroyed
- Fixed bullets continuing penetration even after dying due to damage pool exhaustion
- Fixed Thermal Resonance Turret safety not preventing overheating
- Fixed Thermal Canister Missile Launcher not showing thermal port icons
- Fixed Accelerators on overclocked Railguns using half the power they should have
- Added TCM capacity stat to Missile Launcher
- Fixed pre-Meltdown save games crashing due to FireExtinguishJobs
- Added “Heat Capacity” build toolbox stat
- Fixed Railgun Loader ammo sprites not being unhidden after firing
vague aurora
#

ეპიც

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Epic*

fiery hollow
#

woooo

twilit matrix
#

Wow, I have great timing. I clicked on this channel precisely as Walt's message arrived!

cerulean prairie
twilit matrix
#

Sorry!

cerulean prairie
#

😛

lone crest
sharp root
#

this ping happened the exact moment I finished checking a ping in another server lmao

pale python
#

this is awesome

lone crest
#

devs are awesome

summer cypress
#

i am very interested to see where this update goes! i wonder if any more weapons using heat as their main thing will pop up

summer cypress
cerulean prairie
summer cypress
visual knoll
polar knot
plucky fossil
cerulean prairie
summer cypress
lone crest
#

devs that interact with the community my beloved

summer cypress
visual knoll
plucky fossil
plucky fossil
tranquil cape
summer cypress
tranquil cape
visual knoll
tranquil cape
lusty zealot
tranquil cape
#

it kinda almost completely removed the cool niche it gave though

plucky fossil
tranquil cape
#

none of those really works how the oc'ed small laser worked though, in my opinion

lusty zealot
#

you should still be able to do similar things, the initial burst just won't be as impactful

regal sand
#

So, if I resume the change in weapons:

  • Oc Laser Blasters got a boost in heat efficiency (av. 180/s -> 145/s) but a decrease in bust damage (bursts of 6 shots instead of 15), though identical average damage
  • Oc Heavy Blaster got a decrease in heat efficiency (no longer heating out of combat, but ~+4% in heat generation in combat)
  • Oc Deck Canon now shoot a lot faster with a significant reduction in recoil, but their damage per shot got reduced significantly (av. 2200/s -> 2250/s), get a significantly increased stun drawback, plus increased heat generation per second (660 -> 700)
tranquil cape
#

i will miss the rapid fire behavior it had
maybe if some of the damage it dealt was converted to heat damsge so it wasnt as good at insanely breaking though stuff, or maybe inflicted a damage over time effect similar to electro bolter...

#

the deck cannon one is pretty neat though
though i feel like i will use that always instead of a normal one because the normal one simply doesnt feel good to use in most instances and the oc'ed one solves that

regal sand
paper coyote
#

I think they lowered the damage to the deck gun a lot, although I understand that they reduced the rate of fire, but I think the damage is very little, for being OC (maybe increase the damage a little and overall the heat per shot, to balance)

tranquil cape
#

the fire rate was increased, not reduced

regal sand
zinc ether
#

Small blasters will be difficult to deal with ngl

regal sand
#

I think the change in LB will make it easier to manage their heat. The heat generated during the 15 shot burst was insane for such weapon, and since the LB's threshold is small it was easy to see them go up in flame

tranquil cape
#

hmm
what if it kept its original stats but its damage was dealt as an over time effect like on the eletro bolter?

kind estuary
tranquil cape
plucky fossil
#

i don't like that it encourages flickering though

regal sand
kind estuary
plucky fossil
#

it's rather uninteresting micro i think

tranquil cape
tranquil cape
plucky fossil
#

it would be bterr i tink

tranquil cape
kind estuary
#

a burst of 6 shots also feels more in line with Cosmoteer thematics than 15 which are so many it feels like the entire gun's fire rate

lusty zealot
#

this'd give it more of a phaser feel

#

could be fun

tranquil cape
#

i feel like that would make it like a smaller large laser again

tranquil cape
boreal estuary
#

still wasting my time in career :(

love the new stuff but cant be happy if the only mode i play gets lobotomized

kind estuary
# tranquil cape the deck cannon one is pretty neat though though i feel like i will use that alw...

OCDC is one of the hardest things we have tried to balance while maintaining its awesomeness. The nonOC DC is one of the strongest weapons in the game, and nearly all OCs increase damage output in some way.

The problem is the nonOCDC was nearly useless in most combat because it almost never connected a shot. So when we make the OCDC have so much more range and speed, that massive power is suddenly VERY visible.

We will definitely keep our eyes on this as it may still need adjustments

plucky fossil
#

it's also doing the job of rail but better imo

tranquil cape
#

so having it work as an actual factor for non-ultra optimized stuff is neat

kind estuary
lusty zealot
plucky fossil
#

sl shotgun!! we have no shotguns

tranquil cape
plucky fossil
#

too similar to lc that way i think

tranquil cape
tranquil cape
plucky fossil
#

linear

crimson osprey
# plucky fossil what's the reasoning for boost ramping up power usage instead of just being 2x? ...

