#Meltdown Update Preview

1 messages · Page 11 of 1

tropic swallow
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the micro required to pull this off would be so hard, but so cool

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i wonder how many tb's you'd have to use to stay fully protected from missiles

wicked lotus
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Probably like 3-4, just a guess though. Would need to be fully built to refill them and dissipate the heat.
I think it is obvious that this OC is going to cost WAYYYY more heat soon enough, or be sooo much weaker in effect.

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Which in itself, could create builds around it. Instantly refilling all your heat cannister missiles once it is used and alpha striking.

summer cypress
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i just realized, the overclocked heavy laser is now like a pseudo cannon

vocal trout
#

nimbatus thermal update

pale python
#

i could mod these colors in game tbh

hard orbit
#

The previous version was much stronger but I guess it was too strong.

remote charm
#

wow equalizer still around

vocal trout
#

eq was prolly on them back channels for a while

hard orbit
#

I am more of a ship builder than a ship pilot so I got lured back by the new stuff. 😆

narrow owl
hard orbit
#

Seems to have pretty low shield damage with the exception being if the splash hits a lot of shields at the same time.

narrow owl
tame comet
#

i think it works like flak so that's neat

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flak is great at slowly punching behind shields

pale python
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flak does an explosion

plucky fossil
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flak is different

pale python
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oc large lasers deal damage to all parts in the radius

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loses with distance

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but ignores if anything is infront

vocal trout
next urchin
hard orbit
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hmm does that mean it should be doing 4x its listed damage to shields? I don't seem to see that happening when shooting at 1 shield.

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If there are multiple shields in the area I see them all taking listed damage but a single shield only seems to take the listed damage of 800 dmg per shot to shields.

fallow spade
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Just noticed that meltdown flak uses double the ammo (Still 4/s despite the speed change). Isn't that a pretty hefty nerf to its consistency?

granite sapphire
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it fires half as fast

rough dock
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I was just experimenting with the thermal ressonance lances. I would have thought my pipes could have collected the heat inflicted by enemy lances, but they don't seem to do that. Things connected to the pipe network heat up without sending that heat to radiators or batteries.

fallow spade
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4 ammo per shot for flak seems even stranger.

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At least the tooltip still says 4 ammo/s unless I'm totally blind.

lusty zealot
mystic valley
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Will the speed limit increase?

mystic valley
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187% of the speed of light

pale python
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dont worry about it

next urchin
rough dock
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Is there a bug on the preview that makes the game saturate random rooms with doors when you load ships?

frigid flax
#

This shit is too funny

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Devs give this "feature" like 3 more days the fix it

narrow owl
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Here ya go

next urchin
vocal trout
next urchin
vocal trout
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til radiators are low-passed based on diatance and zoom

stuck roost
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I thought of this though I believe you would need to implement heaters instead of radiators and add a secondary system entirely

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I love the retexturing thouh

wintry kite
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Actually, if you can fling a reactor with an explosive charge with 1/10 or 1/100 of that speed, you will get a literal insta-kill artillery

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Or a nuclear cannon in other words

lusty gulch
#

taking some inspiration from mods i see, are we?

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latest change vs

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how our shields were setup for 1 year +

next urchin
plucky fossil
icy eagle
icy eagle
mystic valley
#

м/с is m/s in Russian

vocal trout
# icy eagle how'd you see that?

difftools are like that red green thing you see on github commits
its a difftool integrated into what seems to be vscode (plugin?)
in some way separate versions of the shield file are saved somewhere and then diffed to the current one

icy eagle
vocal trout
#

thats public access code gimme a sec

#

its in your local files

icy eagle
wintry kite
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If yeah? I am going full artillery with it, if no, I would rather try with reactors

icy eagle
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@grizzled sentinel?

grizzled sentinel
wintry kite
#

XD

mystic valley
wintry kite
grizzled sentinel
icy eagle
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Not really, we still write Ω as the symbol

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We as in, croatia.

grizzled sentinel
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this is like metric system

icy eagle
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ah

lusty gulch
summer cypress
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Question: does the overclocked disruper effect stack?

summer cypress
summer cypress
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if it didnt i wouldnt see why it would be used, currently still see it as really niche

tulip nebula
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What's disruptor's oc effect?

wicked lotus
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Energy drain per second on the effected module/shield IIIRC? Not currently playing.

tulip nebula
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Damn...

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Thx

plucky fossil
pale python
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my ion blasts did something like that
overclocking them is gonna do what? go back to single disruptor charge?

lone crest
#

oke so anywhere i can easily find info on effects of heat on armor?

pale python
lone crest
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kewl

lone crest
vague aurora
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Hey hey could anybody remind me how much heat shield generates every damage?

icy eagle
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gey :3

vague aurora
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Not on computer right now

vague aurora
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Thanks

icy eagle
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and 20 h/s and 40 h/s passively for small and large

vague aurora
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I have a collection of cool module suggestions piled up and I added overclock effects to all of them!

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Retroreflective shield!

icy eagle
#

sure booting cosmo again wait up

vague aurora
#

Actually, my anti-matter frames and their mechanics pair up EXTREMELY well with overclock — if the modules get destroyed, they explode and release harmful radiation, and overclocking destroys a module too if not careful. It's a match made in Walt's computer room.

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I wish I knew how to mod.

icy eagle
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oh

paper coyote
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I call it the disintegrating fire

vague aurora
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Here is my module suggestion for a Universal Railgun Loader, made it a couple months ago. What do you guys think I could do for its Overclock ability?

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It can basically take in every type of projectile, but having every single one of them have their own overclock will be a pain.

paper coyote
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I think my shields absorbed too much heat.

paper hemlock
paper coyote
paper hemlock
paper coyote
#

I'm a rock, regarding trends and memes

paper hemlock
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👀

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This might be peak…

eager gyro
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would hopeso

narrow owl
#
poll_question_text

Have you played meltdown career ?

victor_answer_votes

17

total_votes

33

victor_answer_id

4

victor_answer_text

No, I haven't played meltdown career

alpine needle
#

What on earth would a overclocked hyperdrive even do?

vague aurora
vague aurora
vague aurora
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Zoom zoom

alpine needle
#

Why am I thinking they jump similar to normal but then collide with things in the path like in that one sece in Star Wars

alpine needle
paper hemlock
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They might do that Blink Drive thing someone suggested

vague aurora
#

Eh that seems like its own module.

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Blinkdrive

alpine needle
vague aurora
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Jump forward a short distance instantly.

alpine needle
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Hell yeah!!!!

vague aurora
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Perhaps.

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I mean the name is self explanatory.

alpine needle
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But I felt the blink drive was a less powerful version of the hyperdrive and overlocking is well making it more powerful

vague aurora
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Ja

alpine needle
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Like if someone said overclocking a blink drive makes it work like a hyperdrive ited make sence but the other way around? What is it using the overclocked need for calculating the landing location so u don’t need a beacon?

vague aurora
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Yeah I'm not sure, I'd still stick on my bet of preloaded hyperdrives becoming canon.

paper hemlock
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Instead of using power you generate heat to teleport

alpine needle
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I can see that but I don’t think my brain will accept the blink drives being more powerful peaces of tech then the hyperdrives at least in lore

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It’s most likely because my brain is corralling something silly like distance the machine makes the ship travel into the technical complexity of the machine instead of considering other factors :p

mystic valley
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Overclocked blaster burst destroys objects behind shield

plucky fossil
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afaik it's intentional but i really don't like it

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could give hl weak homing or something like that

rough dock
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I was thinking something like a blink drive would make sense for the hyperdrive. Maybe overclocking activates a tactical jump mode that jumps you a number of meters in the direction of travel based on the number of contributing drives and jump efficiency. It would make ramming a lot riskier if you press your face up against someone and they jump through you.

kind estuary
#

"yes, and yes i self immolated 10/hot would burn again"

upbeat sequoia
boreal estuary
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i htink walt just forgor to make shields block these

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because for balance that seems horrible

narrow owl
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Hit hull : only damage hull

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hit shield : only damage shields

vocal trout
vocal trout
pale python
eager gyro
lusty gulch
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yeeah mb, had a brainfart right there. the PATH () got me....

sharp root
lusty gulch
#

my brian aint braining rn.

