#Meltdown Update Preview
1 messages Β· Page 9 of 1
It's so scorched parts don't stop a ship being considered killed for missions or whatever
less optimisation and more just I wanted scorched part to count the same as killing it
"primarily"
Dw, we know! It'll be introduced to the player far more slowly than this preview. Just wouldn't be very useful feedback-wise if we gated OC atm
I am sorry, I have not even had the slightest chance to even touch the new update, in fact this is the first time I've opened PC in over a week.
yey
I agree, but some parts like small blasters really struggle being connected with pipes
factories too
Anyone has any thoughts on overclocked chainguns? In theory they seem like a more offensive variant but I hsed them and they didn't really feel that much better
Maybe they could have a faster turn speed as they favour larger magazines which are harder to make horizontally
i agree they felt kinda lacking even with like 20-40 mags
could be the half speed changes
Normal chainguns felt fine to me, but maybe
Even so they could be faster than normal ones, would go well with the idea of dealing damage faster from standstill
i think this menu should default to being a little bit wider
idk how useful it actually is
it makes ramping it up a ton more powerful but that requires building onto it a lot and it cant be made use of if you dont get past that threshold
Things is, for me it seemed that by the time it ramps up that much the fight is already almost over. I think oc chainguns much rather benefit from 2.5x ramp speed so they can destroy parts faster. I do agree that higher turn speed would take a bit from the building aspect of it, but maybe the heat itself makes up for that?
Oh and also the ammo consumption is insane anyway but thats another story
I keep seeing comments about "power creep" and I'm kinda baffled tbh. Was this people's reaction to Ions or Deck Cannons being added initially?
The way I see it, an OC ship using the same weapons as it's contemporaries is 25% more expensive for all the heat management and twice as likely to catch fire, particularly if a radiator takes a stray hit.
Plus some designs run on a thermal battery with insufficient radiators and thus cannot run in perpetuity without risking a quite literal meltdown.
Also I really like the reduction in combat speeds in career, it means everything I fight isn't just a literal kiter.
@coarse spindle If you need it yourself, I found it under the ship builder tab in control settings
It doesn't wrap for me. What do you have your gui scaling set to?
150%
It's doing it at 125% too.
Can components act as passthroughs for heat pipes? (E.g. having a Reactor with a heat pipe on either side)
i noticed that when flying you come to a stop normaly when thrusters are overclocked but when you want to go to a POI and then fly to it the ship for some reason cant brake fast enough and fly past its POI
no unless they are specifically thermal capacitor missiles, to my knowledge
and probably TRBs too
Trbs can pass through power
Already done that
did you look in the beta tab now?
Yes
there should be a new one called preview
this?
np
interestingly some things in this preview i would never mod because of personal opinion of being unbalanced with the broader mods scene
(indirectly) damage the shield emitter, manifesting more power per battery from engine rooms,
proportional damage over time,
similar stuff
I also just saw that 0.29 is not showing up so its definitively steam not working
things are gonna get interesting
0.29 is the current game version, it shouldn't be showing up?
just to clarify, make sure:
- you put the code into the Private Betas text box and not anything else?
- you didn't put a space in before, after, or in the middle of the code?
It should on the normal page not on the betas
heat weapons going straight for the emitter is horrifying for my preconceived notions 
Just done that
the "normal page?"
anyway this is huge
what is the "normal page", the general settings? the store page? the default game page where you can press "play"?
The store page
why are you looking at the store page?
the at last this
0.29 is not here meaning that my steam is broken
0.29 isn't there normally
look in your game stuff
That why i can't get the meltdown beta
meltdown is not 0.29
I know
just do prntscreen and ctrl+v
0.29 is the current game version though, it shouldn't show up as a beta
hmmm thats weird
EXACTLY
That... that's not where you input the code?
My steam doesn't want to update
sry gtg eat after that ill try helping again if needed
Bro that just to show my steam doesn't update
Are you 100% sure that you selected the preview beta?
There is no preview beta showing up
huh
try restarting steam or your computer
yes that all looks correct
So where preview ?
Wait steal is updating
*steam
Hopefuly it will fix my problem
you enter in "previewpreview" (no quotation marks) into the rectangle just below "Betas privees" and it will either give you access or say that the code is invalid
if it works then there should be a blue button you can click on to switch to the preview and/or the preview should be available in the list
SELF and FREINDLIES
those were a thing
does it have this for weapon targeting detection
i unno
Does the Railgun OC need a heat pipe per component or does heat passthrough the entire body?
passthrough
i hope they add different icons for passthrough like factorio pipes having the 2 way icons being 2 little arrows per side
or just moddable icons /colors for the same purpose
thankfully you only need to connect one single pipe to the rail, anywhere along its length
Good to know, I was worried I'd have to make an entire spine of heat pipe for the railgun (though it's also great for other things like automating small thrusters)
well, almost anywhere, any of the valid connection points
@granite sapphire 6 dialators vs 2 decreases ttk by about a second, from ~6.7 to ~5.5
left is 6 dialators
now that we have AOE Display (currently for Heat Exchangers) could we get a Deck Cannon Stun range AOE display
preferably for both normal and OC
literally just a stat up for pretty cheap
Guys it worked tysm
Sorry i was buzy irl
have fun playing
np
how unbalanced would reactors and capacitors being heat parts (as in heat can flow through them 2 ways)
Part of the design philosophy for overclocks was for them to be different, not just "X but better".
Chainguns are.... in a strange spot, I don't feel like the OC is impactful enough, but how else do you make them interesting?
what if chainguns get normal bullets that can be shot down but in exchange they have penetration
hear me out
even faster ramp up, but increasing spread
quirky chaingun rammer meta
true!!
oh yeah aw dangit
or maybe get more accurate as they ramp up
ok so
new idea
overclocking allows crew to also put in batteries in magazines
actually no restrict it to only the main part that makes it more challanging
what if... the batteries would add velocity to the super normal chaingun bullets so it would be more quirky to shoot down and stuff like stupid
this
energy shot with more damage at further range
but... but... thats... boring!!!
its EVIL ion beam it deals MORE damage at long range and is a spread instead of focus
gambling simulator
also it would be very beneficial towards my sanity if overclocked stuff would turn immediately to overclocked if stuff is restocked of smth
lightning cg clearly
true! beam penetration of lightning cg or something would be interesting if it
instead of shooting 1/4th bullets it shot full ones
full slugs
i can make a lot of ideas in quick sucession idk if thats a good quality of me or not
super high knockback maybe
splash chhain
i'm not sure if this will be that crazy of a sentiment, but i think a full heat system and overclocking will become standard on my ships manned by more than like 15 people
does the preview build include the painting enhancements of 0.29.0?
some
Been fiddling with the update and I must say the added complexity to managing heat pipes as well as crew/power cells I think is the little bit of special sauce I feel the game was missing.
why did my large shields just randomly fucking explode????
mines also make every single shield turn the entire ship into a bunch of flames which is bullshit!!!!
I got an idea for a Chaingun alternative when overclocked.
- No longer beam type. Instead is now a projectile.
- Reduced range from 240m to 180m
- Reduce firerate to 1. It slowly increases up to 3.
- It now shots 4 bullets (pellets) simultaneously. It slowly increases up to 12 pellets.
- It now has 3m penetration. It slowly increases to 9m.
No idea how much spread should it have, not too much as spread isn't a good thing in cosmoteer.
At max speed and max multishoot it shoots 36 pellets per second instead of 30 bullets per second. It has just slightly more DPS, but the 9m penetration is what really makes the difference.