The goal of the OC boost change is to make lighter use of boost thrust relatively easy to manage (occasional high output strafe, breaking and turning) while making sustained main thrust uses require more logistical investment. In the last patch, we were seeing pure OC boost ships capable of fighting an entire encounter without turning them off. They can still do that, but they will have to invest more heavily into energy infrastructure

kind estuary
plucky fossil
kind estuary
#

definitely also trying to make sure we dont accidentally cause a meta where you load the OCDC, fight for a minute, then run and reload for a minute before reengaging

granite sapphire
#

cool patch seems solid

tranquil cape
kind estuary
crimson osprey
plucky fossil
#

does not encourage flicker so much due to the 6 battery leeway

#

it has to both encourage keeping the thrust on for more than a tick and also unencourage/cost keeping it on too long

#

i think making the heat cost exponential oculd also work but keep the decay linear

kind estuary
crimson osprey
#

Exponential would create a duration wall and we don’t want that

tranquil cape
kind estuary
tranquil cape
#

yes
it even includes explosive charges so the front rows doesnt block the back

kind estuary
tranquil cape
#

the small cannon already comes with inaccuracy for this, too

#

the disruptor one is likely worse because you had to give it inaccuracy, this isnt nessesart with a cannon

pale python
#

alright time to update

regal plume
#

non OC (and heavy laser) seems to work better

tranquil cape
kind estuary
pale python
#

minor oversight but scorched status' effects and the floor's alpha holes make it so it doesnt apply the scorched effect on things ontop of said holes (see: walkway, strange effects on some of the storage tiles, etc)

regal plume
#

Got an example ship to hand?

kind estuary
pale python
#

yeah

paper hemlock
kind estuary
# regal plume Got an example ship to hand?

I apparently ddidnt save my earliest career designs i used in testing. also the price of radiators went 4k-8k(with hypercoils) after i was inn a 7-9 system

I recall something like 3way thruster connected to a radiator connected to a OCLB on both sides of a nonOC small shield. That was enough to kill pretty much everything earlygame

#

that setup is harder to make now, and weaker. but likely still could perform decently well

native solstice
#

I’m really confused

#

I put preview preview in the password and it doesn’t show meltdown

native solstice
#

nvm I had to type it in again

native solstice
#

for some reason it didn’t work first time I typed it

#

works now.

polar knot
polar knot
near flax
near flax
tranquil cape
polar knot
upbeat sequoia
#

Dear Team, I would just like to say that the new overdrive system is great. It adds a new dimention to the game, particularly in how much contol you have during battles. No longer is combat a click once and wait system, now it is 'Scotty, maximum overdrive to front deflector shields and reverse trusters. Lower overdrive power to disrupters and power generators."

hard orbit
#

Maybe the deck gun should have an indicator showing the stun radius now that it is more significant.

polar knot
#

Is it better to have each system have their own pipes and radiator, or is it better to connect it all in one big pipe network

quasi meteor
narrow owl
#

I'm kinda sad about small blaster not being as bursty as before, it's very hard to fit oc sb on ships so I feel it should be more rewarding

plucky fossil
plucky fossil
#

*stun radius shown

next urchin
kind estuary
tranquil cape
#

with things like laser they have no spread so this wouldnt work

plucky fossil
#

small cannon bullet rain

pale python
#

point defense 2

weary sparrow
#

my suggestion went into the game, yay 😄

hard orbit
#

The per second heat generation on factories for over clock shown in the par stats doesn't seem to be computed correctly.

granite sapphire
plucky fossil
#

cheaper? i don't think so

#

they also all fail together which is good/bad

dark lily
# polar knot Is it better to have each system have their own pipes and radiator, or is it bet...

Interconnected systems are better at handling a given issue, and because the system doesn't explode continuously like rails there isn't really a direct downside. You could balance multiple individual systems, but 1 heat storage 5 times is worse than 4 heat storages 1 time in a heat system

It's a tradeoff! Smaller systems are likely cheaper, but less efficient and effective. Whether or not it's worth paying the premium to connect it all is up to you and your design!

crimson osprey
#

I'd say a fully connected system is more expensive for all the piping and requires more complicated build considerations, but has the advantage of redundancy and more robust, centralized heat storage and disposal systems. It's important to consider where and how it can break though, as getting heat generation sources and their required vents cut off from one another can be catastrophic.

granite sapphire
polar knot
#

Sounds good

#

I’ll go full connected

pale python
#

meltdown dlc fr /j

prisma dock
#

Is there a reason why overclocking treats Large Thrusters much more favorably than the other normal thruster types?

flat skiff
#

17777.8 but yeah.. weird

prisma dock
#

oops

#

Another weird thing:

next urchin
#

I'm this 🤏 close to leaving the gap just to annoy everyone 😄

pale python
#

horrific

prisma dock
next urchin
#

I believe you actually can get damage through the gap

#

No idea how, but I've seen people with damage in the middle

lusty zealot
#

try the sun

#

or an ion storm left for a while

prisma dock
#

But if there is a gap, please remove it. Don't be mean. 😉

#

Same goes for the gap with Large Shields

next urchin
#

Large shields only have a gap when they're 14 tiles apart, that's just a case of put them closer together

pale python
#

laser shots have like no collision radius

#

1x2 armor in the middle, target it head on

#

?

prisma dock
next urchin
prisma dock
pale python
#

true...