leaden jolt
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where did the heat pumps go i could literally find them yesterday but they're gone now

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nvm just found them

prisma dock
tranquil cape
delicate moss
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Damn, OC mining beam's got hands

tulip nebula
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mining laser rammer when

delicate moss
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The energy consumption per damage is pretty fair though - the oc heavy blaster seems to have similar energy consumption

delicate moss
tulip nebula
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lets goooo

delicate moss
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laser beams™

near flax
next urchin
#

maybe they can be fun with an explosion if I give them some absurd damage number and a bunch of explosion slices

dark lily
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What are explosion slices?

pale python
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(may be a bit incorrect but) slice a circle into several slices, and split the damage equally between each slice

pale python
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missile explosions usually lose 50% of their damage on a flat wall because half of the slices are pointing outwards

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if you have a single slice the damage never "leaks" and always goes to the nearest part, if its destroyed, it goes to the next, until its damage ends

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(i imagine every slice works like that actually, while following its slice direction instead)

next urchin
twilit matrix
tame comet
sharp root
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the "overloading" one doesn't appear to do anything

next urchin
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It's because the button is a UIToggle and they automatically add hotkey entries for all their choices

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The overloading wouldn't do anything because the toggle is always locked when it's in that state

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So it's not intentional and will be fixed

granite sapphire
#

i tire of waiting. 🦴

flat skiff
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could some of the TRB buffs also affect the range?

rough dock
#

I was not really thinking about it before, but now that I look at it, thermal missiles are super efficient heat sinks.

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One launcher is worth a little over 3 radiators at the cost of needing logistics and crew.

next urchin
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That's actually their primary purpose

rough dock
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Oh. I thought their primary purpose was killing things.

next urchin
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That's the secondary purpose

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The design for them was "expend resources/logistics to more effectively dissipate heat" and then "what if that expense also flew at your enemy"

rough dock
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Seems weird. But this is a universe where it is more efficient to manufacture ammo than it is to have ammo.

next urchin
#

Ejecting mass as a form of thermal control isn't that 'out there' as a concept

rough dock
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No, it is not. It is probably one of the most reasonable ways to do it in a vacuum.

near flax
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rockets do it all of the time

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very much not in the same way

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but ablative thermal lining is common

next urchin
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"Rockets are technically their own radiators" would not be an untrue statement, either 😄

near flax
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lol

rough dock
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It takes a ton of heat exchangers to defend against thermal weapons.

flat skiff
near flax
#

balancing and balancing

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most likely

rough dock
#

Radiators are clearly expelling mass. They should have thrust.

next urchin
next urchin
rough dock
#

I think rocket engines generate heat in excess of what they expel and are therefore are not radiators.

regal wharf
#

it would be really annoying having your ship constantly have to reaim itself becasue the exosts on one side are running

rough dock
#

No one said conquering space was going to be easy.

next urchin
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Equivalent argument: A hole is a radiator

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(As long as something hot is coming out of it)

rough dock
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If we think of the radiator wholistically as part of a system and define it in teleological terms in that system, it is then the thing that reduces the overall heat of the system.

next urchin
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Exactly! The hole!

rough dock
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Why does an overclocked capacitor take like 6 exchangers to keep from bursting into flame? Do I just not understand how these things work?

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I wish I could chain exchangers to generate infinite heat through inefficiency.

next urchin
rough dock
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Could the capacitor produce a huge burst of heat if you fill it instantly with restock all resources?

next urchin
#

Oh, yeah I suppose it could

tacit peak
#

more uses for heat

lusty zealot
#

celeste, what are your personal thoughts on having a heat-energy converter?

next urchin
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Could be interesting, could be boring, but sounds like a complicated design endeavour that I'm not sure would necessarily be worth it in terms of gameplay impact

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Like reactors are relatively expensive, but they're also free, renewable, and reliable energy.

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Idk how a heat->power part provides something substantive that the small reactor doesn't. Cheap but unreliable/low production? What are the practical use-cases for that

lusty zealot
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could be cheaper and smaller, feedback loops could allow for infinite energy generation at lower costs than reactors (but likely more space taken up, and vulnerable to the loop being disrupted), would also allow for a form of (mostly) crewless and inter-ship energy transport (TRL, TCM or radiator -> heat exchanger -> heat-energy converter)

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could allow for much higher power generation, but with the risks that come from having a lot of heat in your ship

tranquil wedge
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Oh yea shooting your swarmers to give them energy would be fun

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But I agree with celeste that it seems really niche

lusty zealot
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why is it both times i've come up with an idea that allows for ship-to-ship energy transfer it's in the form of shooting the receiver with a hitscan beam weapon

lusty zealot
tranquil wedge
#

Smaller ships could also reload themselves once the sun deals heat damage

lusty zealot
#

i personally think that while yes this would be niche, it would be a niche that's currently not really filled by anything and that could be handy for quite a few things

tranquil wedge
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Idk swarmers are hard to use and very inconvenient to manage even with this addition. I doubt they would see a lot of use

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And you cant give them benefits over reactors on larger ships or their internal heat dissipation will make for boring designs

lusty zealot
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would be handy for supplying trickle power (or even good amounts of power if you're willing to take the risk) to far-off spots on ships too, i could see some applications for thrust

tranquil wedge
#

I think capacitors should be better at filling that niche

rough dock
#

Transmitting energy without crew carrying batteries is interesting. What if we just did something dumb like have an Ion receiver that generates batteries when hit by an ion beam while occupying a small foot print. It would be super convoluted, but we could beam power across vast distances with one localized reactor, or even have a mother ship charge up smaller ships.

delicate moss
#

That sounds like something that'd be best for the drone update, tbh

lusty zealot
delicate moss
#

I have a couple ideas in mind that I think could make drones really cool, but I want to wait until the "hype" from the meltdown preview dies down before I suggest stuff

lusty zealot
delicate moss
#

It could definitely be super cool, but I'd imagine it would be pure pain™ to code the AI to properly utilize it

tacit peak
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well

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thinkjng of heat to energy

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itd be hard to balance

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due to capacitor

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just bekng free heat lmao

delicate moss
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I think what they mean is something that transfers energy, which doesn't exactly rely on heat

tacit peak
#

welllll

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i mean...

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id like it for my carriers

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yo be hinest

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make it a deck thing

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and im all on board

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id love to make my fighters even cheaper

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make the power conversion be like

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2batteries become 1 battery on the fighter

delicate moss
#

It would be quite a niche usecase. How would you prevent players from beaming power to shield modules at the front so you don't have a reactor explosion? It'd be a lotfor ships

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but I think it could be sick for energy drones

tacit peak
#

overwhelming firepower

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would still win

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or just make it like

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only work off of ships

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bot inside ships

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  • we have the heat thing now thst destroy shields from the inside
delicate moss
#

Beaming power wouldn't mean now the ship has mediocre firepower. What I mean is that on medium and large ships, there are sections of the ship dedicated just to defense, and the reactors powering these exploding presents a large risk

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so if you could beam power to the location instead, now you suddenly have an upper hand against other ships in career

tacit peak
#

sure but

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theres a hard cap to powering shields no?

delicate moss
#

No, what I mean is setting up a "remote reactor"

tacit peak
#

also if we make it like

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2 batteries become 1 thru beam

delicate moss
#

if this "power beaming" worked for capacitors, you could just send energy to capacitors which power small defensive systems, now without a reactor explosion risk

tacit peak
#

itd already be balanced due to low power output

tacit peak
delicate moss
#

it would still be rather overpowered, crew is meant to be the limiting factor in cosmoteer atm and the player can always mine more uranium if they need 2x the reactors

tacit peak
#

sure people could make like

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1 big shop powering the rest

delicate moss
#

So far in Cosmoteer, almost everything can be made more or less volatile at the expense of efficiency depending on how far away you make the reactor, so power beamers would break that completely

tacit peak
#

but where does it leave that ship yk

delicate moss
#

It's not too hard to build separate ships and have detonators lol

tacit peak
#

sure but thats just

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ingenuinity

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isnt that kinda the point of the game?

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build until you somehow pass by the borders of the game

near flax
#

aiming TRL at other TRL on the same ship breaks them

tacit peak
#

a silly bug lmao

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though I dont think itll come up much?