Maybe, to simplify, only the firerate would ramp up and the multishot and penetration should remain as a fixed value. If they are fixed, multishot at 4 would be nice (as normally chaingun has a 1 to 4 ammo split)
idk about a projectile shotgun imo a projectile with penetration would work fine
We have no shotgun, so it would at minimum be interesting
an alternative i thought of was perhaps it could fire without ammo at the cost of a massive heat per shot
so just free ammo
That is weird considering it is a bullet weapon
If it were an energy weapon that could work
you cant just have like 20 radiators and infinitely fire a chaingun?
true
The heat could scale exponentially
and what would happen
does it just... explode
one burst of like 30 seconds or smth and then it explodes
I still prefer my idea of an automatic shotgun with penetration
it would get super hot to the point it would overload the heat system, then the ship would start melting if it wasnt turned off
so you manually turn it off?
that sounds literally awful
- would completely invalidate usage of oc chainguns for ai ships right
either manual turnoff or auto turnoff once it overloaded the heat system
Overclocking of small reactors might need some tweaking. π€
While the tooltip implies it's 400 heat/s it's actually just 178 heat/power unit, meaning a single radiator is enough for 3 power/s, giving you something able to sustain shields though even very large amounts of sustained attack.
A little <70k ship like this punches at weight class 100k, due to ability to sustain a shield at over 3000hp/s (limited by crew in this case) while dishing out 2000hp/s in damage, enough to simply overwhelm ships with small reactors.
cant you just overclock the shield
overclocking the shield seems bad at this weight class
requires far too much heat management and the shield arc gets too small
Any idea how much will cost the heat parts tech?
just make jt so that the mags can be force fed as it's being fired
Overclocked small laser blaster has almost twice as much dps, right?
3x
...
Normal is 500 damage every 0.67 so 333.3 dps
Overclocked is 500 damage in a 6 bullets burst every 3+3 seconds so 500 dps
That dps doesn't includes the interval (cooldown between burst)
yea
what! this is... unbeleivable
No idea how much the heat tech would cost, but a single radiator is already too much for a starting ship
but wouldnt it be like 500 dps since its like 6 second cycles (3 second burst of 3k damage, 3 seconds interval in burst)
Ops yeah
eh? no
take a stopwatch
you'll find it fires every 3 seconds
(I literally just did that to be sure)
it's genuinely 1000 dps
omfg these stats are so bullshit how am i supposed to understand this shit
it probably needs some more specific tooltips...
e.g. a "Burst rate of fire" entry
yea
does increasing the dilation lower the damage per tile?
in a way, yes, as the damage pool is spread over a larger area
so if you want to use TRBs to actually deal damage it's best to have some Amps
looks fine to me
also keep in mind that crew cannot pick up smaller sized batteries. I had a few design errors where i was emptying 3 OC capacitors, and redlining a small reactor even though the power drain was only 60% of the supply of that reactor. the problem was that crew were taking size 3 batteries to supply the 1 missing power in 7 shields effectively tripling their drain.
This was a new design challenge that didnt exist before so had to rethink positioning and other compensation methods to deal with it.
That was a problem for me when I tried doing a canister only ship, had to turn off the shields off combat and the capacitors, so they wouldn't heat up, but on later iterations I would pick up 2 radiators to deal with the issue
my creature freighter from the excelsior career coop 2.0
overclocked large thrusters give it a top speed of roughly 90 m/s
overclocked mining lasers give blazing fast salvage and mining
im still a fan of the shotgun idea
shotgun/burst imo wouldnt particularly matter, basically just changing rampup to a mechanic where you fire a spray/shotgun burst of concentrated higher spread bullets
I think the chaingun when OC should not fire faster but fire all "barrels" at once creating a shotgun effect, like 6 bullets/shot but 2x slower fire rate
the number of pellets should be like maybe 4 mags worth around with very few mags while increasing based on your mag count, which would get rounded up or down to divide evenly between ur total mags
iirc 6 bullets is 2 mags, 4 mags is 12 bullets
so like with 4 mags you get 2 bursts but with the usual 15 mags or so you might get 4 bursts of more concentrated shells
sounds reasonable
this would definitely change how you build cg rammers with making short mags with front facing guns at least viable while not overly punishing high mag traditional setups
i think we could also do a spraying burst instead of a shotgun blast which would be functionally similar while making more sense for chainguns and being a bit more readable
a mag fed rotary cannon wouldnt really be able to fire an actual shotgun blast no matter how hard you overclocked it realistically
iirc each chaingun mag holds 4 ammo and a chaingun uses 0.25 ammo per shot
this update was needed
actual breath of fresh air and makes it so, so much more interesting
you have to deal with consequences and maybe build in even more redundancy
Imagine OC Small Cockpits generating their own power. Then we could legit have no Reactor small ships running on Thermals alone and cannons lol.
still kind of funny in-universe heat can be moved out regardless of the temperature gradient, but installling a couple cables is too much effort
I think the problem is that batteries are too powerful for the cables to handle.
And, honestly, that's one of the better explanations in my opinion.
The only way I'd be fine with this is if it generated a lot of heat
It is very cool but I feel it'd be OP
Or I guess it is very hot
Depends at what stage of the game they want you to unlock them at. You'll probably see something like this;
- Radiator (Pre-requisite for all other Heat techs): 3,000cr (Unlocks Radiator, Heat Pipe Walkthrough & Heat Pipes)
- Heat Exchanger: 5,000cr
- Thermal Battery: 5,000cr
- Thermal Canister Missiles (Requires Missile Launcher): 7,500cr
- Thermal Resonance Beam (Requires Large Blaster): 10,000-15,000cr (Keeping in line with the Ion)
Also doesn't a Disruptor cost as much as a Radiator?
I'm pretty sure that's another hypercoil using component.
This but it'd either be a blueprint for overclocking before radiator or it'd be paired with the radiator
I'd argue it'd be the first time I've seen a UI button locked behind an unlock, but then I remember that EMP Missiles, Mines and Nukes exist, and arguably operate on a similar system.
Eitherway, it'll be interesting to see where Overclocks come into the career.
But I am enjoying my little OC'd Model S.
If OC isn't locked behind a blueprint I can already see new players seeing a button for making your parts work better and then seeing their ship go in flames
He's just a neat little guy
Hahaha, touchΓ©.
It'd be neat if overclocked components automatically disable after overheating for the first time, or give an indicator of "fire risk", so people get some indication that maybe I need a radiator or something.
A new icon that is basically 'this component is uncooled and will set itself ablaze'
Would also make finding separated OC'd parts easier.
A warning would also work when you try to OC for the first time
(Say you rebuild the corridor leading to a thruster and forget to turn off overclocking on it)
I had this happen once with my goofy little starter railgun platform (fixed in this picture) where I had the heat pipe in the wrong place and was wondering why it detonated itself after three shots.
an indicator to say "this part isn't being cooled" would be a useful indicator that I'm about to fall on my own quite literal sword.
or it included in the blueprint description
The description you only see when you go to save or load a ship? XD
Kinda redundant.
Ohhh, you mean blueprint mode.
(Like missing fire extinguisher, missing airlock)
career blueprint part description when you unlock a new part
it may be difficult to make work considering parts may be cooled by heat exchangers (for your suggestion)
I just wonder if this is the start of other piped systems, imagine making ion pumps and amplifiers a-la From the Depths.
Or an entire particle accelerator cannon.
(And then imagine the pipe hell that'll be trying to overclock ontop of that)
oh yeah 16 shots per mag I think that's reasonable to have shotgun shot per mag
Come on now, to compare it with something as absurd as wireless power is not called for. I even mentioned that I understand that heat logistics are supposed to be a challenge, but that they're already challenging enough (still takes a lot of room and careful consideration which parts to overclock), even without the competition between doors and heat pipes.
as much as I like autoconnecting pipes I wish I could also manually set a pipe's shape so I dont get this when I don't want it
What would it be instead?
they might want to have two separate heat systems instead of everything being part of the same system just cause the pipes are adjacent
whats the benefit of splitting here?
