#Meltdown Update Preview
1 messages · Page 11 of 1
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.
Which in itself, could create builds around it. Instantly refilling all your heat cannister missiles once it is used and alpha striking.
i just realized, the overclocked heavy laser is now like a pseudo cannon
nimbatus thermal update
i could mod these colors in game tbh
im honestly not a fan
The previous version was much stronger but I guess it was too strong.
wow equalizer still around
eq was prolly on them back channels for a while
I am more of a ship builder than a ship pilot so I got lured back by the new stuff. 😆
I love it it's great against shield spam, though old ochb was way cooler
Seems to have pretty low shield damage with the exception being if the splash hits a lot of shields at the same time.
very same
yeah but once you get enough you drain reactors against some setups. I think it's a great niche
i think it works like flak so that's neat
flak is great at slowly punching behind shields
flak does an explosion
flak is different
oc large lasers deal damage to all parts in the radius
loses with distance
but ignores if anything is infront
ive noticed most of the players from yall era are like this
Area damage is done per meter of shield within the radius
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.
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.
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?
are you sure youre not misreading 4/shot?
it fires half as fast
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.
4 ammo per shot for flak seems even stranger.
At least the tooltip still says 4 ammo/s unless I'm totally blind.
yeah pipes only work for heat generated by the connected parts. externally-applied heat or heat that goes over your thermal system's capacity must be slurped by a heat exchanger
Will the speed limit increase?
187% of the speed of light
Not quite due to falloff but I'd expect much more than just 1x the listed value
Is there a bug on the preview that makes the game saturate random rooms with doors when you load ships?
Resource Drain Per Damage is 0.4, so 856 energy / 0.4 = 2140 damage
actual competition to half-speed disruptors
Oh they actually do sound like wind on the beach
til radiators are low-passed based on diatance and zoom
I thought of this though I believe you would need to implement heaters instead of radiators and add a secondary system entirely
I love the retexturing thouh
DEAR GOD
(Кетчуп, не ломай законы физики, они ещё понадобятся...)
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
Or a nuclear cannon in other words
taking some inspiration from mods i see, are we?
latest change vs
how our shields were setup for 1 year +
You'll have to ask Walt about that one. I just merged it in from the master branch haha
just use an active nuke or mine lol
wait that's correct?
м/с?
I expected it to be m/s in Russian
how'd you see that?
м/с is m/s in Russian
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
well of course its a difftool but where'd they find game code?
huh
thought y'all wouldn't translate units, with how Ω and similar units are still typed in greek for example
You can push your own nukes/mines?
If yeah? I am going full artillery with it, if no, I would rather try with reactors
@grizzled sentinel?
who tf pings after a reaction
XD
As I know, units of measurement are translated, for example, Ω in Russian will be Ом if we are talking about physics, but variables are written in Latin.
Interesting, thank you
Ом is for Electric Resistance in physics, iirc?
Is this not spread worldwide?
I mean the symbol
this is like metric system
ah
Contribute to Rojamahorse/CosmoteerUpdates development by creating an account on GitHub.
Question: does the overclocked disruper effect stack?
Here in America we do write the greek symbol
yeah
if it didnt i wouldnt see why it would be used, currently still see it as really niche
What's disruptor's oc effect?
Energy drain per second on the effected module/shield IIIRC? Not currently playing.
deals draining over time
my ion blasts did something like that
overclocking them is gonna do what? go back to single disruptor charge?
oke so anywhere i can easily find info on effects of heat on armor?
"""easily"""
status/heat/heat.rules
ships/terran/armor/armor.rules
kewl
thamks, found it :3
Hey hey could anybody remind me how much heat shield generates every damage?
gey :3
Not on computer right now
0.5 h/d for both
Thanks
and 20 h/s and 40 h/s passively for small and large
I have a collection of cool module suggestions piled up and I added overclock effects to all of them!
Retroreflective shield!
sure booting cosmo again wait up
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.
I wish I knew how to mod.
oh
I call it the disintegrating fire
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?
It can basically take in every type of projectile, but having every single one of them have their own overclock will be a pain.
I think my shields absorbed too much heat.
Does it rhyme with Grug?
I don't understand, what is grug?
It’s a meme that’s trending right now
I'm a rock, regarding trends and memes
would hopeso
Have you played meltdown career ?