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worth fixing though

near flax
#

gif of it

tacit peak
#

Nice

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does itbhappend on ally ships too or no?

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then itd be quite problematic

near flax
#

idk

tame comet
#

so fucking mean

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i love it

rough dock
#

It just barely holds its self together so long as it has ammo. Wish I could have fit more thrust, but it barely gets by with overclocked thrusters. Again, overclocked shields and thrusters seem to carry hard against pre overclock builds. I really like the overclocked thrusters the way they are, but they don't feel like a choice.

#

I guess I could have gone more asymmetrical with the thrust and went full on crab mode by optimizing for unidirectional lateral movement.

tame comet
#

those reactors probably dont need to be oc'd

stoic blade
gloomy raft
mystic valley
#

What could be the reason for this behavior of the crew? (they don't extinguish the cells to the end, but switch between neighboring cells, which slows down the process)

gloomy raft
mystic valley
boreal estuary
#

another thing they do is walk straight into fire to operate things and die like some sort of lemming

tame comet
mystic valley
#

I've never heard that fire extinguishers have a limited fuel supply.

tame comet
#

its certainly odd

narrow owl
boreal estuary
#

this seems weird, anyone know how its chosen which radiators are active?

next urchin
#

First come, first serve

next urchin
next urchin
mystic valley
pale python
#

yea

narrow owl
narrow owl
#

it's in the tooltip iirc

boreal estuary
#

the heat pipes have reduced the space since those dont provide any direct benefit the way more guns or thrusters would

you just kinda need them, same as corridors

narrow owl
pale python
#

TRL act as radiators

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terrible ones but sure

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hold fire and have a terrible deck radiator

boreal estuary
#

oh the heat beam

doont those produce heat instead of venting it?

pale python
boreal estuary
#

ohhh

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oof

pale python
#

they have a small passive drain iirc

rain sky
tame comet
boreal estuary
#

right now it kinda feels to me like youre better off overclocking pretty much everything, maybe save for shields due to the arc
is that really how things work rn ? since it kinda feels overdone and im not seeing everyone else do it that way either

tulip nebula
wicked lotus
boreal estuary
tulip nebula
#

I see, thanks!

pale python
#

i wonder how the sun damage will work once implemented

#

limited heat status application? asteroids have higher threshold than ship parts to start to get destroyed, meaning they can stay in sun zone indefinetly?

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but still vulnerable to player heating up further

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therefore you can have parts with same atrributes if modded maybe?

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but i dont know

plucky fossil
#

@next urchin is it even intentional that rocks melt and heat up? it looks pretty silly i think

pale python
#

any part melt and heat up MelShrug

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asteroids being completly immune to TRL would'nt make sense because other weapons can damage it

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some compromize would make sense

plucky fossil
#

true

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it is rather silly pinning a ship against a rock where the radiator touches and the rock disintegrating behind them though

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it's faster than mining laser in some cases

rough dock
#

I would expect the giant rock to be able to sequester an absolutely immense amount of heat.

pale python
#

huh

#

relic from the past

rough shuttle
rough dock
#

Overclocked capacitors are game changing.

#

Running ions off of a normal capacitor would have been a nightmare, but overclocked capacitors do it no problem. really lets you stretch out with your reactors.

gloomy raft
# next urchin It'd be easier if one part did everything, too...

I sent those messages when i was working so i didnt have time to explain clearly what I meant, but what I meant was:
The overall changes and adding heat to things are really very cool but they do heavily change whats worthwhile at smaller sizes. the reason why i suggested a composite radiator/thruster was not to create some kind of super thruster but was to enable smaller ships to retain their utility. It doesn't have to be amazing thrust just enough so that when someone is designing a smaller/cheaper ship they dont have to make a black and white choice between the radiator for something which they want to overclock and their basic ability to manoeuvre the ship. (think less thruster more rcs)

gloomy raft
prisma dock
prisma dock
pale python
#

It still has the same maximum damage

rough dock
#

I think you can distract the ion jumps with rando structure blocks.

#

Since holding three cell batteries makes the capacitor hot, I think crew should burst into flame if they carry a 3 cell battery too far.

mystic valley
#

The damage distribution of an overclocked blaster shell depends on the speed of the ship being fired at.

wintry kite
wintry kite
#

Blasters doesn't use the usual explosions, therefore, they don't connect to the ship, working like an auto explosive gun, that also explains the shield ignore

marsh aurora
#

Is it intentional that Large Laser Blaster destroy stuff behind shields?

pale python
marsh aurora
#

I know code wise

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I mean the intention

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Maybe they forgot that it would pierce shields? 👉 👈

remote charm
#

do large thermal systems make anyone else's game stutter

#

im pretty sure it isnt my pc because cosmoteer is using just 5% of my gpu and cpu and maybe a third of my ram

tribal ridge
#

do not turn a death star (or any ion based ship) from normal game to meltdown or it will go on fire after shooting for 10 sec (it will do big damage thow)

remote charm
#

it gets worse the larger the thermal system is

wintry kite
#

Unless you change ions to OC, it won't really change

tribal ridge
wintry kite
#

Well, you formed it in a way that it seemed like turning any ion based death star to the newest version will burn it no matter what

median crow
remote charm
#

i have to agree with others that splash damage on a lazer is just strange

rough dock
#

What if it only splashes when it hits a shield and we say the shield has a diffusing effect on the light beam?

tranquil cape
remote charm
#

that would be more appropriate yeah

next urchin
eager gyro
twilit matrix
#

I'm sure someone has asked about this before - but are there any plans to make a heat-resistant armor? I know new armor type suggestions have been shot down in the past (pun unintended), but I think that the Meltdown update does introduce a distinct enough mechanic that a second armor type would be warranted.

#

This would also allow smaller ships to defend against heat-based weaponry a little better; currently, integration with the thermal system is essentially required - from what I understand - to defend against a ship using thermal weaponry.

remote charm
near flax
#

is there potential to get overclocks for the TRL Pumps

rough dock
#

What if we called the new armor insulation instead of armor? Then we can bypass the problem of no new armor.

near flax
#

would be interesting but i dont think it fits with walts vision of the game

#

for now using heat exchangers works

pale python
#

What new armor

#

Ah i see

rough dock
#

If people have insulation on their homes, why not also in their space ships? Space is cold, except for when it is very hot.

narrow owl
next urchin
tranquil cape
#

heat ray just kinda directly bypasses it though lol

#

heat doesnt spread enough to really make this useful either

#

its just the heat ray applying it across a big area

next urchin
#

The thermal lance's heat application is a flood-fill of parts

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It cannot jump over gaps

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It can go around gaps, and only gaps of actual full tiles will count, but it can't jump over empty space

icy eagle
#

thats interesting

#

promoting holes in ships, I like it

tranquil cape
#

wedge spacing in shambles

dark lily
#

In the competitive environment we've seen more than a few ships that have segmented armor to resist and minimize the damage and spread of Thermal Lances. More armor types could be neat, but you have the capacity to create anti-thermal armor via shaping already

twilit matrix
#

Okay; that's good at least.
-# Also: so that's what the floodfill effect was for so long ago!
But I still think that heat-resistant armor would be nice to have, since we now have a second, truly mechanically distinct damage type.

lusty gulch
pale python
lusty gulch
pale python
lusty gulch
#

But talking about realistic why do we vent heat as cold

pale python
#

Apply up to a point
point is higher than normal parts

tame comet
lusty gulch
rough dock
#

If you think about it, empty space is effective armor against everything. I think it only takes something like 600 blocks of space to stop even a railgun.

lusty gulch
#

XDddd

prisma dock
#

If it doesn't it would make sense kinda, because the structure wouldn't provide enough of a connection to let all the energy through without breaking. Kinda like when a light bulb goes out.

#

That's of course just the lore justification for what would be an interesting design decision - spaced armor (attached via structure) as heat resistance.

rough dock
#

So If I am thinking of this right, we can just make a ring of armor around our ship, disconnect is with a bomb, and fly around in a bubble with like a little protrusion for our gun and then the scary heat beam would not be able to find us.

prisma dock
prisma dock
rough dock
#

Overclocking railguns kinda kills the fidget spinner power fantasy for me.