(perhaps this could also be a funny use for crossings)
i think it's largely an aesthetic thing as well
the pipe connection points don't seem to be paintable, and even if they were are a quite repetitive roof texture
im completely fine with the connections not being paintable, its just even the extra pipe sticking up makes it feel too repetitive. so in cases like my screenshot where I didnt need each of those connection itd be nice to toggle some of the pipes from connecting to certain things
aye fair
By the way, what's the overclock benefit of boost thrusters? I can't remember.
they can have power put into them while boosting
infinite- inf infininte (power)
evil little career trb brawler
oh wait, 6amp, the beams obscured a couple
I made this thing for my faction lol, just 2 powered up TRB
at least yours has another weapon
lol
my intuition says that there's probably some way to save on pipes at the back there but thinking about it i don't really see that way
hey, that looks solid
plus, you do have other weapons, lots of PD
I can see a way to. youll need to extend the back out 1 tho
Did someone tried to get heat from different ship with heat exchanger?
Also, does the sun now deals heat damage or still the same as before?
would have to cut a thermal battery
sun does not deal heat damage yet, iirc it's on the devs' plans
don't believe exchangers can take from other ships
nope
uh, lemme try and recreate
i could be wrong
you can get access
beta code is previewpreview
recreated
saves 6 pipes and makes room for armor but the ships butt a bit bigger
π
lmao i hadnt scrolled down until i sent that
ah, nice
pipes inside so i dont have critical pipeage on the very outside of my ship wherever possible
i cant make it wider really because of the thrusters
not wider, longer

this could also work
Does the heat only increase the speed of the rail gun particle?
Or does it also increase the damage?
i assume you mean the overclock, as heat itself does not have any affect on railguns
overclocked railguns do notably more damage and also have infinite penetration (only stopping when they run out of damage), making them a lot better at breaking through armour and shields
i really dont know how to feel about that whole anti shield thing because against large rails or deck guns what are you supposed to do
like 6 oc'd deck cannons broke 3 large shields instantly but that could be oc deck cannons being stupid strong even after their nerf
havent tried oc flak, but i should try since you asked
i did some testing and they kinda suck against OC deck cannons.
All are overclocked. flak is set to defense only and autofire for the purpose of this test, and is totally stationary for the best results. deck cannons are set to double barrel. both flak and deck start firing at the same time (in the case of dc they just fire once and assess afteR)
4 flak vs 7 dc
the dcs win literally every time except when the flak are given like 5 seconds to set up a giant wall. but this quickly dies to an extra volley. unless you stand still and set up a wall this isnt practical at all. it just isnt viable to use flak this late. i tried with it actually moving around and it was a total failure.
8 flak vs 7 dc
dcs still break through if shot immediately (whats likely to happen) and deal heavy, but not critical damage it did in this case but the cockpit is at the front because im lazy. you're likely to survive the first hit but the hit after you will die to. they can probably break even if you stand still and build up a giant wall but otherwise its not worth
12 flak vs 7 dc
the flak barely win, and you totally fuck yourself by having no shields unless you build small shields properly. if you build a wall nothing can get through, but i dont think its worth being weak to ions and chainguns for that wall.
id definitely test more, but im lazy and kinda burnt out on cosmo. my best answer is probably touch oc dc's more and maybe give flak something, because rn they're a bit weird and gimmick-y
-# ping should be fine here yes?
i was very lenient on flak here as i dont think in most scenarios you'll have enough time to actually stop moving and build a wall of shrapnel
most battles will also be moving around if its regular ai, so the wall may be even less effective
yeah ping was fine, thanks for the testing and feedback
will keep in mind
i ask that you get more advice before doing any tweaking, i did controlled and conducted tests and this may skewer results versus something more natural
Overclocking small thrusters can make some very efficient drones since they generate their own power
hey speaking of, what balance concerns would arise from making an overclocked cockpit create its own power?
no idea, but if i dont use energy weapons, the one capacitor can last a long time
isolated cockpit surrounded by stupid amount of armor
or as i like to call it
Chinese missile barrage move
crew still needs to get there, and you can still kinda do that
my only concern is like
starter ships will have like 15k extra

it goes from 800 visual to 1200
yes that is a 50% increase but it generates a lot of heat and it doesnt feel worth
i think you need 1-2 whole radiators for it alone
partition to extend max railgun range to 800 meters
dw
i need to slep
Yβall.. the second most discussed post to this here has less than HALF the messages
Honestly nuts what itβs gonna be like when this update goes fully live
I love how messy and scrappy this looks!
It's intresting what we can do with the new paint
aww thanks!
i love the junk style
working on a factory ship for them
This makes me laugh a lot because when I saw it for the first time I instantly thought it was by far the single most mendatory thing on any ships
We might have a different way of playing the game, which would explain this difference. I usually play in large fleet battles against a player or an AI and I can guarantee that seeing even a little further in the fog of war is, as for any RTS, an absolute beast
oh yes absolutely we play different. i usually make one ship do most of the fighting in direct control if im in singleplayer
so that makes sense
i think its fine then
MFW I tested the TCM on a ship and realized how damn efficient those are as a active cooling system while you still have a descent weapon
also what's the difference between the heat pump thing and dilation for the trb?
what does this do?
walkway to the factory so crew can restock it before it launches
the capacitor mostly

either the thruster is missing a door or something else is missing
use an explosive charge to blow up the walkway and disconnect it
You are forgetting the clouds.
In electron clouds (where you can only detect enemy at visual range), seing the enemy further away allow you to engage potentially unfavourable fights or engaging in unfavourable conditions (like with your back facing them), and for non-combat ship to avoid fights altogether.
Within gazeous clouds it allow to shoot further away. Though still not at missile range, overclocked sensors allow you to see a bit further than 350m away, so far away enough to use your ion at maximal range without needing another ship.
Whenever it is as a fleet or as a single ship, there are quite a lot of advantages in overclocked sensors.
.
Also, a small scout ship of 6 crew, a cockpit and a sensor with overclocked small thrusters is now mandatory for me now, as on top of itβs exploration and detection capabilities, putting it at the center of an asteroid field allow you to see and to queue up every asteroid inside it before your mothership even get here.
Entire minutes of wandering inside asteroid fields doing nothing but that removed for only 6 crew and a small quantity of materials.
For OC flak, I've found it's actually best to set them to offensive. They'll shoot the front of the enemy ship and create a massive flak wall without needing to do to much. I've shut down some friends ships with some flak. The counter being just run the flak ship down
wadafak
So it conserves some coils to be put back in?
this does not seem right
i dont think it conserves coils since nothing else does that
So then does it just make coils?
i think it would just... say like coil use: 4/processor
instead of outputting 0.6 coils per second
pretty sure it just says coils instead of processor at the top
i did
Overclocked Ions feel kinda weak. It takes these 16 overclocked Ions (6 outputs) about 10 seconds longer to destroy the Shestopyor's reactor than it takes the same setup without overclocking. Sure, they're essentially destroying more blocks, but I suspect a slight buff to dmg might be in order.
(this test is at x4 speed)
visual bug/sheninigan or is it reaching much deeper than it looks?
the former
as in the first?
Btw, I revoke my previous statement. (#1370799036591898837 message) Heat Ions are insane vs shields.
amplification pumps increase the amount of heat the TRT applies, dilation pumps increase the area over which that heat is applied (and also have more of an affect on the strength of their shield debuff)
yeah they have a lot of damage, it's just not as focused, so you can't dig through armour as well
though if they're spreading damage you'll probably be better off
how odd
That makes me think perhaps it's best to have minimal venting + some heat storage, so that you can quickly turn on overclocking for a short while to break shields when needed.
kinda like an Ion Capacitor, just not as cool
See, if you can spot the moment overclock is turned on. π
(that's 16 ions with 6 outputs)
Does it burn?
So I've been messing around with making a 1.5mill ship relying solely on small thrusters and I've noticed some fps drops
Haven't really had problems with anything else so I thought I'd make a comment.
interesting. how does it compare to regular thrusters?
Looks hot.