delicate moss
prisma dock
next urchin
delicate moss
#

Yeah, yesterday I was playing career and rammed into an enemy ship. The moment my ship contacted the enemy, they went offcenter and my computer shut itself down

prisma dock
kind estuary
vague gulch
#

after recent oc dc nerf, still winning

stuck roost
vague gulch
#

oc dc 10k more

vocal trout
granite sapphire
#

please unnerf ion damage somewhat to maybe 210/220 per arc

next urchin
vague dew
hybrid warren
#

this is going break some metas

polar knot
#

Missile cruisers are done for

tame comet
#

i doubt it

wheat wigeon
#

Would be cool if Radiators could have a mode where they only work when there is a certain threshold (%age) of heat in the system.
That way heat storage and heat missiles could be filled up before heat is blown off through the radiators!
#1372941338944737451 message

plucky fossil
polar knot
#

Poor imperium ships don’t stand a CHANCE

plucky fossil
#

i assume by missile cruiser you meant the phallic shaped missile barge

polar knot
#

Yeah

#

That or the u shaped ones

#

Or v shaped ones

brazen cove
#

ah yes, Alexander, famous HE missile ship

polar knot
brazen cove
brazen cove
# polar knot Nukes are missiles I think

in a technical sense yes, but from a gameplay perspective the two weapons have different niches
in PVP, "missile" pretty much only refers to HE missiles, which is why i said that about alexander

polar knot
#

Ah

brazen cove
#

i can confidently say that Alexander would suck ass if it used HEs instead of nukes, even beyond the normal AI weakness to nukes

twilit matrix
# prisma dock there are no even numbers below 14.

On that topic: I once remember seeing a short science fiction story that revolved around an alien weapon capable of deleting numbers from existence in a small area. Does that sound familiar to anyone? I've never been able to find it since.

brazen cove
#

doesn't sound familiar no, but i love the concept

#

reminds me of SCP-2719, a thing that makes other things, for lack of a better way to phrase it, go inside

vague gulch
polar knot
#

What’s the best way to check ship efficiency?

#

I’ve just been placing down both my ship and the top ship of each faction before setting both to normal AI

prisma dock
dim cargo
#

Played around with it and love the idea- potentially needs some more fiddling with balance wise but 100% a great addition to the game- it fits right in

marsh aurora
#

Hi, I don't have the game right now in this pc, so I just wanted to ask, do shields get increased penetration resistance when overclocked?

regal sand
narrow owl
marsh aurora
regal sand
#

same, but they get a 50% res to EMP

#

Disruptor also still penetrate small shields

marsh aurora
#

Thanks

granite sapphire
#

@next urchin i have heard that TRBs shield debuff is actually weakened by multiple trbs being on the same shield. why is this the case? diminishing returns obviously makes sense and it not stacking altogether too

granite sapphire
plucky fossil
#

heat beam

twilit matrix
wicked lotus
#

Man, I wish all Overclocked Reactors increased their battery size by 1 like the Large does.
Would make singular Small Reactor ships with a few batteries so much more viable. Having to refill OC Batteries 1 battery at a time isn't feasible, especially factoring in passive energy upkeep taking up crew time.

paper hemlock
kind estuary
# wicked lotus Man, I wish all Overclocked Reactors increased their battery size by 1 like the ...

they used to add +1 battery size to each. we found it was WAY too broken on small and medium reactors to the point they outright replaced the larger sized versions in every way sadly...

it is feasible. i have multiple capacitors fully stocked off 1 small reactor on several ships. OC capacitors are not reactor replacements, they are powerful storage units for a decent combat length, not infinitely sustained

wicked lotus
#

Because having to fit a thermal system into a ship has its own limitations/faults and larger reactors would still produce far more energy and with larger battery sizes.

If ya tested it already sure, but as someone who hasn't...man, what if...

#

And yeah, Batteries on small ships + small reactors really are just a time limit extension. Run out and you become useless pretty much.

#

Unless you have Ballistic weapons or something.

kind estuary
#

if you design around capacitors you are intending to be running on a clock

lusty zealot
#

like on this thing

wicked lotus
#

I suppose that makes sense lol.

#

lol, is that a mini Nuker?

kind estuary
#

oh, the thermal version of what we were talking about.

wicked lotus
#

That is certainly an interesting ship. Batteries for extending the Boosts far beyond normal and nothing else.

lusty zealot
kind estuary
#

OH there they are

lusty zealot
#

1 non-OC small doesn't produce anywhere near enough power to run 2 OC boosts constantly

kind estuary
#

good god Theta what was that lore LMAO

#

i clicked by accident and now am in stitches

lusty zealot
#

(:

wicked lotus
#

I more meant for extended use, but yeah, as pointed out above, designing around OC Batteries is a time limit. I guess I have been trying to do something a bit futile wanting it to be sustainable. WynautShrug

kind estuary
#

it did indeed run "a lil hot"

plucky fossil
#

lol

eternal ibex
lusty zealot
#

another example of a fringe ship by me with questionable heat management

#

its name is Acceptable Risk

#

you can probably figure out why

kind estuary
#

sounds VERY fringe

paper hemlock
#

Nothing will beat Impending Lawsuit

kind estuary
lusty zealot
#

btw @next urchin, can i have some clarification on how MRT extender overclock works? my thinking is that it adds a flat 250kn of thrust to the nozzle, which is then affected by the % increases from extenders and ERs, is this correct?

sharp root
#

I just tabbed here to ask that- lmao

upbeat sequoia
lusty zealot
#

that is a ship.png file, so if you have the game open you can load it directly in

upbeat sequoia
#

ok, thanks

lusty zealot
#

in case you don't have the game open though

upbeat sequoia
#

double thanks

#

ok, i get it now.
So far in my building I have struggled using the heat exchanger, ive gone back to doing direct connections only for most parts.