#

We are just mortal, so there is just so little time to waste on a non overclocked rail gun.

pulsar spade
#

couple simple questions:

  1. is there a way to view heat levels on a part?
  2. when I turned off overclock, an orange bar appeared under the health bar, what is that showing?
dark lily
#

Cooldown before the part turns back on. It takes ten seconds to reactivate

rough dock
#

I think there is a reboot phase after turning off overclock. Maybe that is the bar you saw.

#

I don't recommend turning off overclock though.

#

It is better to die in a fire than to return to the mundane existance we knew before overclocking.

sharp root
#

I believe all overclocks behave like this

#

wrong reply moment

#

sorry bout the ping lmao

plucky fossil
#

also some parts specify time in stats and some don't

next urchin
next urchin
next urchin
near flax
near flax
#

as we now have the ability to display aoe it would be helpful to be able to display the stun AOE of deck cannons

hasty geode
#

I did like a very little playing so I am sorry that I don't have much if any feedback but I do think it is cool that we are getting basically a laser flamethrower. Wonder if we will get an actual flamethrower with this new heat system. Which this new heat system is really cool however the only feedback I can come up with is I didn't see anything as like a bar or anything giving me info about the heat levels of a part. Like I tried out the overclocked minigun cause I saw infinite fire rate and was like 0.o and their wasn't anything showing me how much heat it had. I guess it slowly turning orange tells you but idk I personally feel like I would want a bar or something that tells me its heat levels so I can better manage my heat, however once more I didn't really do a lot of playtesting just like a 20 minute thing of playing round with a small amount of stuff so maybe this isn't a big problem

lusty zealot
#

generally if you can see the glow of the heat, it's a substantial problem

regal sand
#

Returning to the Oc Heavy Blaster, is it's capability to deal damage through shield intentional? If not, the same happen with Oc Mining Lasers.

#

It's most likely due to it having damage to shield, as it look like the damage going through seem to be roughly the difference between normal damage against the target and the damage to shield (the damage on foe/normal damage being higher than damage on shield), reduction due to explosion taken into account.

carmine galleon
#

I think aoe just goes through shields I might be wrong though

regal sand
#

unless the damage destroy the shield

carmine galleon
#

yeah he missiles and nukes are like the only aoe weapons so I'm not really sure how aoe typically behaves with shields

#

to me it checks out it goes through shields but maybe that's not intentional

tame comet
#

nukes go through but im fairly certain thats because they have enough damage to go through around 6-7 shields XD

regal sand
# carmine galleon yeah he missiles and nukes are like the only aoe weapons so I'm not really sure ...

the damage of explosion work by taking the area, dividing it into a pie of X slices, and damage being sent in each direction of the slice. So let's say you have 375 damage (Oc Mining Laser) separated in 5 slices (IDK how many slices it has), you have 75 damage going in 5 directions.
For each slices, the first target in the slice direction take the damage. If the damage kill the target, the leftover of the damage is sent to the one behind, and so on until all damage is spent

regal sand
tame comet
#

the tooltip says 100k

#

is it like that because half of it goes forward like you're saying

regal sand
#

Or maybe they reduced it in meltdown, IDK I used the wiki for the number

tame comet
#

the wiki is... something

tame comet
#

before 0.28

regal sand
#

even if it is 100k, 50k>45k>15k and a bit less than 5k/35k will go through (since shields are rounded)

#

it will also deal more damage if it hit inside a hole (like when drilling with nukes) as the damage toward the back-half of the missile's radius might hit something

#

The point is, Oc HB & ML area damage through shield seem to be roughly equal to the explosion damage against normal/foe - explosion damage against shield

#

and I don't know if it's by design or an unexpected bug

tame comet
#

clearly overclock prism should reroute mining lasers and condense them into one beam then

twilit matrix
vague aurora
#

ი played with them myself and gotta say, overclocked railguns kind of suck. I love the gimmick and the infinite penetration schtick, but you can't really make much use of it thanks to the relatively low damage. Direct dps test maybe impressive, but we shouldn't forget that the potential burst damage output of regular railgun increases exponentionally the more rails you add, thanks to fanning. And whilst regular rails are incredibly good at hitting things, it's almost impossible to land an OC railgun accurately. The only time when overclock is truly worth it is when you're being rammed, and honestly overclocking your regular rails as a last ditch effort on a railfan could be really epic.

#

Still though, I'd suggest doubling the accelerator boost exponent on overclocked rails, so that running one singular overclocked railgun becomes much more efficient and statistically viable.

bitter steppe
vague aurora
#

That might make them far too good, actually.

#

Each accel gives you a 20% boost.

#

But, viable longer rails woud be epic anyways.

bitter steppe
#

with a max length OC rail I was able to penetrate 21 layers of weaved 2x1 armor

vague aurora
#

Wowee.

#

One shot wonder, but good luck hitting or even steering the damn thing XD

wicked lotus
#

2x1 armor has what, 6-8k HP IIRC? So x21 = 126k - 168k damage, roughly.
That should be about 1 OC Large shield I think? I believe that was 165k shield per large shield.
But holy crap that is a lot of heat instantly. Even shield tanking that could burn down your ship if you don't have enough heat storage lol.

And any non-fully defended shot hitting you may just cut you in half at that point.

regal sand
# vague aurora ი played with them myself and gotta say, overclocked railguns kind of suck. I lo...

Repeating what have been already said:
1 - Railfanning shouldn't be considered the basic way to use railguns, but an advanced technique from experienced players. Newer players are to be taken into account
2 - Making railfanning impossible is part of the design, as the objective is also to give it an alternative use of railguns than railfanning and spinners. Amongst the objectives, making a brawling ship equipped with rails, like certain late game Fringe ships, viable was part of the objective (if I remember well)
3 - Making railfanning impossible allow for normal rails to stay relevant because of that specific point
4 - Combining 2 Oc Rails with a Thermal Resonance Lance allow to defeat a multiple Oc Large Shields setup and destroy what's behind them

#

There might be other points, but I'm too lazy to search for them

rough dock
#

I was going to say, I feel like the one big oc rail builds feel really good right now.

vague aurora
# regal sand Repeating what have been already said: 1 - Railfanning shouldn't be considered t...
  1. Not quite, it's really easy to replicate.
  2. Precisely, and that's why I'm advocating that OC railguns need at least a bit of a buff in their normal stage. Their gimmick is ''one big powerful rail,'' so why not make it so that extenders benefit them even more?
  3. I'm not saying railfanning should be made possible for them, I'm saying they should get counter buffs for it. Railfanning will make regular rails stay relevant no matter what, but honestly, overclock update really doesn't seem to care about relevancy of non-OC stuff.
  4. If you consider railfanning an ''advanced tech for experienced players,'' then such a combination is CERTAINLY more advanced.
rough dock
#

The rail buff I really want to see personally is diagonal rails.

vague aurora
#

Never getting that unfortunately 😔

#

Hasn't stopped me from trying though.

#

Worst tb rai you'll ever see.

rough dock
#

I made some weird wabbly diagonal rail fans.

#

They were bad.

vague aurora
#

Rails really are not suited for the diag.

#

I wonder if overclock somehow revitalizes diagonal ships in pvp.

regal sand
# vague aurora 1. Not quite, it's really easy to replicate. 2. Precisely, and that's why I'm ad...

1 - You need to get the idea or get to know of it from an external source (like tournaments). In fact, I've already seen players asking what other peoples meant by "railfanning" on this very discord
2 - Oc Rails are already very strong. They get double damage from the get-go + enhanced and non-diminishing percentiles bonuses from accelerators + infinite pen, allowing it to continue dealing damage so long as there is something behind and within range
3 - 👆 and many non-Oc weapons stay relevant, or become relevant at later stages of the game/on costlier ships designs when Oc (small canons, laser blasters, large canons...)
4 - first not my word (though I kind of agree to an extent), and second it's the main role of the TRL: debuffing shields. Disruptors would work to an extent, but they are shorter ranged. Oc Ions would also work, but that's way more of an advanced setup to create (at least if you use prisms)

vague aurora
#

It kinda nerfs the speed meta by the looks of things?

tranquil wedge
vague aurora
#

:(

vague aurora
#

Man, even with so many FE guys running around, at the very best fire is contained and crew keep playing eternal wack-a-flame with the fires.