17
33
4
No, I haven't played meltdown career
What on earth would a overclocked hyperdrive even do?
Any suggestions from anybody?
My bet was it can be preloaded and activated any time in expense to generating a ton of heat.
I can’t read
Zoom zoom
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
Prob and that is still very cool if so
They might do that Blink Drive thing someone suggested
What did the blink drive do again I haven’t been checking the stuff recently
Jump forward a short distance instantly.
Hell yeah!!!!
But I felt the blink drive was a less powerful version of the hyperdrive and overlocking is well making it more powerful
Ja
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?
Yeah I'm not sure, I'd still stick on my bet of preloaded hyperdrives becoming canon.
I would say it makes it more powerful because you can dodge or quickly escape or even teleport to the rear of an enemy
Instead of using power you generate heat to teleport
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
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
Overclocked blaster burst destroys objects behind shield
afaik it's intentional but i really don't like it
could give hl weak homing or something like that
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.
"yes, and yes i self immolated 10/hot would burn again"
Yes, i find this stange too. Laser with AOE damage doesnt really seem to fit the cannon/law to me.
i htink walt just forgor to make shields block these
because for balance that seems horrible
Yeah it's not great
If it could only affect shields when hitting a shield first it would be fine, but hitting shield and modules is not great
Hit hull : only damage hull
hit shield : only damage shields
funnily enough this only hits shields
i mean chain lightning and ocaml pens shields too
same
no its area damage instead of explosion it just does that
i rase you the M̷̦͝M̵̈̽M̴̪̃M̴̢̽Ḿ̴̲M̷̌͝
yeeah mb, had a brainfart right there. the PATH () got me....
is there a chance it's instead (1 / 2) * 2.25? my programmer instincts are telling me cosmoteer processes operations in that order
my brian aint braining rn.
where did the heat pumps go i could literally find them yesterday but they're gone now
nvm just found them
ugh I really don't like that. Shields are supposed to shield things, otherwise they don't have value. No weapon should just outright be able to ignore them. There are plenty of ways to deal with shields.
it also destoryed it through the armor infront of the shield generator too
Damn, OC mining beam's got hands
mining laser rammer when
The energy consumption per damage is pretty fair though - the oc heavy blaster seems to have similar energy consumption
My custom faction is probably going to be this lol
lets goooo
laser beams™
fun fact! plenty of elimination pvp ships like this do exist
That first shield to die seems further than the splash radius should be in the first place 🤔
maybe they can be fun with an explosion if I give them some absurd damage number and a bunch of explosion slices
What are explosion slices?
(may be a bit incorrect but) slice a circle into several slices, and split the damage equally between each slice
That, as far as I know.
missile explosions usually lose 50% of their damage on a flat wall because half of the slices are pointing outwards
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
(i imagine every slice works like that actually, while following its slice direction instead)
It might also be fine if they only did splash damage to parts when hitting a part. It would mean you could hit through shields if you hit a part just in front of the shield, but maybe that's a specific enough target that it would be interesting
That would make sense; maybe the energy is being conducted through the part it hit, thus bypassing the shield?
i didnt know this and now i kinda hate it
It's because the button is a UIToggle and they automatically add hotkey entries for all their choices
The overloading wouldn't do anything because the toggle is always locked when it's in that state
So it's not intentional and will be fixed
i tire of waiting. 🦴
could some of the TRB buffs also affect the range?
I was not really thinking about it before, but now that I look at it, thermal missiles are super efficient heat sinks.
One launcher is worth a little over 3 radiators at the cost of needing logistics and crew.
That's actually their primary purpose
(and ammo)
Oh. I thought their primary purpose was killing things.
That's the secondary purpose
The design for them was "expend resources/logistics to more effectively dissipate heat" and then "what if that expense also flew at your enemy"
Seems weird. But this is a universe where it is more efficient to manufacture ammo than it is to have ammo.
Ejecting mass as a form of thermal control isn't that 'out there' as a concept
No, it is not. It is probably one of the most reasonable ways to do it in a vacuum.
rockets do it all of the time
very much not in the same way
but ablative thermal lining is common
"Rockets are technically their own radiators" would not be an untrue statement, either 😄
lol
It takes a ton of heat exchangers to defend against thermal weapons.
so why do OC thrusters need separate radiators
or why do radiators not produce thrust?