#

and you have disconnected mini thrusters too.... very interesting

lusty zealot
#

another example of disconnected small thrusters

granite sapphire
#

oc ions feel like they could use a buff

lusty zealot
#

OC small cannons definitely could

prisma dock
granite sapphire
#

devs on vacation rn? xd

granite sapphire
#

shoot

#

wrong message

mellow barn
#

I don't know. I wasn't even aware of multiple TRBs actively reducing the effect. Almost sounds unintended, like it's dividing instead of multiplying.

lusty zealot
#

i don't think it's that multiple TRBs hitting a shield weakens the effect, i think it's that it doesn't stack and thus the diminishing returns of having multiple TRTs on a single network hitting a shield means the resulting debuff will make it weaker

#

i do think it should probably stack

granite sapphire
#

multiple knowledgable players have told me it is not just not stacking but literally makes the debuff worse

#

@mild gazelle sorry for pinging iirc it was you unless im misremembering

mild gazelle
#

Yeah I said that

#

I think quiximo and saris were saying it

granite sapphire
#

well time to ping them xd

kind estuary
#

so debuffs with 50 dilators are able to be replaced by a debuff with 2? s save file that shows this would help a ton for devs fixing a bug like that

lusty zealot
#

i think

granite sapphire
#

uhhh is that what they mean?

lusty zealot
#

i think so

mild gazelle
#

I might just be spreading misinformation MB 😬

granite sapphire
#

i suppose it makes sense

mild gazelle
#

Idk

lusty zealot
#

either way the behaviour is somewhat unintuitive and i do think the debuff should stack (though with diminishing returns)

granite sapphire
granite sapphire
kind estuary
#

i recall the intended mechanic last time i read celeste talking about it was TRB are supposed to maintain the strongest debuff applied to them

granite sapphire
#

mm

#

imo should stack

#

no reason to not and just weaken the debuff in turn if it becomes a problem

kind estuary
#

I also lean the direction that the debuff should ideally be based on a recently applied TRB total effect. allowing multiple to contribute.

there may be some kind of performance limitation, or could be related to several of the times the balance council found the weapon was WAY TOO STRONG. TRB's functional scaling power in nuts and has been difficult to keep in check without gimping it completely. currently thinking the scaling is in a better place overall, but the base values might be too low.
Should be able to use multiple TRB on shields if we can, just need to make sure it gets various diminishing returns such that the result is stronger than only 1, but prevents it from going insane with 8-22 and instagibbing

lusty zealot
#

new monolith-style ship, Sync

lusty zealot
#

2 of the ships there are mine, the rest are builtins

granite sapphire
crimson osprey
# granite sapphire <@378413686584246272> is this accurate and what you meant?

TRB debuffs do not stack, they can only refresh durations. When using multiple TRBs on the same system, there are diminishing returns to pump contribution per additional turret. That means in a system with pumps, each TRB will have less damage and area of effect per additional turret. I was certain that since pump contribution buffs the shield debuff effect, that the diminishing returns for multiple turrets would also reduce the total debuff, but I'm going to chat with Celeste about it when I get the chance to be 100% sure. If my current understanding is correct, I'm thinking about asking if it would be better if the shield debuff was exempt from the multiple turret diminishing return in order to normalize it's effectiveness a little.

The debuff is already VERY strong. If multiple debuffs stacked, the diminishing return would have to be pretty severe

granite sapphire
lusty zealot
granite sapphire
#

and my ship has quite large offensive investment with 16 oc ions and 2 trbs with 4 of each pump

#

plus tcms

lusty zealot
#

maybe increase the amount of heat applied to OC shields by TRT hitting the shield?

crimson osprey
#

I'll put it like this. I tested an OC dual rail setup that's been making the rounds in PVP. On it's own, it can drop a single overclocked large shield and gets pretty much countered. With a TRB debuff backup weapon, the same rails are capable of beating multiple OC large shields and whatever is behind it in 1-2 shots

granite sapphire
violet flicker
#

how does generating and transferring heat work because im confused

granite sapphire
#

also oc rails are like one of the best weapon already vs ocls defenses

#

because they actually have burst damage

#

maybe that means they should be nerfed instead

crimson osprey
granite sapphire
#

along with ocls

lusty zealot
granite sapphire
#

anyways then i suppose oc ions need a buff

lusty zealot
crimson osprey
granite sapphire
#

and everything about it is logistically and conceptually sound

granite sapphire
lusty zealot
#

i do agree that OC shields probably do need a bit of a bonk with the nerf bat

crimson osprey
lusty zealot
#

his ship does have TRTs

granite sapphire
crimson osprey
#

How many pumps

granite sapphire
#

4 amp 4 dilator

#

im telling you its not a conceptual issue with the ship

#

people can vouch that its well enough designed to serve as a benchmark for balance

crimson osprey
#

If you want to focus on dropping shields specifically, go down to one TRB (for now), drop the amps, and use all of those credits on dilation pumps, then try that

granite sapphire
crimson osprey
#

It wouldn't midly anything. It would make a massive difference

#

Rebuild with those changes, do a shield damage test, then tell me how it went

granite sapphire
#

i dont doubt it will ¯_(ツ)_/¯

crimson osprey
#

Bet

granite sapphire
#

thats more besides the point though

#

cgt alr has a 1 trb ion cruiser that works well

crimson osprey
#

That is the point. You want ions to be better against shields. I told you how to do it within your budget

granite sapphire
crimson osprey
#

That looks like an OCion16 core, in a 2-1 ratio, is that accurate?