#

I would love airlock doors that seal off the flames.

#

But the thing is, it seems like even without doors the fire still manages to spread anyways.

#

Wasn't the main point of fires that they only spread through doors? That's why we don't door spam!

#

Here's my FIRE BALANCE CHANGE suggestion: Once a part turns into rubble, triple the speed in which the fire dissipates inside. The tile can't be killed by fire anyways. And, make fire only travel through doors again.

lusty zealot
vague aurora
#

How do you get rid of heat from parts?

#

You can't hook up a pipe to a corridor.

#

Because yeah my corridor and even FEs keep randomly catching fire

#

And they NEVER dissipate.

woeful abyss
#

there is a part to suck heat from nearby other parts

lusty zealot
vague aurora
#

Even from corridors?

#

That's very cool.

lusty zealot
#

it removes hull heat from the surrounding area and puts it into a pipe

twilit matrix
tranquil wedge
boreal estuary
twilit matrix
boreal estuary
#

can recommend, doesnt let fire pass and does come with downsides so its not entirely op

woeful abyss
#

I returned to the game to check out the cool new stuff and I already have questions

what is the calcul behind overclocked MRT ?
I can't figure out how the exponent is involved

I suppose engine rooms don't buff the bonus base thrust of overclocked extensions dont they ?

remote charm
#

yeah there have been multiple asks for increased fire defense abilities/parts

#

i agree with it too

boreal estuary
#

with fires being several times more common that does seem logical

granite sapphire
#

as you could presume oc mrt is better with long main torch mrts

granite sapphire
#

as the percentage increases from extenders and ers are mechanically the same and additive already

woeful abyss
#

I meant the 0.6 ramp up exponent
how does the ramp up time is calculated

granite sapphire
#

aka faster

#

afaik

#

idk why its called an exponent i may be mistaken

woeful abyss
#

so it's just a factor

granite sapphire
#

but its not particularly important to the function of the mrt

granite sapphire
#

in fact you can forego ocing the nozzle with not much consequence imo

woeful abyss
granite sapphire
#

it still can be nice though

rough dock
#

I like the oc MRT. It incentivizes using a single MRT over multiple making some awkward ship designs if you have something like a rail gun competing for that central line forcing the MRT off center.

#

Can make for some interesting asymmetrical designs.

granite sapphire
#

it just produces a bit too much heat for me to justify overclocking it

rough dock
#

The oc MRT becomes more cost efficient the longer it gets.

woeful abyss
#

I would like that thrusters set to permathrust don't have their permathrust order overridden

It causes inefficiencies

woeful abyss
granite sapphire
rough dock
#

The concept behind this ship was to make a big rail kite that takes advantage of a cost efficient big OC'ed MRT while saving the center line for a railgun. Makes for a real janky build.

#

Not really a pvp or career build, but still fun.

woeful abyss
#

I suppose I can avoid oc engine rooms thermal inneficiency by not sucking heat from engine rooms

rough dock
#

I don't put engine rooms on my OC'ed MRTs.

tranquil cape
#

actually wait

#

its because the heat is causing fire

#

so its just infinite fires

#

and its not going to stop until several minutes later

#

because the fire keeps appearing due to the heat of the part

rough dock
#

I don't feel like the OC MRT is better when it is stacked as one unit rather than two, and I want power banks on one side, and tubes on the other. Additionally, engine rooms don't feel great when they only touch two boost segments.

woeful abyss
#

they touch 4 and sort of break even considering booster cost alone

#

but maybe not when considering power

rough dock
#

They don't touch 4 when you stack all your MRT's behind a single nozzle.

woeful abyss
#

ah sure

rough dock
#

Since each booster adds thrust to the nozzle before the multiplier, they don't scale linearly and therefore you lose thrust dividing them up between two nozzles.

woeful abyss
#

is the efficiency worth making a single line ?
I have made a spreadsheet already to help answer that

vague dew
#

wait they still use sulphur? i think they should only use iron as they just contain heat

rough dock
#

As your spreadsheet shows, it depends on the length of the booster.

woeful abyss
vague dew
#

nice

vague aurora
rough dock
#

It has been a long while since I tried to run MRT's without battery packs. Last I tried, I was not able to sustain them. Is it different now?

#

If I did not need to stick batteries on them, that might change my thinking.

#

Since I would have two accessible sides.

#

It can also be nice being narrow.

tranquil cape
sharp root
rough dock
#

I was thinking engine room/heat pipe access. But good to know they still need pods.

vague aurora
bitter steppe
#

centerline MRTs are awesome

rough dock
#

If you give the AI a ship like this with very close margins on heat management, it will kill its self without a target to shoot missiles at. The AI likes to randomly shuffle about when there are no targets close by. It should get an extra idle stance for when heat is high where it sits still.

gloomy raft
frigid flax
#

hear me out

rough dock
#

Until we arrive at the end of time, it will still be worth holding out hope for the diagonal rail gun.

frigid flax
#

walt has said that the uniqueness of diagonal ships is derived from the fact that all parts were built for a straight ship and the challenge of building a diagonal ship gives it that uniqueness

regal wharf
#

also we are working with square and rectangular parts

#

cant easily make diagonally modular parts

rough dock
#

Nope, still holding out hope, and nothing you say can stop me.

frigid flax
#

ok

icy eagle
regal wharf
#

mod or smthinhg idk

rough dock
#

Heat travels through thermal missiles.

frigid flax
rough dock
#

Yes. The heat missiles.

frigid flax
rough dock
#

Don't just bisect random astroids and leave without explanation.

#

People are going to fly around and wonder why all the astroids are cut cleanly in half.

frigid flax
#

does heated armor have any effect other than have light DOT?

icy eagle
#

heat spreads I think

frigid flax
#

so against a big lump of armor its practically useless?

twilit matrix
#

I think heat decreases damage resistance, so other weapons will deal a lot more damage.

frigid flax
#

nice

#

unfortunately you cant kill crew with the laser yet

#

atleast eva crew

lusty zealot
frigid flax
#

so i need something low damage and pierce to take full effect of it.....

#

||mining laser||

frigid flax
#

can you transfer heat through other parts?

#

i assume not

brazen cove
#

i think you can with TCMs but nothing else

frigid flax
#

aw

cunning swift
#

you can with resonance lances as well

vocal trout
#

thats more like creating new heat to fry the enemy with

cunning swift
#

I thought we were talking about piping heat through parts

frigid flax
#

what have i done

#

everything is overclocked

#

hopefully it doesnt shit itself 🤞

regal wharf
#

Everytime I see the internals of a OC'd ship there's a small part of my brain that thinks it's modded

vocal trout
#

radiators too

frigid flax
#

hear me out
part that turns heat from the heat system to real heat to an area around it on your own ship

#

sound kind of counter intuitive but you then could use a heat collector to make a sort of heat bridge

#

time to paint this "thing"

lusty zealot
vocal trout
#

if it affected enemies as well id be on board

remote charm
#

heat spikes

twilit matrix
#

It could even just be a secondary mode for the heat collector.

#

(Collect/expel)

plucky fossil
next urchin
plucky fossil
#

passive dissipation is so slow that even w/ surface area maximization near it it wouldn't actually reduce by very much

lusty zealot
#

so i like the idea

frigid flax
#

Guns that detach themselves when overheated sounds cool

#

Explosive charge oc
Slowly creates heat, increasing exponentially until overheating and exploding with an explosion that scales with the time it spent overclocked

lusty zealot
#

though it doesn't work, bc by the time the rail overheats, it doesn't have enough ammo to detonate the attached explosive charge

frigid flax
#

hes done

plucky fossil
#

hot

prisma dock
frigid flax
#

the radiator shields and side thrust shields actually proved useful

prisma dock
#

Is it intended that Heat Exchangers take a lower priority when drawing heat from thrusters vs an overclocked Engine Room, while regular Heat Pipes take a higher priority than the same Engine Room?

#

Feels unintuitive.