The game doesn't really expect you to use 1000 fucking small thrusters
The amount of particles must be insane
I feel like it is way easier running ions off of overclocked small and medium reactors than it is running them off large.
yea youre not alone https://discord.com/channels/314103695568666625/1373753851248644147
Its decent, a bit slower then an actual engine room setup but its pretty maneuverable
Honestly, that sounds like a bit of a problem. Maybe small OC thrusters should get a slight nerf?
well the main draw back is it doesn't have enough power regen to go for long periods
or maybe I'm wrong after looking at it again huh
I think their fine honestly. It takes a massive amount of space to get a decent amount of speed from OC small thrusters.
small thrusters flicker if you don't feed them, even with Oc (0.02/s, generate 0.009/s)
maybe you're right.
and their power to weight ratio isn't that good if you need to add heat pipes to maintain them
the power to weight ratio was what I'm mostly worried about. It seems pretty good.
Of potential interesting: looks like OC Ion is around 3000dps vs armor
(though the spread makes it rather bad
All Oc Thrusters have insane power-to-weight ratio. Without accounting for the heat system weight, Oc small trusters have a power to weight ratio of over 600, but the others are above 725, and large especially have a p/w ratio of 801. If we take the weight of the heating system in consideration, the result get worse for small thrusters
and again, small thrusters flicker if not feed in energy
noticeably less against shields though, around 1100dps
I just realized that Engine Room forces overclocking to thrusters , but when you stop overclocking it, the thrusters keep overclocked
Yes, OCing is supposed to save weight when used with thrusters. But from what I've been told, OCed thrusters are not supposed to be strictly superior. So, you need to compare OCed small thrusters to all non-OCed thrusters and ask, if it's too strong compared to those too.
I have tested one of Plaus' ships that only use OCed small thrusters. It was an avoider that got up to ~100m/s. That'd be a problem, if it never runs out of energy (which it does).
Wouldn't it be the same dps, just with armor it's spread out?
No, the chaining needs a second-third thing to chain to
I'd worry much more about Oc boost thrustes and it's ability to be fed on energy while being boosted. 12k of thrust on boost, so the equivalent of 3 whole huge thrusters, for each one you maintain.
How exactly lightning works seems underspecified π€
it's not particle issue
OC boosters create more and more heat, the longer you feed it batteries. Eventually it overpowers any radiator setup.
I saw this on shields
IsOperationalOverclocked requires
- IsOperational
- IsOverclocked
OverclockedEffectToggle requires
- OverclockTweenToggle
- IsOperationalOverclocked (the previous one)
IsOperationalOverclockedOverloaded requires
- IsOperational
- IsOverloaded
- OverclockedEffectToggle (the previous one)
So as you can see IsOperational is redundant as it was already asked before
So, because shields are too far away from other parts, the lightning doesn't chain?
oc ions struggle vs shields without support
If you have multiple layers of shields they penetrate them, right?
Heat is not the limitation. Feeding it energy is the one. If you try to put even a single standard thruster on it's engine room, you wont be able to supply it in time in energy to maintain it much more than a dozen of seconds.
If you make an engine room dedicated to feed a single boost thruster, you can basically have it on boost for more than 45s with two radiators and 1 thermal battery, then stop it a few second to start again. It's also cheaper and lighter than huge thrusters (36.2k & 27.8T at the cheapest against 42.2k & 42T for a triple huge thruster engine room), and two of those are enough to move a brick of 3000T at around 59m/s (itself included)
I'm sorry, I'm sure this has been asked, but when is this coming out like full release?
when it's ready ;) so submit good bug reports/feedback asap
This might not even be 0.30
0.58
my god railguns are ridiculous
railguns NEED to be nerfed my god
railgun kiting is stupid now
are you fighting ai which has no concept of "dodge"
oc ions are so weak π
cant focus fire at all and they do no damage to top it off
arc dmg 200->240 imo maybe 220 if we are scared
overclock large cannon needs some change - no other weapon is so absurdly hit or miss depending on defenses (shieldless + thin/no armor means single shot is death) and it literally takes 1 bullet to kill an entire pvp ship
That's sorta the point of it, though. It might be too strong atm, but it's intended to be akin to hollow-point rounds
i also want to say i think oc dcs are still a bit strong against shields
they're very easy to stack and 6 oc dcs immediately kill 3 full charge LS. the only counter is oc flak but that feels like power creep. they're too fast for conventional weaponry to actually shoot down in time and have too much health to shoot down
is the point that its overpowered and one-threeshots everything
it makes shields practically mandatory if you don't want your entire ship penetrated
i mean ofc its a high damage punchy slow firing weapon
but like balance and gameplay experiencehas to be considered
one of my ships with missiles in the back gets consistently shot through the pd wall "wings" in front
hey... this gives me an idea...
at least rails do not kill the entire ship at once
"Shieldless + thin/no-armour" doesn't sound like "everything"
Perhaps good to reduce speed, hollow point aint as fast as ap (even if space has no drag)
well it one to threeshots literally everything ive seen
Also perhaps weaken the round health to make non oc PD systems viable
even heavily defended and armored ships
since it seems to be extra HE it should ideally be more susceptible to PD due to more volatility
That hasn't been my experience
I'm gonna have to do some testing, but what you say sounds kinda dubious when compared to what the tooltip says. According to the tooltip the boost generates not only 412,5 base heat/s, but also 15% more heat every second for every battery that was consumed while boosting. So after 1 battery it's +15% heat/s, after 2 batteries it's +30% heat/s and so on. And you likely won't have just a single booster either and maybe you'll even have an overclocked ER (which doubles all produced heat) in order to have a central energy delivery point close to the reactor instead of 2-3 delivery points.
All this to say, there's no way you can keep even just a single booster boosting for 45s. For even just 1 booster without an ER to boost for 45s, you'd be paying +450% heat/s (because the first 6 batteries are "free", so after ~37,5s you'll start paying the steadily increasing heat tax) which at ~1237,5 heat/s already requires 3 radiators...
I think you're misunderstanding the mechanic a bit, the heat scales per battery used but only start scaling up after the 6 batteries are used
I thought they're weak too at first. Then I tested them against shields and holy hell, they're really good against shields.
I factored that in (even mentioned it in my post)
but there's nothing about scaling heat/sec, it's based on batteries used
non-overclocked shields yeah
According to the tooltip you pay +15% heat per battery used. So for each battery used that's 275 * 0,15 = 41,25 heat/s extra. Which, if you do the math, will lead to roughly 1237,5 heat/s after 45s, factoring in tat it takes about 7,5s to deplete the first 6 batteries which are "free".
but i could compare any overclocked weapon/ship against a pre-oc build and in that vacuum it would perform amazingly
in a world where quite optimized oc shield setups and generally overclocked ships exist oc ions struggle
they simply lack the brute force to make up for their historic levels of imprecision
OCed shields are dangerous. A damage spike produces an equivalently huge heat spike, which is probably more than you're willing to pay for in heat ventilation. So, at most I'd expect a couple of shields to be overclocked, but not all of them, like on the ion/TRB ship you posted on Excelsior.
you know what oc ions cant do?
a damage spike
Look at the gif I posted above. If you leave on the overclocked Ions, you see they do a massive amount of damage. Sure, that's not a dmg spike, but that's a lot of heat that you'll have to vent. And it's an equation favorable to your opponents heat ventilation.
ive significantly upgraded (more like entirely built a new) cruiser with 20 oc ions and a single 8 dilator trb and its still questionable against shields (though better) and horrid vs anything else
youre testing against an entirely overclocked setup of just 4 large shields off a single lr without any damage spreading
also are those ions ocd?
they uhh dont look like it
I assume you tested it against overclocked shields? How many radiators did the OC shields setup need to vent all that heat you were pumping into them? I can't imagine it's a reasonable number of radiators.
youre disregarding the fact enemy players can invest in heat storage instead of pure radiators and spread damage
look closely. In the gif they're at first normal and then they switch to overclocking to demonstrate the difference.
perfectly concentrated constant damage output is the complete best case scenario and nobody will let that happen
gif isnt loading for me
its just a still image
you probably need to click on it to make it play then
these are conclusions ive drawn through thorough gameplay testing vs real players
not working
i believe you anyways, that they can break through 4 large shields. that isnt the issue with them
I have done (limited) testing of overclocked shields and I was struggling to vent all the heat, even when I was also using a reasonable amount of heat storage.