granite sapphire
#

its overall a somewhat small "inefficiency" if you can even call it that (bc i added 2 trb and amps for versatility and anti armor too) and imo it shouldnt dictate whether or not i can put a single scratch on oc ls ships

granite sapphire
crimson osprey
#

Your damage versus shields is, to put it bluntly, weak

#

That's not an Ion problem, that's a build problem

granite sapphire
#

i have 2 of a weapon with reasonably high investment specifically designed to help against shields combined with a fair investment in overclocked ions i dont think it should be so weak

crimson osprey
#

Your build is a classic ion barge style that's been upgraded to OC ions, a smattering of TRB support and Heat dissipation. It's a retrofit. That's fine, but it's not taking advantage of a lot of things you can do now to significantly increase your offensive punch, or at least focus on what you're weak against. There are OC ships flying around with MUCH bigger damage than you and people have adjusted their defenses accordingly. Ofcourse you're struggling to break shields

granite sapphire
#

¯_(ツ)_/¯

#

i dont feel thats particularly fair but alright

crimson osprey
#

It is

granite sapphire
#

i havent seen anyone else really pushing ions and getting meaningfully different results from me so far so i will just wait and see

#

maybe make a few upgrades

crimson osprey
#

I've explained to you how the weapon you're using to break shields isn't being optimized to do so, but you're arguing that instead of changing your ship for a benefit you don't think will matter, you would rather the developers buff a weapon with sustained weapon dps that's already near top tier

granite sapphire
#

i think it more just shows a fundamental issue with the aforementioned weapons design. i know i can design around it but i frankly am tired of optimizing my cruiser for now

#

anyways, thanks for the help

crimson osprey
#

If you aren't willing to push your build to the limit, how do you know where the limit is?

granite sapphire
#

lol

paper hemlock
#

Why not use Heat Exchangers for everything? What's the downside?

cunning swift
#

40% heat inefficiency

scarlet dew
#

When do you expect to release this update officially? Also, would the update be likely to break any career saves made on the preview build? I'm sorely tempted to start a new career

lusty zealot
marsh aurora
#

Probably nobody is wondering, but the -50% arc reduction from overclocked shields means a -45.88% width for small shields and -34.72% for large shields. The reduction isn't exactly -50% as that is the perimeter reduction instead of the chord reduction.

lusty gulch
#

Turneed off heat Exchangers still display VFX

#

how exactly is the heat / shield interaction intended?

#

"saved & reloaded" turned off radiator

#

vs "live" turned off radiator

muted junco
#

I think the overclocking is so strong that normal ships don't stand a chance agaisnt it
My worry here is that if overcloked ships get added as built ins at a later date, there will be almost nothing that normal career ships can do agasint them, forcing every player to use some sort of heat system..
How could we work around this

twilit matrix
#

Has anyone else thought that radiators looked like lightsaber handles?

brazen cove
#

well now i do dammit

weary sparrow
#

hello

paper hemlock
twilit matrix
paper hemlock
#

:3

twilit matrix
#

Well, that doesn't seem very fair.

paper hemlock
#

It's already been decided

marsh aurora
#

Do anyone has a picture of the stats of any of the shields?

marsh aurora
#

Thanks, I'm using mods so my stats are currently different

quasi meteor
muted junco
#

true

quasi meteor
#

there's more squishy bits that, if destroyed, makes the ship literally kill itself

muted junco
#

more weakpoints, and more vunrable to damage

#

damagge enough of the heat system and their ship will literally kill its self

lusty zealot
quasi meteor
#

on most ships, the worst a stray missile can do on the side is take out maneuvering thrusters or punch a hole in the side armor

#

but imagine one of those radiator setups where they're pointing out to the sides

#

a stray missile hitting the sides could tank radiator output

#

and now your large cannons are overheating

brazen cove
#

return of the "single cannon squib destroys flagship" era

quasi meteor
#

perfect

muted junco
#

this is their ship when the radiators are dead

#

entire vessel on fire

quasi meteor
#

I love the OC mechanics

#

it can take a lot of effort to hit a reactor cause they're buried deep inside sometimes

#

but heat components can take up a huge area of the ship, and radiators have to be exposed with no armor

#

so I think building ships for OC will generally be taking the higher risk with higher reward path

marsh aurora
#

Maybe the AI should disable overclocking if their radiators are destroyed

plucky fossil
plucky fossil
near flax
muted junco
#

we dont have enough people talking about career alot of the time

#

thats what im directing my focus at

plucky fossil
#

if even the maximum combat efficiency is not enough then i don't think career will be either

near flax
# near flax what do you mean?