Radiators are clearly expelling mass. They should have thrust.
"Is it's own radiator" doesn't mean that it's a good radiator. I was joking about how rocket engines expel hot mass
I don't see why they should have thrust, from a design/gameplay perspective. It would just be annoying
I think rocket engines generate heat in excess of what they expel and are therefore are not radiators.
it would be really annoying having your ship constantly have to reaim itself becasue the exosts on one side are running
No one said conquering space was going to be easy.
Depends on how you define radiator, and how much of the rocket you consider when deciding whether it's a radiator or not 💀
Equivalent argument: A hole is a radiator
(As long as something hot is coming out of it)
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.
Exactly! The hole!
Why does an overclocked capacitor take like 6 exchangers to keep from bursting into flame? Do I just not understand how these things work?
I wish I could chain exchangers to generate infinite heat through inefficiency.
Hmm it shouldn't? OC Capacitors only produce like 250 heat/s, and exchangers have a rate far above that.
Exchangers are limited by how much heat their connected system can hold, though
Could the capacitor produce a huge burst of heat if you fill it instantly with restock all resources?
Oh, yeah I suppose it could
celeste, what are your personal thoughts on having a heat-energy converter?
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
Like reactors are relatively expensive, but they're also free, renewable, and reliable energy.
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
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)
could allow for much higher power generation, but with the risks that come from having a lot of heat in your ship
Oh yea shooting your swarmers to give them energy would be fun
But I agree with celeste that it seems really niche
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
i think the nicheness does depend on the stats
Smaller ships could also reload themselves once the sun deals heat damage
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
Idk swarmers are hard to use and very inconvenient to manage even with this addition. I doubt they would see a lot of use
And you cant give them benefits over reactors on larger ships or their internal heat dissipation will make for boring designs
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
I think capacitors should be better at filling that niche
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.
That sounds like something that'd be best for the drone update, tbh
i actually suggested that a while ago
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
that was my first idea that allows ship-to-ship energy transfer by shooting the receiver with a hitscan beam
It could definitely be super cool, but I'd imagine it would be pure pain™ to code the AI to properly utilize it
well
thinkjng of heat to energy
itd be hard to balance
due to capacitor
just bekng free heat lmao
I think what they mean is something that transfers energy, which doesn't exactly rely on heat
welllll
i mean...
id like it for my carriers
yo be hinest
make it a deck thing
and im all on board
id love to make my fighters even cheaper
make the power conversion be like
2batteries become 1 battery on the fighter
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
but I think it could be sick for energy drones
no?
overwhelming firepower
would still win
or just make it like
only work off of ships
bot inside ships
- we have the heat thing now thst destroy shields from the inside
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
so if you could beam power to the location instead, now you suddenly have an upper hand against other ships in career
No, what I mean is setting up a "remote reactor"
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
itd already be balanced due to low power output
sure hut they'd heavily underarmed
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
you could just make it off ship only
sure people could make like
1 big shop powering the rest
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
but where does it leave that ship yk
It's not too hard to build separate ships and have detonators lol
sure but thats just
ingenuinity
isnt that kinda the point of the game?
build until you somehow pass by the borders of the game
aiming TRL at other TRL on the same ship breaks them
that is
a silly bug lmao
though I dont think itll come up much?
worth fixing though
gif of it
idk
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.
those reactors probably dont need to be oc'd
Fire extinguishers next to the shields are missing doors
ngl it might make some things easier if there was a composite radiator/thruster module.
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)
im very concerned that the absolute need for heat pipes has effectively reduced the useable space for ships. this might address it a little bit
Sometimes they also throw fire extinguishers for no reason.
another thing they do is walk straight into fire to operate things and die like some sort of lemming
probably limited fuel or lifespan
I've never heard that fire extinguishers have a limited fuel supply.
its certainly odd
Elite Dangerous ejects a small metal cube to cool down (called a heat sink). It's limited in use, but I think it's different enough from canisters and would be very useful to bring OC to small ships
They do
this seems weird, anyone know how its chosen which radiators are active?
First come, first serve
It'd be easier if one part did everything, too...
If 120x120 isn't enough space, there's always the huge ships mod
yea
Hmm, not really. I think it made my ships more compact for the same price, as I can use smaller propulsion systems, less weapons, less shields...
they do
it's in the tooltip iirc
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
yes, but with clever placement you get like 10 tiles of cooling that saves you 20 tiles of thrust
TRL act as radiators
terrible ones but sure
hold fire and have a terrible deck radiator
oh the heat beam
doont those produce heat instead of venting it?