I will have to do more testing, but that is my impression so far. That heat shields are freaking dangerous.
well thats because oc shields are never placed on a completely static platform taking constant massive damage output
theyre placed on hybrid setups/highly mobile ships that can spread damage/disengage and manage heat
That has always been the case and thus we're back to ramming vs dodging.
well we're actually back to "ls is overpowered" which has been a relevant and constant argument in the pvp community p much since they were added
In any case, when you say "OC Ions are weak", the fact remains that they have considerably higher dps than regular ions, OC shields are very difficult to vent on a budget, and any situation where in a tournament an Ion Rammer would end up catching their opponent in a ram head on (you know the situations where a constant stream of ions is hitting the exact same spot over prolonged times) they'll either destroy or burn up and then destroy their target.
So, then you're arguing that OC ions are weak, if they can't hit their target... I mean...
clearly not what i said. not much point to continue this discussion due to how differently we have each acquired our points of view on the matter. i suppose ill wait until the dust settles and the more egregious balance issues get sorted before oc ions get buffed
a shame but understandable. just sucks devs had to go and emergency nerf their damage by a whole 33%
you can actually get very sturdy cooling for OC LS with a budget
I have an OC ship with 8 OC LS, and 44 radiators + 26 thermal batteries that fits within 1.5mil
also with half speed changes avoiders are actually quite strong now since their main weakness previously (ships outspeeding them) has partially ceased to be a thing and omni-thrust now appears to be quite powerful
Can you see this gif, or is it a still image too?
Look, I really mean this in good faith. What you're saying when you say that "a ram is not guaranteed" is essentially that "it's difficult to direct a stream of ions at your opponent for prolonged times" and yeah, that's true, but the entire point of Ions is that it's a constant stream of dmg, which by its nature is only really good when you manage to shoot a particular area over prolonged times... No?
i dont think they want to continue the discussion anymore
that's fine, but I will still reply to their last argument.
can you send the ship in dms or somewhere? im curious how the fuck that fits within 1.5m
look, i said the discussion is over. you have developed your opinions through static damage tests in a solo creative lobby. i have developed them through massive amounts of pvp play vs some of the highest skilled players in the community, continually iterating on all of our ships mutually. this discussion is simply unproductive as you have formed your opinions through an entirely different system than i have
it might be 26 batts I don't remember exactly
it has a high amount of cooling either way
Can you post the ship file here?
right there ^
anyways, i suppose patience will be required
the HLs are OC'd too yes?
yeah
jeez that looks brutal
OC HL has really good cost/DPS at the moment and its hitscan too
oh, i see how you're doing that
lol im blind thx
those are small reactors and likely OC'd capacitors
oh the SRs are OC'd too
thats super fucking mean
its cheaper than an OC MR
OC SR is better than regular MR?
and you don't really need the power generation of an MR when you're playing hit and run, the SR + capacitors is enough of a buffer
I have an OC MR version of that ship but its my belief that OC MR just generates more power than needed and SR + capacitors is cheaper by a lot
hows that TRB? my opinions been shifting on it ever since i heard that it makes parts take more damage
gotcha
OC LS takes a ton more heat per damage when hit by a TRT which allows pure HL to burst through OC LS
TRT?
the games calles TRB TRT
OH
I use TRT out of preference and nothing else
because consistency is hard ok π
TRB = whole weapon
TRT = only turret
it was originally called TRT but that was too easily confused with MRT, so it was changed to TRB, but then the tooltip still says TRT so... 
between TRT being mispelled as MRT and TRB being mispelled as TBR, I'd rather TRT
so many Ts and Rs and Bs...
harder typo to make
what is a TBR? TB Rail?
toothless book review
we do got a BRT and its called the chaingun π₯
bus rapid transit?
depending on if you get locked by a cg rammer you'll get a bus rapid transit to the afterlife
interesting concept
MRP?
mrrrrp mrow
The two have always been relatively interchangable. Generally the part itself is a TRT and its beam is a TRB
anyway, yeah trt vs trb is confusing
the category should probably be called TRB and the part called TRT
I might just write them all as TRT, though, since it's consistent with the naming of other beam weapons
inspired by a saris ship but it is very nice that avoiders are no longer on life support because of ships going at mach tarnation
oh yea, is that category staying?
i figured it was there just to showcase all the new preview stuff
but this is giving the assumption that its gonna be a permanent thing
Makes me wonder, if Ion Capacitors might work now.
capacitors are very alpha-based but they're very cost efficient
circles probaly has the best mix of alpha and consistent for the cost
enough where it can remain consistent but not alpha enough that it takes like 3 minutes to recharge
well I say that but im reasonably confident that balance council might have tested it at some point
but idk the results of that (and probably wont for the forseeable future)
Yes. Multi-part systems will likely be moved into similar groupings in future
gonna assume from the react I guessed correctly 
huh. i assume the icon it has right now is very much a placeholder?
The icon it has now is just the TRT - the parent part of the group. Its scaling/colour will likely be adjusted when I get around to polishing the sub-part groups
nice
That's how it seems
If you have multiple ships and get a couple of back hits then you doom the enemy ship, but slowly
(Hence my earlier comment about OC large cannons being unsuitable for enemy ships in career mode, players would get too upset about the huge amount of firefighting)
(In theory the player can put shields at all orientations for full 360 coverage or thick enough armor (5 layers or so?) But they'd be pretty unhappy to have to make such a drastic change)
I'm guessing this is coming to Rails and maybe Ions too?
very cool
thx for all the work you devs do
The fact that this game is still being added to, from the days of classic is crazy
real dedication
to my knowledge, no testing on it was done. i didn't do any, and i think i'd be the most likely council member to use ion caps
When I first played Cosmoteer, back when you had to download it from the blog, I thought that maybe it'll be a nice little time waster for a few weeks.
Anyone done testing with multiple OC LC vs single ship?
unsure
Also some really cool mechanics π
Can someone explain what OC Engine rooms are meant to do please. If I have an engine room and a huge thruster, does that give me 12,000 thrust, but at 1400 heat gen/sec. Also what does power distribution efficiency mean?
Ive added a couple of OC engine rooms, but i dont seem to be going much faster.
Since we were talking about it. 2 overclocked large shields need 24 radiators to vent the heat coming from 16 overclocked ions (6 outputs). You can see the heat storage slowly rising and then falling again as the non-overclocked shields come back online.
I know this is not representative of an actual pvp situation, but it serves as a reference for rule of thumb extrapolations. You could probably cut half or so of these radiators and prevent the rest of the would-be heat by dodging and spreading dmg.
But 16 ions is a low number for any real ion ship. I shudder a bit imagining what 24 or so overclocked ions would do.
i gotta say, the ions look super cool if nothing else
Sorry to ask, is the "all non-oc stats" thing will be reverted soon?
OC Ion damage may need to be dialed back against shields
that's just the nature of aoe damage against stacked shields
same reason mining lasers deal reduced damage to shields
Dialed back? OC doesn't seem to get any damage boost over non-OC vs single shield π€
(Which in practice means its a damage drop due to heat equipment needs)
Rails aren't very good against shields either
but ions do at least get more effective against stacked shields
Alternative : Use shield heat to launch an absurd amount of canisters
don't think of canisters as bonus weapon
now canister main weapon
I'm making a canister barge
this seems so mean i love it
bonus points if you oc the factory
"why you hitting yourself"
flak mandatory
against emp
or absurd amount of pd
ive thought about making a ship like this
"you cannot play the game"
bonus points if you add tons of TBs
i, however, respect the pvp players, so i will not
I can spam heat exchangers
cuz more heat = more missiles
they deal dot is the problem
stacking has diminishing returns, even if dps per single missile is insane
tbf if you're using oc ls and using heat missiles as your main weapon then dot is merely a means to an end instead of a dealbreaker
practicality wise im not sure how effective it is
y'probably need to get a ton of thrust with some accessories like flak or pd but outlasting your opponent sounds like a seriously fun strategy
I can oc the LR to get 4 sized batteries saving on crew !