shields produce a lot of heat when hit so its best to directly connect them with pipes, shields increased health when overclocked makes the shield system design priorities split between getting rid of heat and resupplying batteries

lusty gulch
near flax
#

TRT change how much health per battery the shield has

#

not dealing direct damage but making it more vunerable to other weapons

#

unsure if TCM has the same effect

granite sapphire
# muted junco im not talking about pvp.

i think refusing to engage with a key game mechanic should make your ship at least at a significant disadvantage. non oc ships will still easily hold their own in career most likely because its the ai using the oc weapons anyways

dark lily
granite sapphire
dark lily
#

Very likely

granite sapphire
#

sounds good

muted junco
#

that reduces my worry quite a bit

#

cause i know its a core mechanic, but its complicated

#

the fact it will be a harder difficulty only faction would be good for beginners

#

(i mean higher system levels)

plucky fossil
#

faction like the void or whatever starsector abyss stuff would be cool i think

scarlet dew
#

Do overclocked capacitors simply allow crew to grab 3-stacks at a time or literally multiply batteries by three?

plucky fossil
#

grab 3 stack

scarlet dew
#

Ok, maybe my supply/demand is just too overlapped, but I could've sworn it was the latter

#

With obviously game-breaking implications

#

Does overclocking change the middle row or something?

next urchin
lusty zealot
lusty zealot
grim gyro
#

I feel like this update is very unbalanced

#

pretty much every old pvp ship being completely obsolete is a pretty strong indicator of that imo

#

i feel as if overclocking shouldn't be an upgrade, just an alternative

crimson osprey
#

Old ships may be obsolete, but there is nothing to suggest that old archetypes are. Old archetypes can benefit from overclocking

grim gyro
#

i should have said ship, not archetype mb

crimson osprey
#

The fact that old ships can benefit means it's worthwhile to try out overclocking. If it wasn't, overclocking wouldn't have much point

#

Significant changes that effect the core of the game are going to potentially toss up the meta. I don't think that makes them unbalanced, it just means things will change

grim gyro
crimson osprey
# grim gyro yeah but its so much of an improvement that old ships are more or less useless a...

Players have had roughly 2.5 years to enjoy their creations and many have left for lack of new things to build. As of preview, you have new things to build. Because of that, we've seen many players who haven't played in ages returning and enjoying it all over again and I'd call that a huge win for us all.

I don't think any of your hard work went to waste. Building is fun, using your builds is fun and all the knowledge you gained is still helpful. The many friends you've gained along the way are here to enjoy the game beside you. This preview presents to you a new challenge and a great opportunity to pioneer new ways to kill your friends play the game

grim gyro
crimson osprey
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What exactly are you calling unbalanced?

grim gyro
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overclocking in general

crimson osprey
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The fact that overclocked ships have more power potential?

grim gyro
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they're better to such a huge degree that playing old ships is almost entirely pointless

crimson osprey
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Overclocking takes time, significant patience, study and plenty of self immolations. If the result wasn't any more powerful than pre-meltdown ships, there wouldn't be a payoff and all the new amazing work Celeste has been putting in would go to waste

granite sapphire
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nobody likes powercreep, but you do need to make there be like an actual reason to use the new mechanic

grim gyro
near flax
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its a risk for reward type thing

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also balancing is still in progress

grim gyro
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i would definitely like to see more rebalancing

crimson osprey
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The game used to only have small reactors. When medium and large reactors were added, many ships became obsolete. That didn't unbalance the game because small reactor builds had trouble keeping up with newer ones with more tools, but it did mean that players needed to do some rebuilding in order to make full use of the new tools available.

Every new part or mechanic increases the size of your toolbox. The bigger your toolbox, the greater the ship power potential. OC parts are simply the latest tools in your box.

grim gyro
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larger reactors are situational though, unlike OC atm

brazen cove
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it seems to me that OC isn't balanced by being strong or weak or situational but by creating the situation

crimson osprey
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You're comparing a single part to a veritable treasure trove of parts. OC isn't a part, it's an entire new mechanic

grim gyro
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which seems to be in almost all cases vastly better than non OC

brazen cove
grim gyro
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boost thrusters are absolutely busted as well

crimson osprey
near flax
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in tidepool weve been jokingly calling this the "why is my ship on fire" update and i think thats plenty of evidence of how risky OC can be

crimson osprey
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At any rate, this is a preview. Balance changes are being discussed daily. Feedback is definitely being heard. What we currently have is a starting point and balancing will continue from here. Overclocking will continue to provide interesting and powerful opportunities along with serious risks and we'll keep doing what we do to help our awesome developers make it as fun and exciting as possible

brazen cove
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its also worth mentioning that the cost of the OC parts is not super intuitive (at least for me) so it looks a bit flashier than it is

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its easy to go "jesus, that single part is hitting so hard, this is overpowered!" and forgot the heating components behind it costing 10x as much

grim gyro
brazen cove
grim gyro
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i havent played with them very much, but at 1.5 mil they seem pretty balanced as far as i can tell