they have a small passive drain iirc
There was a heat per battery added if I'm aware
you are correct from what i rember as it got increased from 30 to 90
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
what are those orange squares around the conveyer and the thrusters?
Oh wow, this is like, impressively well designed visually imo. I might suggest removing OC on the shields from the edges a bit so they have longer reach, since if the enemy focuses on the edges they are going to die for it, so they may as well protect more of your front and act as bait. It's an option anyways.
mod block called bulkhead
basically a corridor but slightly slower and cant burn. i tend to add these to stop fires from going too crazy if the extinguisher got shot
I see, thanks!
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?
but still vulnerable to player heating up further
therefore you can have parts with same atrributes if modded maybe?
but i dont know
@next urchin is it even intentional that rocks melt and heat up? it looks pretty silly i think
any part melt and heat up 
asteroids being completly immune to TRL would'nt make sense because other weapons can damage it
some compromize would make sense
true
it is rather silly pinning a ship against a rock where the radiator touches and the rock disintegrating behind them though
it's faster than mining laser in some cases
I would expect the giant rock to be able to sequester an absolutely immense amount of heat.
Awesome lol
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.
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)
lol i didnt even think to check whether a capacitor could be overclocked because in my mind the capacitor was nothing more than a wardrobe for batteries 😂
By the way, is it intentional that OC ions can damage things that are behind a shield? It kinda makes small shields useless vs them, because the blocks that you want to shield behind them are so close to the shield surface that they almost always take damage and get destroyed, even if the shield line never breaks.
but then we'd have situations where accidentally 2 or more slices with the ridiculously amped up dmg numbers hit the target, instead of just the 1 intended slice, no?
No not really since they're locked for that direction only
The game automatically chooses a desired slice amount so yeah
It still has the same maximum damage
ah ok
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.
The damage distribution of an overclocked blaster shell depends on the speed of the ship being fired at.
Well that's a pain to deal with for smaller ships
Uhhh that's how explosive guns work... Wait a goddamn second
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
Is it intentional that Large Laser Blaster destroy stuff behind shields?
yea its not an explosion
I know code wise
I mean the intention
Maybe they forgot that it would pierce shields? 👉 👈
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
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)
it gets worse the larger the thermal system is
To OC*
Unless you change ions to OC, it won't really change
ye i thought that was obvious
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
ah well it does a bit but eh
the instant laser is definitely better on small blaster but the new heavy laser blaster oc feels really half baked tbh
i have to agree with others that splash damage on a lazer is just strange
What if it only splashes when it hits a shield and we say the shield has a diffusing effect on the light beam?
kiter advantaging weapon
what if it instead applied a new tile effect to the part it hit which quickly spread out and dealt a lot of damage while dissipating?
that would be more appropriate yeah
sent a bug report
I will probably give them significant resistance to heating up
ye it does that right now, needs to be optimised
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.
yeah alright glad it isnt just me
is there potential to get overclocks for the TRL Pumps
What if we called the new armor insulation instead of armor? Then we can bypass the problem of no new armor.
would be interesting but i dont think it fits with walts vision of the game
for now using heat exchangers works
If people have insulation on their homes, why not also in their space ships? Space is cold, except for when it is very hot.
of someone threw a plasma ball at me I would probably explode
Insulation is called open space
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
It literally does not
The thermal lance's heat application is a flood-fill of parts
It cannot jump over gaps
It can go around gaps, and only gaps of actual full tiles will count, but it can't jump over empty space
huh i didnt know it was a floodfill
wedge spacing in shambles
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
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.
They are ignored by sun damage yes, their Part category is.
That's the current implementation
In any other cases the resources would just melt away at some point.
That's why i said a way to prevent that
But talking about realistic why do we vent heat as cold
Apply up to a point
point is higher than normal parts
something something thermodynamics something something recycling heat
Usually u emit heat somewhere else to cool the warmer side and not convert heat into cold, or im just being bamboozled by the current effects looking like idk cold but actually being super heated plasma sprayed out
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.
XDddd
does it go through structure?
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.
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.
And it only takes a few lightyears of space to shield you against a gamma ray burst.
until the ring of armor melts. That's similar to how spinners work.