Imagine going through this
no
crew reaction speed looks like it might be slower so it might be alpha'd down before they can react
i think you should swap the pd over to just normal pd cuz the oc ones arent really meant for like main defense
Yeah true
150k under 1.5mil
wait tcms are heat parts?
They do transfer heat
so you can chain them
I got so much cooling
Is the OC reactor in the back fully exhausted?
probibly should still have atleast 1 or 2 radiators to remove pasive heat,
Getting countered by a single, non-oc shield
i duno im thinking ov it like its a npcship
I don't think I can even exhaust a regular LR without ion beams
I see. wanna hear my thoughts?
Keep in mind this is an experiment for now, I was trying to know how much heat I could generate to throw at the canisters to kill the opponent. Answer is, not enough
sure
If you wanna say I lack emp, I know
I was trying to make thermal Thanatos
You could replace the middle reactor with an overclocked capacitor like you did in the back, no? That wouldn't exhaust the rear OC reactor, but it'd save some money.
you could overclock the middle reactor for no reason at all. you know, make more heat to throw at the enemy???
The voice of reason vs the voice of arson 
ok
you could also definetly get away with overclocking the sensors cuz doesnt that make a absurd amount of heat
ohhh true true
you just need to move the thermal stuff a bit further away from eachother for a gap to add a heat pipe
OCing that reactor saved me 2 crew
hmmm
critical design flaw
I get penetrated by 2 OCCG
Need to find a way to OC the 2 center shields
this sounds like a way to do something perfectly usual and not diarrhea
blah blah blah you can just push out the flaks and stuff
wghat the fuck is that
just do it like this smh its like 3% simpler
- inbuilt fire extingkshvier!!!
and thermal b attery but who cares about that
what is 3% simpler when you use 2 more width
your setup already looks like theres a bunch of space
you can lose a single pd on both sides right
turns out this didnt have the capacitors connected to heat network so it combusted randomly
who the fuck would aim for a random pd
the scary doom setup of doom
also are these heat exchangers just... completely fucking useless
such greed
i was referring to the fact that no negative consequences would head your way if you were to relinquish the accessibility of a extra pd on both sides of the shield conglomeration
(go from 6 pd per side to 5 pd per side)
anyways that canister ship is utterly useless unless you wish to piss off kids
i dont even see it...
could add some emps with ur leftover budget
or oc ebs
i did already btw
@granite sapphire
Wow I just checked the new update and it's INCREDIBLE how overwhelming everything is, I feel like I'm playing a brand new game!
The fact that you can overlock practically EVERYTHING i sinsane.
Though I'm disappointed you can't overclock hyperdrives and manipulators.
Overclocked hyperdrives should be able to stay pre-charged, constantly generating heat.
OC manipulators will have double the speed on both crew and resources.
thermal defense platform:
-> 30 oc hyperdrives constantly producing heat
-> emergency radiators
-> 10 bajillion thermal canister missile!!!!!!!
straight stat up is boring
yea
Truee, it should get 16>32 beams maybe.
But boring stat up is better than not having anything in my eyes.
one beam at 30x speed
make oc manipulators merge beams into like 2 (2 crew per 1 beam) and the beam has like a 5m sphere where it affects anything in it!!! trust super balanced
It'd be cool if OC Manipulator Beams acted as small Tractor Beams for ships
we already have big treactor beams :(
Yet. π₯
Overclocked airlocks generate a wormhole that tug any crew that want to enter it from 6 tile radius
Oh wait, you can't overclock TB!
OC Armor, deflects shots
oc tractor beam turns into a small ship that flies towards any enemy and explodes violently to push them back
trust me. i am the best idea maker
Jokes aside, I like the fire mechanics this new update introduces, I hope I can finally push my ''Fire extinguisher gun'' idea further.
and uhh. oc airlock just throws the crew out in a line at 600 m/s out of the ship
the red arrow is what tiles get affected
A TB with a large radius like some kind of an anti-matter cannon from event horizon (for those that know) could be cool.
I think my wormhole idea is better.
nick. i pray for your spontaneous detonation
Another missed opportunity is Hyperdrive beacon, maybe it just halves hyperium usage for anything that warps to it or something?
A prayer jesus, allah, the sun, buddha or whatever deity you worship will not answer.
Man thanks for asking, I love completely unconstructive ideas too.
i hope so
be cool if it alowed warping to it even if your drives arnt charged
this would be slightly powerful for pvp
(as in uhh ship hyperdrives 5 times in 10 seconds)
unload nukes and immediately hyperdrive to another oc beacon ship
Agreed, but I would say instead of wormholes it turns airlocks into teleporters for instant crew transfer 
Oh boy... And how'd one link it I wonder.
so you just remove any usability for moving walkways???
Having them constantly spinning would also be cool and not having them charged kinda just destroys the whole point of having them charge.
unless it produces like 13 billion quadrillion bajillion heat i dont think just allowing for crew to teleport is a good idea
I agree
Science, obviously. It would link to all other teleporter/airlocks on your ships
or maybe not even to other ships... what about just from one teleporter to another on the same ship
this sounds like a unnecessary addition that kind of ruins a few other aspects of the game unless its like turned into complete garbage (as in like 5 seconds to teleport or extremely small range teleport
imagine trying to set up logistics using teleporters 
you cant just turn the moving walkways into just heat pipes???
crew practically moving through heat pipes with oc airlocks being teleporters to wherever the crew wants to go
A little suggestion is that I think the heat dissipators should have a little blue bar under the HP that shows how much heat they are currently releasing and if they are at their full capacity or not.
not sure how that would go over since they're not like thrusters where each one ramps up, it's more like a system check for thermal capacity and available vents
and it's happening constantly every tick or whatever it is
I see.
No because it already shows explonentiation with the pipes heating up and producing more blue plumes.
I think the Oc Deck Canons need to have their projectile speed reduced. Not necessarilly by much, but enough for a Flack to have a chance to counter them instead of needing over 10 flack to cancel 5 Oc DC.
Layers of armour is still effective on them, but there is a limit to that and at mid-range it will deal more concentrated than normal DC.
About Oc ions, I made a few tests with ions with guiding prisms using a Redline modified specifically for the test. Both sides have the same setup with 12 radiators & 6 thermal batteries. First test will 9 Oc Ions then 12 normal Ions against 4 normal Large Shields, while the second have the same 4 LS setup but with the 2 on the back being Overclocked. In both cases I aim At the reactor
First test, we have 9 Oc ion then 12 normal Ions against a 4 LS setup.
As you can see, the 9 Oc Ions break through in abound 14~16 seconds (speed x2), but the 12 normal Ions take nearly a full minute to reach the reactor (speed x8).
Second test, and 2 Large Shields, with 12 Oc ions first then 18 normal ions.
As tou can see, the Oc Ions do their job, once again, and start to reach the overheating point after around 45 seconds (speed x8) and the first Oc shield get destroyed at around 1 minute after the start. The 18 ions, however, where unable to defeat that setup.
A few things to add, however.
- Neither the 12 Oc Ions nor the 18 normal Ions could breach the Oc large shields themselves: the heat was what destroyed the setup. Targetting the side of the shield setup would have done the trick for the 18 Ions, but not for the 12 Oc Ion, as the damage is spreading too much⦠but this would be a problem either case in PvP and against moving targets in general.
- If the radiators are used for other purpose the resilience of the ship to the heating caused by Oc ions will be significantly reduced, and in the testing setup I gave it a LOT of radiators (2 per Oc LS) and thermal batteries just for the shields: 108k worth of resources in those alone, without counting the pipes. Moreover, if the ship I made for testing was designed like the how the Redline was originally imagined (with each of the three sections being autonomous and able to continue the fight on their own), there would also, most likelly, be isolated pipe systems instead of a combined one.