#

I would've expected to be able to use Heat Exchangers to pay only a 1,4x heat tax instead of the 2x heat tax from the overclocked Engine Room. But apparently, using Heat Exchangers will draw the already x2 heat from the Engine Room and then further multiply it by x1,4.

#

(I'm only talking about the thrusters in the middle of the ER. the other thrusters are all connected via pipes, so no extra heat tax there)

tranquil wedge
prisma dock
rough dock
prisma dock
rough dock
#

No.

#

I am working on a ship right now that takes advantage of the long single MRT.

#

Even using a counter weight to shift the center of gravity behind the thruster since you lose a lot of speed if your thrust is off center or unbalanced.

prisma dock
rough dock
#

Yeah. They can just cut off my counter weight.

#

Nothing sketchy here.

#

It goes from kiting at 121ish to 102ish without the counter weight.

dark lily
#

I really love designs like this, practical absurdity

next urchin
#

There's no 'priority'

dark lily
#

I think that they mean, since there's a limit of 450 or something, what dictates where they draw from, if there's more than 450 heat in their available area? What do they take from first?

#

Or rather that's my question. Too. I want to know the answer too.

plucky fossil
#

and how's it chosen when they overlap

#

and when system is full who gets to suck first

next urchin
#

Ah, it's just whichever of them ticks first, and they prioritise the tiles closest

#

(IIRC)

vocal trout
#

of course its load order

dark lily
#

But, but, but, what happens if two tiles are equally close and tick at the same time?
Prioritizing what's closest makes intuitive sense

vague aurora
#

It reminds me of how MC Bedrock and Java handle piston, Java prioritizes one of the two firing both at once based on certain things (forgot what though) whilst bedrock is literally random.

fickle patrol
#

Lmao

woeful abyss
#

ramp up time of overclocked mrt seems to be about half of what I calculated including the 0.6 factor
I timed a 4 exension overclocked MRT to ramp up in about 13s at 1x speed while I calculated ramp up to be 24s

I expect the calculation to be 8*(1+extCount)*0.6 seconds
is there something I misunderstood ?

#

by the way, let me know if you are interested by the MRT spreadsheet I made

woeful abyss
regal sand
vague aurora
#

I already got an answer but thanjs

regal sand
#

oh, yeah, I haven't finished reading

regal plume
#

Anyone know where I could find a write up of the exact mechanics of heat?
Particularly the resonance lance, what pricisely does heat do?

tranquil wedge
vague aurora
#

Will Resonance Beam and its related tech become blueprint-locked or no?

boreal estuary
#

heat as a whole probably not since thats an entire game mechanic. the lance might tho

light stratus
#

heat as a whole probably yes, since it's an optional game mechanic

#

much like how reactors above small are blueprint locked, thrusters above standard, cannons/lasers etc. etc.

#

likely that heat pipes and radiators come in a pack though

#

so you'd purchase the radiator bp, and also get pipes

#

similar to how purchasing railgun gives you the extension modules, or how purchasing the MRT gives you it's associated extensions

vague aurora
#

And its mechanics — the dilator and focuser.

tame comet
#

the icon is, obviously not staying

vague aurora
#

Yeah.

#

Thermal missile factory will recieve retexturing too I'm sure of it. Kroom will cook.

tame comet
#

im wondering if the shit it takes will stay too

#

feels odd that it takes the exact same shit as regular missiles

light stratus
tame comet
light stratus
#

having radiators, thermal batteries etc. locked behind getting thermal lance would be a bit odd

tame comet
#

oh the thermal lance will probably require pipes or batteries to be purchased first

light stratus
#

i get the thermal lance boost modules being under the lance blueprint

#

ahh yeah

#

figured

#

just like uhh ion and ion prism

tame comet
#

im curious if buying heat pipes will unlock anymore

#

obviously it will unlock the crew thing one

#

but im curious if itll unlock radiators or batteries too

#

whichever one it doesnt will likely become a separate purchase

light stratus
#

they have no function without other heat parts

#

which is why I think it'll be unlocked when you purchase the radiator

vague aurora
tame comet
light stratus
#

you mean used?

tame comet
#

no

light stratus
#

the combination is unused but both copper and sulfur are used elsewhere

tame comet
#

combination yea

vague aurora
#

Yeah no, playing career in the preview is impossible, fire is just way too strong.

#

I got hit by a cannon ONCE and then escaped. Fire spread all the way to the cockpit and the thing shooting at me caught up.

#

One extinguisher should be enough to extinguish tiny flames, but no, it's just not.

#

I don't think any playtesting was done to the new fire.

tulip nebula
#

Aggressive fire real, lol, sad

vague aurora
#

I think I deserve it, buffing fire was one of my old proposals.

#

When I said buff fire, I didn't mean cut crew speed in half whilst making fire spread 4x as quick and kill crew twice at efficiency :(

light stratus
#

you need a lot more fire extinguishers and be a lot more careful about where you get hit

fallow spade
#

I mean, starting with that ship and getting hit by a cannon is...

light stratus
#

it probably helps that I am using cannons, and that ammunition racks will explode before fire spreads further

vague aurora
#

Okay in the third rerun I managed to save myself. This Byte is the GOAT, it literally saved my ass from the aggressive instigator.

#

The thruster dynamo also allowed me to rotate.

#

I had put one of my crew in a random marigold just for fun and now that marigold will save me.

tame comet
vague aurora
#

I hate the model S.

#

It's just not fun to play with, doesn't give you the super early game experience that I love.

narrow blade
#

model c when

twilit matrix
#

(Model M; I wasn't expecting a fight)

light stratus
#

u can almost instantly upgrade to 4 cannons after only 1-2 bounties

vague aurora
#

Nothing will top Model L for me, its beautiful shape and ship-like appearance, it's maneuverability... <3

narrow blade
#

nick boutta be raging after his ship lights on fire for the 14th time

vague aurora
#

Hey why'd ya freeze.

#

They killed some pirates and just... Gave up on life.

next urchin
#

Fire definitely demands more respect now. 1 fire extinguisher is likely not enough unless the fire is contained in a 1 tile wide corridor

vague aurora
#

It never is.

bitter steppe
#

even with multiple FE I've been having trouble getting fires under control once they start

next urchin
#

They may need some reductions in growth or spread speed, or more buffs to FEs

#

It honestly might be in big part because of how dumb crew are, though

bitter steppe
#

I was about to say, half of it is that one crew goes to put out the fire, set themselves on fire, and now another crew has to go get an FE

vague aurora
#

Hey, why are these dummies frozen?

#

(preview career)

#

They're just not moving.

#

(yes they froze on two different occasions)

static meteor
#

It would be nice if fire had a pathfinding penalty for crew, similar to dangerous nebulas for ships

#

either as a standard avoidance of kill chance or as a separate component

tranquil cape
regal plume
prisma dock
# next urchin I'm not sure what you mean by this. Heat exchangers don't draw heat from specifi...

What I meant was the following: An OCd ER sucks the heat from its touching thrusters and doubles it. But you can prevent that heat tax by having pipes next to those thrusters, because they apparently suck the heat out of the thrusters before the ER can do so. Apparently, you cannot do the same via using Heat Exchangers (which would still be a favorable thing, because x1,4 is less than the ER's x2). When you build Heat Exchangers covering the thrusters touching the OCd ER, they do not suck the heat directly out of the thrusters (like the pipes would), but instead suck the heat out of the ER, which means you're actually multiplying the heat first by x2 from the OCd ER and then by another x1,4 from the Heat Exchanger.

That I find unintuitive, because I expected Heat Exchangers to work like pipes in this regard.

#

And I wanted to know if this is working as intended.

regal plume
tranquil wedge
#

ah I see

#

Your probably gonna have to search the game files for those

bitter steppe
#

Crew role: Firefighter 🧯

regal plume
# tranquil wedge Your probably gonna have to search the game files for those

oooh, I thought it might be all in-built, but there's an actual rules file!
Hard to read though...

DamageResistances
{
    default {
        MultiplyByStatusCount = false
        Resistance
        {
            BaseValue = -1.25%
            Modifiers
            [
                {
                    Type = StatusExponent
                    StatusType = cosmoteer.heat
                    ValueType = Raw
                    ModificationMode = Multiply
                    Exponent = 0.75
                }
            ]
        }
    }
    explosive = &default
    salvage = &default
}
#

Unclear whether this is per tile or not...
But this seems to imply that a mere 400 heat will set damage resistance to 0? which doesn't make sense/match observation...