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.
couple simple questions:
- is there a way to view heat levels on a part?
- when I turned off overclock, an orange bar appeared under the health bar, what is that showing?
Cooldown before the part turns back on. It takes ten seconds to reactivate
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.
there is a period of time after shutting off overclock where the part does not function
I believe all overclocks behave like this
wrong reply moment
sorry bout the ping lmao
iirc it's 8 now
also some parts specify time in stats and some don't
Wdym cold
Yes
Which parts specify it? I vaguely recall maybe having put that down on some of the early stats but I'm not certain
My canon/intention is that they're Curie Point radiators - metal filaments heated until no longer ferromagnetic, and then returned once they've cooled
structure carries heat
as we now have the ability to display aoe it would be helpful to be able to display the stun AOE of deck cannons
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
generally if you can see the glow of the heat, it's a substantial problem
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.
I think aoe just goes through shields I might be wrong though
not with HE missiles, for instance
unless the damage destroy the shield
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
nukes go through but im fairly certain thats because they have enough damage to go through around 6-7 shields 
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
Nukes deal 200k of damage. Even if only around half of it is sent tot the target, that's 100k of damage going in every directions toward the ship. That's way more than the 45k of heavy shields, let alone the 15k of small ones
isnt it 100k max or am i stupid
the tooltip says 100k
is it like that because half of it goes forward like you're saying
Or maybe they reduced it in meltdown, IDK I used the wiki for the number
the wiki is... something
its been 100k
before 0.28
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
clearly overclock prism should reroute mining lasers and condense them into one beam then
That would be cool, actually.
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.
OC Rails have removed diminishing returns on accelerators, longer rails scale even better at a flat 20%
That might make them far too good, actually.
Each accel gives you a 20% boost.
But, viable longer rails woud be epic anyways.
with a max length OC rail I was able to penetrate 21 layers of weaved 2x1 armor
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.
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
I was going to say, I feel like the one big oc rail builds feel really good right now.
- Not quite, it's really easy to replicate.
- 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?
- 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.
- If you consider railfanning an ''advanced tech for experienced players,'' then such a combination is CERTAINLY more advanced.
The rail buff I really want to see personally is diagonal rails.
Never getting that unfortunately 😔
Hasn't stopped me from trying though.
Worst tb rai you'll ever see.
Rails really are not suited for the diag.
I wonder if overclock somehow revitalizes diagonal ships in pvp.
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)
It kinda nerfs the speed meta by the looks of things?
Youre gonna be disappointed
:(
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.
fire only spreads through doors (or should at least), but tiles with enough heat will spontaneously generate fires
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.
there is a part to suck heat from nearby other parts
heat exchanger
it removes hull heat from the surrounding area and puts it into a pipe
As would I! Fire is far too hard to extinguish; I lost a starter ship to a single fire.
It does but very slowly
search bulkhead in the workshop
you search it too
I would also enjoy having fire extinguishers being buffed a bit.
can recommend, doesnt let fire pass and does come with downsides so its not entirely op
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 ?
yeah there have been multiple asks for increased fire defense abilities/parts
i agree with it too
with fires being several times more common that does seem logical
overclocking an mrt extender adds a flat 250kn to the nozzle's thrust value before multiplying by the normal percentage increase that the extender offers. this gives it "exponential" scaling
as you could presume oc mrt is better with long main torch mrts
as for ers i assume they do
as the percentage increases from extenders and ers are mechanically the same and additive already
I meant the 0.6 ramp up exponent
how does the ramp up time is calculated
it just makes your rampup time 60% of non oc
aka faster
afaik
idk why its called an exponent i may be mistaken
so it's just a factor
but its not particularly important to the function of the mrt
seems so ¯_(ツ)_/¯
in fact you can forego ocing the nozzle with not much consequence imo
it's important for designing ships that are not too slugish 🙂
youll already want to pair mrts with additional turning and maneuvering thrust, especially in pvp, so imo it isnt particularly significant
it still can be nice though
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.
it just produces a bit too much heat for me to justify overclocking it
The oc MRT becomes more cost efficient the longer it gets.