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above that i can imagine them being absolutely broken lmao

crimson osprey
brazen cove
grim gyro
brazen cove
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wait what specifically beyond the chaingun thing tho

crimson osprey
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Also, don't forget all of the added vulnerabilities. Vents can be sheered off. critical pipes severed. Heavily overclocked ships tend to be quite a bit more fragile because of this

grim gyro
grim gyro
brazen cove
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i didn't even know there were drag changes lol

crimson osprey
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Ramming has been a primary frustration for people for years and the ease of ramlocking has blocked quite a few slower archetypes from being viable. It's harder to ramlock now, though not impossible. I think that's a good thing

grim gyro
crimson osprey
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As for chaingun, it's not in a particularly good place because of that and we know it. But I think that shows how not particularly shiny chainguns were already. If a weapon is bad unless you can ramlock it, that weapon probably needs some love anyway. Take guarenteed ram locks out of the equation and it will be easier to make it good in situations other than "GG YOU'RE RAMLOCKED I WIN"

brazen cove
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chainguns are bad? huh? they always seemed strong to me, since it seemed like chainguns could be used just like "ions but better" and work better on weird ship designs with the only downside being that they couldn't kite

crimson osprey
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I'm glad you're enjoying them! Chainguns do best when able to focus fire a single point in order to bore through it. In PVE, this works fairly consistently. In PVP, opponents will go to a lot of trouble to prevent that from happening. This is why chaingun users prefer to ram. Ramclocked ship can't manuever much, if at all, allowing the chainguns to bore through it. Outside of ramming, chainguns in PVP tend to suffer from range and focus fire issues

grim gyro
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i dont think that should mean ramming should be made pointless

crimson osprey
brazen cove
crimson osprey
brazen cove
crimson osprey
crimson osprey
# grim gyro ^

So you think no ship should be able to escape a ship designed to ramlock?

grim gyro
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it has an absurd amount of thrust and absolutely massive horns and a cannon wall being able to fly out of it is kind of a slap in the face

crimson osprey
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It sounds like you think your ship is bad outside of ramlocking

grim gyro
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thats because it absolutely is

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that is literally the entire point of the archetype

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if it doesnt get a ram a ship can fly circles around it

crimson osprey
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If ramlocking isn't a guarantee and your ship is bad outside of ramlocking, maybe it's time to build ships that can ram but don't have to in order to win

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Beleive it or not, similar archetypes were around before ramlocking was so easy. They'll survive, they'll just change

grim gyro
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look at the ship and tell me ramming has a purpose for regular ships if this of all things cant do it

crimson osprey
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Oh ramming is totally still on the table. I get rammed all the time. The difference is getting rammed doesn't mean one player is paralyzed while the other gets to play. You yourself achieved a ram, just not a ramlock

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Also, assuming Plaus was using a wide wall with plenty of thrust, I'm assuming they were able to use one of your hooks as a fulcrum in order to rotate out of your ram. Is that accurate?

grim gyro
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his ship was positioned like this

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there was probably more overhang but it shouldnt have been nearly enough to just fly out

mild gazelle
crimson osprey
mild gazelle
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what can OC ions to better to have a better chance against avoiders/walls?

crimson osprey
mild gazelle
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uh idk I didn't mean for it to be a trap

grim gyro
mild gazelle
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genuine question, I don't know what I can really improve significantly

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maybe if I was able to pilot better and aim at one part of the avoider for a significant period of time I'd do better, but that's really hard

grim gyro
crimson osprey
grim gyro
mild gazelle
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I really like the drag changes, it makes pvp speed not as opressive

grim gyro
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part of the drag changes means that small and standard thrusters are a lot more useful now, which also in part nerfs TB as the quicker response time allows for fast reaction to being flipped.

grim gyro
mild gazelle
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two dialation pumps (bottom) vs 6 dialation pumps (top) didn't seem to make much of a difference tbh

crimson osprey
# mild gazelle I'd like your thoughts on my ion cruiser as well. What do you think I need to do...

I think this one merits some testing. Your ion core is a fair bit stronger than the last one and you have a single TRB with a couple dilations. Avoiders are squirlier than ever and can break off to recharge so fast you can't count on using reverse to make aiming easier.

For damage, it's totally worth looking at whether dropping ions for more dilations is better against shields. few ions means better combination ratios out of the same size aperture as well. It comes down to whether the TRB can make up the difference.

For precision, I'd suggest exploring lateral OC boost thrust. That could make aiming quite a bit easier.

I see a lot worth trying but those are my initial thoughts. This is the kind of work I'm hoping to see in order to help us gauge the strength of ion archetypes better. If people are doing everything they can and they're still in a poor place, that means we have to change something. I know OC large shields are raising an eyebrow and this helps to see

mild gazelle
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I do have a funny core, 8 of my 20 ions aren't OC'd

crimson osprey
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Oh, interesting

mild gazelle
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just sacrificed some armor for 6 pumps

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I couldn't sustain the heat of all of my ions OC'd so I chose that

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it seems to be working out

crimson osprey
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Yeah, do some dummy tests against static shields and see what the difference is

mild gazelle
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I'll have to look at lateral oc boost fs

crimson osprey
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Yeah, even one per side should greatly increase your handling. Looking at your center of gravity, it'll do quite a bit

granite sapphire
cunning swift
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I worry that the nature of overclocking will result in alpha/bursty ships being far too strong, this was already a complaint with the meta previously iirc but making weapons way stronger and balancing them only by making them harder to sustain long term seems like a recipe for disaster. It doesn't matter if you burn down as long as you've already eviscerated your opponent

carmine heron
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@thorny glade

granite sapphire
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to prevent this from becoming a thing