.
Overall I think the best ion setup would be one with a mix of normal and Oc Ions to combine the damage focusing capabilities of the first and higher damage on shield of the second (which can be turned back into normal Ion against shield-less targets). It would also require less investment to do so than turning all Ions into Oc ones and would be easier to maintain itβs logistic.
This, however, will require testing.
And yes, I wanted to respond since this morning, but things kept happening so I didn't get the chance until now
I don't like seeing heat being pumped out the system while my Heat Missiles aren't full
thanks for the tests, and acknowledging how these values might not hold up in a pvp lobby. however i disagree with a mix of oc/non oc ions past the surface level of it being a bit cheaper and less heat. with a mix you suffer from even less damage to shields on a weapon whose overclocked form already struggles. imagine how hard it will be to stay on target of a single cluster of oc ls for 45 whole seconds in an actual pvp game where the enemy can move (often far more agile than you) and is firing back with devastating overclocked weapons
tcms are prioritized over radiators iirc but they still do remove heat from heat storages that could be used for tcms. i think its a fair tradeoff and hard to fix otherwise because you often do want the maximum cooling possible
overclocked manipulator lets you pick up whole piles of materials and thus you don't have to spend several minutes after a big late game battle picking everything up
Is there a way to transmit heat wirelessly between piping? Like can a Heat Exchanger draw heat out of a Thermal Battery that's a few meters away?
No
π’
In the test, the Oc Ions tended to hit on other shields than the targeted ones if the ships where not straight in front of each-others or too close...a problem which would be nearly always happen in PvP. In other word, while total damage is higher, you are now attacking 6 shields when you are only targetting 4 of them and loose a significant part of your DPS because of that.
if friendly fire is on you can shoot yourself with a TCM
that's generating heat, not exchanging
tcms don't generate heat, I think youre thinking of trt
Heh too complicated.
Would be cool, if this worked:
(it doesn't)
I think wireless self heat transfer being very difficult is a good thing
you can transfer heat between ships easily
radiators heat up enemies if they are close enough
ah. interesting. didnt know.
i had an idea for OC large hyperdrive that just teleports crew to their destination when they enter the room
or maybe just reduce their projectile health a little?
i dont want to see the OC deck cannons go into the same state as the non OC ones
DC projectiles already get 2-shoted by Flack
hmmm
ocflak can kinda alr shut down oc dc
the health isnt rly the issue its just that it rips through stuff
the problem is that Flack don't aim fast enough to shoot down Oc DC most of the time, since it goes at 300m/s, meaning that it is even faster than a Laser Blaser projectile (260m/s) and that it can reach it's target from maximal range in 1.26s, let alone at closer range where flacks don't have time to react at all
another option would be to increase Flack's turning speed, maybe?
but that would be a huge buff to Flack
oh i havent realized that the shots moved faster than laser shots huh
it would make cooling down big parts too easy :(
Hmmmmmmmm...
So apparently combining an overclocked and a not overclocked beam results in AN OVERCLOCKED BEAM???
the unovercl0cked one just gets deleted unfortunately
lol ok. worth a try. ^^
kinda makes sense tho. Kinda. I expected the total beam doing 75% + 100% lightning dmg.
it's weird and unintuitive that against an OC Ion beam you want to turn off all but one of your shields π€
could be annoying to micro?
Is that actually the case? Have you tested that and gotten that you stay alive longer, if no other shields are up?
Does anybody know of a good PD setup that mixes overclocking with a few crew that supply energy?
Why would you need to supply energy
bursts of usage and mirrors
Because OC PD is only 25% effective, if it has to shoot all the time (against missile boats for example). And so, maybe you could have just a few crew members running around supplying energy, so that you get the same uptime as you would from your previous standard crew-dependent setups, but with fewer crew and thus a lower cost ultimately.
Basicly, not use OC PD as an entirely different mode, but use OC to cut costs essentially.
plus you probably want some heat sucker nearby anyways for defensive purposes
that too yea
the current use is to leave them on offensive fire at will which deals damage to the enemy and creates a wall of debris right infront of the enemy ship that dc struggle to even get through
Yes with small shields, now trying with large
interesting that the capacitor is needed...
also specialized crew roles
Is it strictly needed, or is it just better than having the LR with its charging time of potentially 4-size battery?
this setup dies to the 13 OC ions without a capacitor
regardless of crew numbers
they just react too slowly
that 2 second picked time is an eternity when facing about 15000 raw dps
I should clarify: this is if you are potentially power or heat dissipation limited
in theory if you have unlimited power/heat dispersion and more than 3 shields then more is better
if 3 or less shields then you are agnostic to 1 vs 3 for beams that hit close enough to affect all 3 shields
So, the often seen 4 LS around an LR would still be better?
also apparently needs 21 radiators to disperse all this heat... good lord
11,500 heat per second
yup, looks like the LS is small enough to avoid chaining
This is for Oc flack. We are talking about normal flack. Also, Oc Flack get countered my moving the fight location
further caveat: chain distances seem quite short (note the destroyed red structure bits are the only ones directly in range
so if you offset your shields by 2 tiles you avoid chaining
so large shields that are at the same distance forwards and adjacent will experience chaining along almost their entire lengths (so for hits here you might as well have 1 and save on power and the ludicous heat capacity requirements)
An interesting observation:
9 OC ions with venting and an OC LR costs about the same as 16 non-OC ions with an OC LR (+2 Radiators for the LR).
(crew numbers are not tested here, but should roughly be what's needed for both setups)
All of the overclocked weapons just make the weapon better in every way
I like the overclocked ions because itβs unique
rails are good too i think
Instead of cutting its more of an aoe thing
same with electrobolt
Whatβs the new electrobolt like?
No? OC DC has lower DPS
and electrobolt deals less damage up front when overclocked
Interestingβ¦
Iβd say the knockback more than makes up for that
it is better vs basically anything with penetration resistance
ive generally been wondering this, why would you ever make a non OC ships now? outside of ships that are too tiny to fit cooling it seems way better than spending that money on a second gun
you don't want to deal with thermal risks/haven't purchased OC yet
Heat missiles are cool
Ohh the little wormhole thingy sucks up energy from a distance? That's neat.
Or shall I say, that's heat.
Cool idea, though how'd you distribute it?
would only pick up a full stack of the same item and take it to a fully empty storage tile
And the increase of range. DC now out range Ions. That could be fun.
Wait wait wait what do you mean my reactor just TURNED OFF?!
Is that a new feature?
when parts burn down by pure fire damage instead of breaking like previously, they now turn into rubble and become inoperable, but remain intact
Ohh that's so cool.
So no longer reactors explode by fire.
That is a significant nerf in one way, but it must be mentioned crew fire control becomes nearly impossible.
Even with me making ship invulnerable, 6 crew and constantly restocked FEs couldn't save it.
And me even repearing some stuff.
Crew are so agonizingly slowww
entire compartments can go unmanned
seeing this shield layout in action is quite something...
Why was the crew nerf even enacted?
about 17,000 dps going into this shield and it doesn't blink
not a nerf, a byproduct of the half speed changes
Another quick suggestion (I bet nobody is ever reading those), I think rubble fire takes too long to subside, by the time it begins dissipating everything is already burnt, so just make it quicker.
they don't move slower relative to how much power parts use
they were all divided by 2
Hmm? I don't think I get it.
0.5x previously is now 1x speed in Meltdown, except for projectile movement
But why? It just makes fires twice as strong, despite them already getting a huge spread speed buff and much more new sources that can cause them.
Oh that is handy, because now it's much harder to dodge stuff.
to scale properly with the half speed changes, also fire got a rework this update that intentionally made it spread super aggressively
But it's still an overwhelming buff to fires.
yeah UL nukes going 200m/s were basically unhittable
I know.
the buff to fires isn't because of crew speed getting nerfed, its just fire being reworked to be more of a hazard
the melting down of parts due to overheating greatly depends on fire to actually be hazard to your ship
Hazard doesn't mean unextinguishable.