I would like that thrusters set to permathrust don't have their permathrust order overridden
It causes inefficiencies
overclocking the nozzle allows to accelerate faster, or rather to cram more extensions before ramp up time become a problem
yeah, just that neither of those are really relevant concerns in pvp
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.
thanks for the help by the way
I suppose I can avoid oc engine rooms thermal inneficiency by not sucking heat from engine rooms
I don't put engine rooms on my OC'ed MRTs.
that fire foam effect REALLY gotta last longer the more i look at it
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
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.
they touch 4 and sort of break even considering booster cost alone
but maybe not when considering power
They don't touch 4 when you stack all your MRT's behind a single nozzle.
ah sure
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.
is the efficiency worth making a single line ?
I have made a spreadsheet already to help answer that
wait they still use sulphur? i think they should only use iron as they just contain heat
As your spreadsheet shows, it depends on the length of the booster.
i see it's about 30% cheaper in the case of your ship, so quite significant indeed
wip i believe
nice
Yeah, I did realize later. It's an endless cycle of wackaflame as I said.
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.
maybe if extinguishers slightly reduced heat when used because the effect is quite annoying and even happens for non-flammable parts, making the flames last ages
MRT still needs fuel pods if you want them to sustain at any distance from a power source
that being said, you can still make it accessible from 2 sides by running doors through the fuel pods
Yeah that'd be great.
I was thinking engine room/heat pipe access. But good to know they still need pods.
You don't need them accessible, pods transfer energy and even accross one another.
centerline MRTs are awesome
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.
confirmed?
hear me out
Until we arrive at the end of time, it will still be worth holding out hope for the diagonal rail gun.
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
also we are working with square and rectangular parts
cant easily make diagonally modular parts
Nope, still holding out hope, and nothing you say can stop me.
ok
is there any other part that heat travelles through like radiators?
mod or smthinhg idk
Heat travels through thermal missiles.
i think the missile launchers with the heat missiles
Yes. The heat missiles.
um
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.
does heated armor have any effect other than have light DOT?
heat spreads I think
so against a big lump of armor its practically useless?
I think heat decreases damage resistance, so other weapons will deal a lot more damage.
takes more damage, less pen resist
so i need something low damage and pierce to take full effect of it.....
||mining laser||
i think you can with TCMs but nothing else
aw
you can with resonance lances as well
thats more like creating new heat to fry the enemy with
I thought we were talking about piping heat through parts
Everytime I see the internals of a OC'd ship there's a small part of my brain that thinks it's modded
oh as pipes yeah
radiators too
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"
that...could actually be neat
if it affected enemies as well id be on board
heat spikes
You know, I like that idea.
It could even just be a secondary mode for the heat collector.
(Collect/expel)
less from overclcok and more from speed changes
I proposed this a long while ago but it seemed kind of niche/weird
passive dissipation is so slow that even w/ surface area maximization near it it wouldn't actually reduce by very much
it also doesn't seem very hard to implement and i for one can think of at least 1 use (automatically detaching a part of a ship) that i would like to use this for
so i like the idea
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
actually the design intent behind [this](#sotd-submissions message)
though it doesn't work, bc by the time the rail overheats, it doesn't have enough ammo to detonate the attached explosive charge
hes done
hot
Why not? +50% is +50% and surely some of your setups require a central delivery point, no?
the radiator shields and side thrust shields actually proved useful
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)
Feels intuitive to me as the er has a more direct connection.
If you dont want the er to transfer heat why not turn that off?
because these thrusters guzzle so much energy that I need the +25% on delivered energy. otherwise it will flicker.
The thing is, you want heat pipes and fuel pods on them which leaves little space for an engine room, and then since you want to run one long MRT, you probably will only be making use of one side of your engine room making it less efficient.
ah right, heat doesn't flow through fuel pods?
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.
Problem is, even a little bit of dmg to the ship will unbalance it.
Yeah. They can just cut off my counter weight.
Nothing sketchy here.
It goes from kiting at 121ish to 102ish without the counter weight.
I really love designs like this, practical absurdity
I'm not sure what you mean by this. Heat exchangers don't draw heat from specific parts, they just absorb the heat that overflowed onto the hull
There's no 'priority'
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.
and how's it chosen when they overlap
and when system is full who gets to suck first
Ah, it's just whichever of them ticks first, and they prioritise the tiles closest
(IIRC)
of course its load order
But, but, but, what happens if two tiles are equally close and tick at the same time?
Prioritizing what's closest makes intuitive sense
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.