#

max 1 damage per tick also seems much lower than observation... Or does it go back to linear over 4600?

        DamagePerTileHealth
        {
            BaseValue = 1
            Modifiers
            [
                {
                    Type = StatusRemap
                    StatusType = cosmoteer.heat
                    ModificationMode = Multiply
                    RemapFrom = [700, 4600]
                    RemapTo = [0, 1]
                    Exponent = 2
                }
            ]
        }
vague aurora
regal plume
plucky fossil
twilit matrix
#

Are the resource dots new?

plucky fossil
#

been there since .28 iirc

twilit matrix
#

Oh, cool. I guess I just never noticed them until now.

boreal estuary
narrow blade
#

thermal resonance beam or whatever it was is probably gonna be ridiculous if you destroy it after like 30 seconds passes in a battle

granite sapphire
vague aurora
#

shields are good ¯_(ツ)_/¯

rough dock
#

I felt like the balance between armor and shields was good before overclocked shields, but the overclocked shields are just chonky.

#

I will have to wait to see how the overclocked armor works when it gets added.

hard orbit
#

I think the intention is that the thermal resonance lance built for dilation will prevent shield only ships from being too strong. It is possible to get 2 to 3 times damage multiplier against shields. At that point the overclocked shields are no stronger that normal shields were while having worse arcs and logistics.

#

Though this balance only kicks in at a certain ships size. Small ships with OC shields will likely be almost invincible to direct damage from a ship their same size so their biggest hazard would be death to overheating.

#

Ironically shields may become almost useless on max grid ships (i.e. 10m+) if anyone still builds those because the dilation shield debuff such a big ship can bring will be ridiculous.

tame comet
#

my view on oc shields is that they're meant to be a late game bridge to using shields where they fall of mega hard, but i havent tested that yet

my worry is for the TRL is that the debuff is extremely hard to avoid in general since its hitscan, and counterplay seems limited, but I'm not entirely sure

kind estuary
# vague aurora I don't think any playtesting was done to the new fire.

I definitely ran into a few Sisyphus battles against fires. every one of those cases involved too few fire extinguishers all too far away, and the fires had too many directions to grow.

Good insight with the crew speed relative to fires. We found fire spread was actually less dangerous than live version originally. This may have created a blind spot in testing later after speed changes were merged.

@next urchin recommend a balance note to link fire spread speed with crew movement speed, and fire extinguisher spray speed. This dynamic is similar to missile speed vs PD and easy to miss a tiny part that could result in that extreme fire. I dont think a single cannon shot should be capable of setting that much fire on a tiny 2 fire extinguisher ship.

leaden jolt
#

is there something somewhere that explains heat

kind estuary
# leaden jolt is there something somewhere that explains heat

nothing ingame yet fully explains all of heat. thats one of the things to polish once many other things are polished.

super short easy version I work with:

all tiles dissipate a tiny bit of heat to touching tiles or space. heat scales makes parts take extra damage and have less pen resist, start fires and eventually melt.

leaden jolt
#

does dilation increase the AOE of heat and amplification increase the dps?

#

cool ty

sharp root
#

approximately yes

#

dilators also better against shields

kind estuary
#

weaponizing heat is both damage and debuff. (also shield debuff as its different from tile heat debuff)

#

sometimes its better to melt targets, other times soften them up and obliterate with other weapons

kind estuary
# hard orbit Ironically shields may become almost useless on max grid ships (i.e. 10m+) if an...

they are in an interesting spot on max grid ships. The locations they are strong change. Shields end up becoming armor buffs to delay hits against the armor, and the armor is there to give the shields more time to repower. rotation and strange ship shape design seems to be far stronger than pure solid square brick in my tests. trying to use shields the exact same way as an early game frontal wall however is likely to go poorly.

#

i found OC small shields far more useful on max grid than OC large shields. the large still have a place, but the area coverage and the need to fishscale their protection fields with other shields makes them a lot harder to use before such a ship would instead choose to shoot through the sidewall instead

brisk lichen
#

Do we know if Walt is going to go forward with the speed changes or is he still undecided?

pale python
#

we dunno

lusty zealot
#

the dev team and balance council have been discussing things, there have been some proposals made for various things. i don't know for sure what's happening, so for now assume undecided

kind estuary
#

both changes are huge so it takes a while to get things right

rough dock
#

I feel like asymmetrical builds are much more interesting with meltdown. It is particularly the MRT mechanics.

cerulean prairie
fierce ember
bitter steppe
#

Some players were also curious about the possibility of OC starters, TRL or otherwise. Since you're here maybe you could give an answer for that one

kind estuary
#

Feel there are enough different parts that the starter ship could possible come with different research options. (slight issue in coop unless research is not shared)
I would be really fun to have some starter ships aim research direction more toward thermal, or missile, or mining

#

i couldnt find the career 2.0 feedback/ideas to put that there... or learn if already suggested

kind estuary
cerulean prairie
bitter steppe
#

You and I had talked about it at some point, as well as several other people I've chatted with

kind estuary
#

likely non-viable with the current existing version of blueprint research. though if the starter research budget expanded slightly, i could see the possibility of a very hard start with zero weapons unlocked other than radiators

bitter steppe
#

I was guessing each OC would be at least 10k, or some non-trivial amount of money early in career

cunning swift
#

what if you can have a thermal starter but you have to start in a system owned by the thermal faction

bitter steppe
#

and then facotring in the cost of radiator BP and heat pipes...

#

like a late-game start option?

frigid flax
#

What if you would have to discover different ocs in different factions

#

Like ion and lasers oc would be in cabal

#

Small and large cannon oc would be mono

#

Deck and chain would be fringe

cerulean prairie
#

The current plan is to tie various blueprints to faction reputations (different for each faction). But that will come later as part of Career 2.0.

frigid flax
#

Ok

last breach
cerulean prairie
last breach
#

By this, I mean “so will you make faction specific parts then?”

#

because honestly that would be really nice

#

….

#

Will probably change how career is played tho

#

I wasn’t thinking of actually locking some parts that are just currently existing

#

Was thinking of factions having explicit parts that only they have

light stratus
leaden jolt
#

wth you can overclock cannons
i thought it was just energy stuff

lusty zealot
#

you can overclock most things

next urchin
next urchin
#

(I'm looking forward to finishing up Meltdown and getting into some career mechanical stuff!)

regal wharf
#

which has been LONG overdue

marsh aurora
#

Why armor has -25% thermal damage resistance?

twilit matrix
light stratus
#

@next urchin will OC SCs keep the 3 shots for 1 ammo, or is this going to get changed in the future?

next urchin
#

Changing (projectile) ammo costs involves annoying hacky stuff with the LoadedAmmo storages, so they'll probably be staying the same

dark lily
#

While it is hacky I think it really helps small cannons because their main downside is limited ammunition. By overclocking them you can make them viable as aside armament on mre ships due to needing less stored ammo

next urchin
#

I meant that making them cost more ammo per shot would require a hacky solution

dark lily
#

I like the way they are now and think you shouldn't come up with a hacky solution 💙

leaden jolt
#

is it ok to have heat amplifiers and radiators on the same pipeline?

delicate moss
#

so the amplifiers and radiators are going to be on the same line no matter what

leaden jolt
#

ohhhh, ty

#

is every heat-generating thing flow through or is it only certain things

next urchin
plucky fossil
light stratus
#

Now toggling it back on again? Maybe

#

They'll handle that when overheat blueprints are added

dark lily
#

Should parts produce 10% less heat per additional pipe connection? Would this be engaging to design around or meaningless and fluff

IE if I have a part that generates 100 heat/s, I connect one pipe to make it functional

If I connect it at two points, it generates 90 heat/s
With three points, only 80/s

pale python
#

i think while it is a thing to improve designs i think it's a bit too small change and maybe confusing

#

a 1x2 or something part that can be attached to overclockable parts to force overclock and do said higher efficiency shenanigans might be cool

#

but that gives me idea for a automatic overclocker that pulls heat from the part and disables overclock when heat storage too full

vocal trout
pale python
#

True?

hollow gull
#

would it be possible to give the firefighting crew some temporary resistance to burning to death (say they could stand in fire for a second without dying) to reduce silly firefighting deaths?

marsh aurora
#

Firefighters should simply be immune to fire

tranquil cape
#

i thought they were? if they arent immune while holding an extinguisher then thats a bug

wispy stream
#

do factories already have some sort of overclock?

wispy stream
#

does it mean yes or no?

light stratus
bitter steppe
light stratus
#

overclocking a factory increases it's output speed, and specifically for ammo factories, increases their efficiency

cerulean prairie
near flax
#

I think the current OC toggle works very well and don't want to see a departure from that

cerulean prairie
near flax
#

ooooh

#

my bad I misunderstood

pale python
#

Overclock? in my equipment? it's more likely than you think

hard orbit
# dark lily Should parts produce 10% less heat per additional pipe connection? Would this be...