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parts rubbling is good but its a very rare thing and requires a ton of heat

mild gazelle
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im ngl I'm not seeing any affect of dialators in combat testing besides making aoe bigger. I'll have to test more officially tomorrow.

granite sapphire
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dilators so worth guys

bitter steppe
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Fires don't damage parts in the same way the ydid before, but they sure do cook crew. If you overheat, you're likely to cook all of your crew as they try to put out the fires and end up losing anyway

granite sapphire
mild gazelle
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quix was saying they make sheild debuff stronger

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or at least that's what I think he was sayign

granite sapphire
bitter steppe
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Correct CGT

mild gazelle
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I'll do real testing tomorrow I was just running my ions against each other in battle helper

mild gazelle
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yeaaa alpha ships are kinda annoying but you can just not fight them

cunning swift
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not if you're playing in a tournament

mild gazelle
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oh forgot about those

bitter steppe
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I can't remember who asked earlier but the thing with using 1 beam vs 2 is that when you debuff shields the strongest beam effect overwrites any others and they don't stack. so if your primary goal with the TRB is to debuff shields it's better to use one strong beam

crimson osprey
mild gazelle
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vibe testing is fun

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lol

bitter steppe
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but if you want to do damage or apply more heat it's not bad to run more than 1, and adding a few amp pumps even if you're only debuffing still goes a long way

crimson osprey
# grim gyro relevant

These kinds of ships are pretty helpful for testing. We WANT to break things. I can't tell you how many times We (mostly I) broke TRBs during testing

mild gazelle
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lol

grim gyro
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OC small lasers for one need a nerf

crimson osprey
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They just had one, among other things. If they remain too strong, we'll find a way to fix it

lusty zealot
granite sapphire
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@vague aurora have you experimented with oc ion capacitors? their lack of damage falloff might make them surprisingly powerful

lusty zealot
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i think they still have combination falloff, which is the primary limiter on ion cap effectiveness

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though i don't think they have the overkill issues (at least not as severely) thanks to lightning

granite sapphire
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ok @crimson osprey i have built an entirely new ion rammer with your exacting instructions aka 1 trb with 8 dilators, and far greater investment into ions. i also ditched my "smattering" of tcms as you implied. would you say this is a functional ship that should be capable of dealing damage to overclocked large shields now

lusty zealot
granite sapphire
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which i think is important

granite sapphire
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that so funny

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dude

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i cant even break my OWN defense

bitter steppe
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try adding a few amps

granite sapphire
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sorry i dont make the rules

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plus dilators are better for shield debuff

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and apparently thats all im allowed to build for if i want to be able to kill ocls ships

bitter steppe
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according to...?

granite sapphire
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quix

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anyways dilators add +50% dilation which is multipled by 50% for around 25% stronger shield debuff per pump and amps add +110% amp which is multiplied by 1.3% for roughly like 14% per amp

bitter steppe
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Okay, but consider that by increasing the effective area you are only spreading the same amount of damage over a larger area

granite sapphire
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thats not relevant in the slightest vs shields

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the debuff only affects the one shield the actual beam of the trb is hitting im quite sure

bitter steppe
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nope

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you should see the sparkle effects on the shields and the arc color when debuffed

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especially when using overlapped shields like that

granite sapphire
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ok well that means its even better to spam dilators

lusty zealot
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as far as i know, the debuff isn't diluted by hitting multiple shields

granite sapphire
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i dont really care how much damage the trb is doing, im only using it for the debuff as i mentioned and what quix himself advised

dark lily
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@crimson osprey

granite sapphire
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so i should just spam dilators

bitter steppe
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Quix made a suggestion, why not try mine?

granite sapphire
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i mean quix is backed by the games stats

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:/

bitter steppe
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...

granite sapphire
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i mean sorry

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can you just explain how amps would help vs shields

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is it for the inherent heating

crimson osprey
# granite sapphire

I'm testing your ship right now against itself and I can definitely drop your defenses with it

granite sapphire
crimson osprey
crimson osprey
granite sapphire
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oopsie

lusty zealot
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minor oopsies

narrow owl
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Oh yeah the shields aren't OC

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That's what I like

prisma dock
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What's the rationale behind only allowing heat pipe access points where doors would go? Heat logistics is already hard enough, I'd say.

dark lily
prisma dock
dark lily
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My statement was but the rationale

prisma dock
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I would not mind learning a few new locations related to heat, if it meant that we can create more neat designs.

prisma dock
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It would also be intuitive that the heat piping goes where, in this instance above, the machinery of the shield generator is, rather than where the crew space would be.

bitter steppe
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it would be really convenient to be able to connect pipes in more places, but there's a balance between convenience and challenge where logistics that are too simplified, like wireless power for example, takes away the fun challenge of figuring out how to make them work

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which goes back to the answer Saris gave for the rationale of current placement

plucky fossil
plucky fossil
plucky fossil
plucky fossil
lusty gulch
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what does SignificanceToggle do? @ Celeste?

regal plume
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Fringe OC in particular seems cool

next urchin
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Significance = false is basically telling the game "pretend this part is dead"

lusty gulch
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nice