I have 6 guys all with FEs going at it and it's still unattaineable.
as far as I can tell by design
FEs need a buff too, crew holding FE should move twice as fast!
They can, there needs to be enough heat to do it so sometimes when they are already low fire finishes them off
It just would incentivize extinguishers.
seen whole sections of PvP ships go down due to mismanaged heat
I like how much more of a core mechanic fire is, though!!
I love how colossal this update is, I practically felt like playing a new game.
yiii
Oh my god it just melts the fucking thing, you can do a hit and run with this, swoop in, lick the enemy with your volcano, run and just watch them slowly and uncontrollably burn.
fully unoverclocked? no reason in particular. i think thats fair though, there should be a good reason to use a whole game mechanic. as for overclocking or not overclocking specific parts, there are massive amounts of nuance to whether or not.
yea i think the pumps have a bit too much alpha potential
cgt has been using alpha trb on normal ships and its still apparently rly good
just a ton of dilators
Yeah, but I still think a general slight nerf would be nice for them, because they're just too free to use once you get the hang of mechanics it seems.
for sure a bit powerful. but i dont think they should be nerfed until oc shields are dialed in
I checked but amplifiers are necessary too, just dilators have HUGE AOE but take a long time to start setting stuff on fire.
dilators are good to nerf shields
mainly OC LS
they apply much more debuff than amplifiers
well cgt is spamming dilators to just debuff every single shield on the enemy ship
The rubble mechanic is SOOO cool, I love how fire doesn't just turn ships into structure.
Charred ships could be a new setpiece in career graveyards.
a lot of the issue is crew trying to pick an extenguisher on the opposite side of the ship, walking through fire to get it, and then dying
i tried to stop fire with kike 50 extinguishers and it didn't work but if i removed the 4 extinguishers on the other side of the ship then they actually did like 600% better than previously
because the crew is also going for that extinguisher, it means no one else will pick it either
so it ends up making a lot of them not be used
Yeah that too, and crew are far too slow now.
atp ima make an alpha trb cruiser. pumps are so credit efficient and you can ignore the heat gen on an alpha setup with a few batteries
this is why you assign FE
I think the spread rate should be lowered in exchange for just higher raw damage of fires and FE crew should get a speed bonus.
no its not their speed, its how they pick what extinguishers to use
assign your fe
π
that and crew don't properly switch to fire extinguishing if you don't assign FE
the difference is so bad its probably worth fixing outside of FE assignment
crew do that in general
especially when it comes to selecting which storage to pull ammo from
have you been properly assigning it? because theyre mostly fine for me
or with selecting power supply if there are no power assignments
or selecting which block to power
yeah that would be neat
maybe extend the duration of extinguisher foam too
Oh I noticed it, does it shield stuff from catching fire again?
automatic foaming fire control systems would be cool
mostly a redundancy thing for career, to make cutoff points for fires so they cant burn down your entire ship
The mechanics are now literally asking for a fire gun.
trb???
Fire EXTINGUISHER gun
bit of an important word, but yea
im iffy on support weapons that directly fire on and assist your own ships because there isnt particularly good ui support for that stuff, but it would be cool
OH YEAH, my old concept for an airlock-door used to cut off chambers and compartments in a ship could be cool to see as well.
Well yeah, but it could extinguish stuff on your own ship too.
Just with a much lower range than on other ships.
would it be automatic?
Maybe ability for crew to be ordered to come out ships with airlocks and extinguish other ships.
Obviously.
hmm
angle limited extinguisher roof "weapon" that could spray over the roofs of allied ships to extinguish fire
You could either set on self-extinguish or extinguish others.
Yes, and spawn long lasting foam.
But it wouldn't be all magically powerful.
now that we have a heat mechanic an icing mechanic would be cool to see
I liked an idea someone else had of a part that removes heat/fires but damages/destroys itself in the process
would probably not work as well on a moving ship
for the next major weapons update
Balanced enough to still keep fire a threat, on your own ship it'd have like radius of 15 metres, because I'd suspect aiming such a thing down on your own ship would be difficult.
would make sense being in space that heat and cold are both weaponized
Yeah, like those fire and ice breathing dragons in fantasy games π
Not sure about cold, space is already pretty damn cold
That is true.
its a thin nebula. prime for icing issues
Though to be fair, ships have drag so what do I know
Also speaking of ice mechanic, I had two cool ideas for new storms/nebulae that I wanted to suggest, Blizzard and Corrosion, but that's a topic for #1019739575683399840.
So many suggestions I have.
That's so cursed
yeah hope that gets reversed
good luck making it sustain
Most of the new content was built with the speed changes in mind
yes, but no, in all of game history pushing awful feeling changes due to time constraints led to awful consequences. We have time to fix all this
smash 4 is one of the most forgettable smash games because it's slow af
brawl cheats cuz mods
i heavily disagree on it being awful feeling (and there's not much of time constraints and there's feedback being said and etc)
i dont see how that example really helps
actually irl spacecraft have to put significant effort into remaining cool. yes space is very cold, but it's also a vacuum, and thus does not transfer heat very quickly at all
as convection and conduction don't work without a medium (like an atmosphere), so you're relying on very slow radiation of heat
the thermal changes were actually initially tested in a separate branch from the halfspeed ones, though to be fair most of the balance was done on the merged branch. things shouldn't be too different though for most overclocks or the TRT, balance-wise
i mean yeah in the end after a day of rewriting rules i can see it could be reverted entirely but not sure if the testing's balance would still apply
After playing with the new speed it honestly feels a fair bit better than I thought it would
give it like a 150 meter range against ships that isnt own ship too with like an extinguish self and extinguish allies mode
so you can have firefighter ships
hmmm
would need a minimum range or something to justify that because then pvp could just make a splitter with it
of course, the slowdown "feeling" awful is subjective, but it's nonetheless important to the health of the game. especially considering ~40% of players from the survey played on x1 for combats, that's a lot of people to piss off.
a lot of people agree with me that the slowdown does not feel good for them, and a few (including me) that they cannot enjoy the game with it.
aw
yeah taht sucks
all 40% wont be pissed off
The only reason why I played was the adrenaline from piloting and designing ships.
I'm not very much of a pvp player, even though I did some, I like getting a cheap avoider I designed and zipping around a mothership to take it down, was applicable to career as well and was basically my way of enjoying the game, fast, reactive gameplay that's also punitive when messing up.
The slowdown ruins it for me.
im part of that 40% and i dont mind at all
and im not the only one
its just the ones who dont like it are much more vocal
Just like all 60% of the 1/2x players won't necessarily like the changes
exactly, its a lose - lose for a bunch of players no matter what happens
Id rather them spend the time itd take to revert it elsewhere
Yeah but is it worth it losing a bunch of players to push new features out while carrying an unpopular change ?
Because I saw quite some people complaining about the speed, I haven't seen a lot of people pro-actively say "oh I love the game being slower it stopped me from pausing and slowing it down and I love crew taking it's sweet sweet time to power the shields"
and certainly no x1 player after the changes going "oh yeah good for the players who like the changes x2 feels great for me now"
its a lose-lose
I prefer the change tbh
avoiders are even better due to the changes now, however the viability is not the only concern i understand
others do too
we can get the new heat stuff without the speed changes
when did i mention heat.
the issue, and what rekyu mentioned, is that we kinda cant now
well. we can, but it would be work for the devs
They ain't satisfying no more for me
I'm bored as fuck when playing them as every fucking input takes longer to execute than my life expectancy, my weapons struggle to kill the squishy insides I managed to get an angle on because half the dps.
It's just slow, and x2 is too fast. Nobody ever complained about 1/2x being an issue.
Just go watch #1371284364562006186
atp im p sure the devs are just going forward with this regardless. what did balance council think about the 2x speed stuff? even people on the balance council seem blindsided by it which i find odd
Don't make minecraft 1.9 all over again
and what of the people who like the change? your acting like everyone hates it
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