Some things to be careful of if more pipe connections reduce heat generation: How does it behave with railguns? will it total up all pipe connections? It may nullify the engine room heat penalty. With 5 pipe connections to a 1 sided engine room the extra heat penalty would be completely countered. In general it would greatly favor large parts which typically have more connection points.

light stratus
#

like this is not very practical at all

#

i htink a lot of ppl are going at the "10% heat per pipe" idea way too negatively

#

you would NEVER put that many pipes on a lot of these blocks because you'd be sacrificing way too much logistics

plucky fossil
#

i think it should be (ports covered)/(ports total)*x% where x can be adjusted

light stratus
#

fair

#

you gotta make it worth it though

#

this module for example, if you OCed just the ER you'd get 700x3x2 heat

#

if you connect the ER and two of the thrusters, you go from that to 700x2 + 700x2

#

4200 heat vs 2800 heat

#

you'd need to make it worth losing logistics for that better heat efficiency, and better than just connecting the thrusters

stoic blade
#

All this talk about thurster logistics made me think the game should have a UI indicator for thrust. Cause sometimes I'm wondering "should I do a MRT or a bunch of huge thrusters with ERs?" and I wish I had an easier way to compare the two other than installing them and then testing the speed, but I dunno if this would be feasible

bitter steppe
#

More UI info is at or near the top of many a people's list
What is possible with the current UI is... haa

granite sapphire
pale python
#

simplicity and one less step of mental math

#

non-mental math actually since i'd lose count

delicate moss
#

More importantly though, like others have said, it would add uneccesary complexity

molten perch
#

It seems that in career overclock gets automatically shut down at the end of every fight. Any way to stop that?

wispy stream
cerulean prairie
#

Maybe it's just permanently on and you can't turn it off until you buy the blueprint?

bitter steppe
#

You want to steal a ship with unknown technology on it? Okay cool... but you don't get a user manual, and if it sets itself on fire that's on you thehumancondition

pale python
#

could help give the narrative of it being some sort of firmware change so i think it could be good

molten perch
bitter steppe
molten perch
#

Like anything overclocked on my ship

#

In career specifically.

bitter steppe
#

That shouldn't be the case

#

Overclock is a toggled state that you cvan switch from blueprint mode, it shouldn't be shutting itself off mid-combat, aside from maybe boost thrusters that ran out of power and turned off

molten perch
#

Nah mining laser + heavy lasers went off too

#

I may start screen recording to figure out what I am doing here, wouldnt want to make a bug report when I have nothing of use to share

#

Dont even know if its a bug or me being dumb

bitter steppe
#

screenshots work too

#

feel free to take it to #ships and tag me

lusty zealot
#

overclock gets toggled off when repairing or building, iirc

molten perch
bitter steppe
#

You shouldn't be doing those things during combat thehumancondition

narrow owl
#

Question : Do you think the fire extinguihser has 2* less effective capacity because it takes twice as long to extinguish a single fire ?

wispy stream
rough dock
#

Fire extinguisher feels pretty trash right now. I know it is probably going to get changed, so I am not going to worry about it, but I feel like there should be two fire solutions. I feel like the fire extinguisher should be the go to for small ships, and then larger ships could get some sort of fire suppression room that takes power and crew and extinguishes fires in a radius, or something like that.

#

I have been playing with the thermal lances, and they are very hard to defend against. However, unlike with rail guns or something like that, even with an absolute pump slab of a lance alpha ship, they have a relatively long delay before they destroy what they hit. Not sure if that is enough to balance them. Having such broad firing arcs, not needing surface area, and being able to scale them with pumps positioned anywhere are all pretty strong. Maybe make it so pumps drop off the longer the length of pipe between them and the lance are. That would make building optimal lance set ups much more complicated and interesting.

#

As it stands, you can almost always get 100% efficiency out of reactors on lance ships since you can just consume any excess energy with pumps since pump placement can be almost entirely arbitrary.

#

Also, two lance outputs feels kinda like the objectively correct number right now. More than two, and it is hard to keep pumps powered 100%, less than two, and you need a ton of pumps.

#

Nobody is going to be showing off their cool lance cores when you can just slap a random pump block like this anywhere that is convenient.

twilit matrix
#

Very compact.

vague aurora
molten perch
#

For the overclocked railgun, would the damage equation be:

d = 20,000^b

b = 1 + (.2*a)

a = amount of accelerators
#

Or is it:

d = 20,000 * (b^e)
b = base % buff from accelerator count
e = 1 + (.2*a)
a = amount of accelerators
icy eagle
#

Do you think railguns would output 400 million damage with just 5 accelerators?

molten perch
#

LOL true

icy eagle
#

Or even, 8 trillion with 10

rough dock
#

Alternatively, I think a better way to do the lance would be to have diminishing returns on pumps on the same pipe network, but let multiple independent pipe networks connect into a single pump. It would be really interesting figuring out how to route and cool multiple heat networks without them crossing, and then have them converge on lances.

twilit matrix
icy eagle
#

that's per cent

molten perch
#

was using ^ to represent exponent, more people usually recognize that more often than ** from what ive seen

twilit matrix
pale python
#

Overclock rails could consume more power per shot too idk

icy eagle
twilit matrix
#

I'm just used to % being the modulo operator.

pale python
#

Yeah in that context it meant base percentage of buff instead for brevity

#

Dreams of Hitscan rail

icy eagle
surreal pelican
#

How do I make it so that everytime I tell my ship to repair it doesnt turn of my overclock

rough dock
#

I have never seen that problem. Are you doing career?

surreal pelican
#

Yes

#

I can send a video of it’d help

rough dock
#

Nah, I have only messed with creative since the meltdown preview came out. I would have no clue what to tell you.

surreal pelican
#

It does that every time

plucky fossil
#

#1019741923893858305

surreal pelican
#

Other than that, 10/10 Update

rough dock
#

obviously, the correct number of extenders for an overclocked rail is 37.

molten perch
flat skiff
#

non overclocked rails have that as their exponential decay

#

overclocking removes it

next urchin
light stratus
leaden salmon
#

This is so cool - just built my first ship in it and the laser turns into lightning! 10/10 update

light stratus
#

I probably should have recorded kt

next urchin
next urchin
#

Unless you're toggling the OC on and off yourself, they should return to their previous state at the end of repair

surreal pelican
#

Yeah I figured that out afterwards

#

lol

pale python
#

i wonder if putting a construction icon on it would help
but not sure how easily its possible to

light stratus
#

When OCs get turned off there is a icon that displays before they reactivate in the normal state

pale python
#

i havent seen the situation so i dont know how it looks

granite sapphire
#

also another issue: placing overclocked parts directly over unoverclocked parts in blueprint mode will turn overclock on for the part instantly, leading to building refits in blueprint mode being a bit dangerous

next urchin
surreal pelican
#

But if there isnt one, yeah an icon to show that it reactivated would be helpful

#

Because sometimes I would end up dead soley because my lasers werent overcharged

rough dock
#

The overclocked MRTs are really turning out great. They really incentivize weird ships.

#

I have a terrible idea for a ship.

#

It is going to be an absolute abomination.

surreal pelican
#

Overclocking makes lasers a viable weapon choice for me again

#

Which is nice

rough dock
#

It is hard to keep the small overclocked lasers powered 100%.

surreal pelican
#

Really?