Lmao
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
overclocked MRT with no extensions ramp up in 8s, so my ramp up time calculation is wrong, I suppose I misunderstood how ramp up time of regular MRT is calculated
heat exchangers
I already got an answer but thanjs
oh, yeah, I haven't finished reading
Anyone know where I could find a write up of the exact mechanics of heat?
Particularly the resonance lance, what pricisely does heat do?
Nobody wrote a guide so far I think. You can watch my guide vid on it if that helps: https://www.youtube.com/watch?v=xIOD5d_0nZ4
Will Resonance Beam and its related tech become blueprint-locked or no?
heat as a whole probably not since thats an entire game mechanic. the lance might tho
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
Yeah I was asking about the beam.
And its mechanics — the dilator and focuser.
i got an answer from celeste on this, the answer is yes, everything heat related
the icon is, obviously not staying
Yeah.
Thermal missile factory will recieve retexturing too I'm sure of it. Kroom will cook.
im wondering if the shit it takes will stay too
feels odd that it takes the exact same shit as regular missiles
surely not everything under that one purchase?
purchase? im also curious about that too
having radiators, thermal batteries etc. locked behind getting thermal lance would be a bit odd
oh the thermal lance will probably require pipes or batteries to be purchased first
i get the thermal lance boost modules being under the lance blueprint
ahh yeah
figured
just like uhh ion and ion prism
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
i don't think heat pipes will be a seperate thing
they have no function without other heat parts
which is why I think it'll be unlocked when you purchase the radiator
Copper and sulfur would make more sense. Copper is conductive — heat!!!
copper and sulfur would go hard, plus they're both unused
you mean used?
no
the combination is unused but both copper and sulfur are used elsewhere
combination yea
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.
Aggressive fire real, lol, sad
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 :(
im not having THAT bad of a time with fire
you need a lot more fire extinguishers and be a lot more careful about where you get hit
I mean, starting with that ship and getting hit by a cannon is...
it probably helps that I am using cannons, and that ammunition racks will explode before fire spreads further
One to Two fire extinguishers should be enough for a small ship, and it no longer is.
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.
anything that isnt the model S is stinky
maybe model M
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.
model c when
Yeah, I agree. I got hit by a cannon once on a starter ship, and lost all but two members of my crew before giving up and restarting!
(Model M; I wasn't expecting a fight)
nah model C ftw
u can almost instantly upgrade to 4 cannons after only 1-2 bounties
Nothing will top Model L for me, its beautiful shape and ship-like appearance, it's maneuverability... <3
nick boutta be raging after his ship lights on fire for the 14th time
We played a fair amount of career with the fire as it is currently
Fire definitely demands more respect now. 1 fire extinguisher is likely not enough unless the fire is contained in a 1 tile wide corridor
It never is.
even with multiple FE I've been having trouble getting fires under control once they start
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
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
I agree. One buff I'd love is crew getting double speed if holding fire extinguisher.
Hey, why are these dummies frozen?
(preview career)
They're just not moving.
Freaks
(yes they froze on two different occasions)
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
longer lasting extinguisher foam!
This is why I've been pointing out that current OC Large Cannon is unusable by enemies in career.
One shot will just end a player's career
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.
more hoping for some raw numbers...
e.g heat capacity of objects, damage threshholds, damage rate calculations
(are there damage multipliers for heated components? if so, what are they?)
Is it time?
Crew role: Firefighter 🧯
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
}
]
}
It is an insane buff to cannons for sure.
"buff" feels like the wrong axis to be looking at...
this can be strong but enjoyable to fight
feeling "fair" and something you have a chance of dealing with is a big part of that
one shots will end a player in not jusr career
Are the resource dots new?
been there since .28 iirc
Oh, cool. I guess I just never noticed them until now.
did they adjust the fire itself? i thought it s just this bad because everything makes heat now
thermal resonance beam or whatever it was is probably gonna be ridiculous if you destroy it after like 30 seconds passes in a battle
it was fine in the coop career, dunno what happened, ig we all just ended up running shielded ships
shields are good ¯_(ツ)_/¯
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.
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.
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
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.
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.
TRL applies heat to the spread distance(distance not area, meaning connected lines).
its 2 part.
heat per all effected tiles, and a heat pool that is larger.
dilators increase the area that pool is spread over so its less concentrated
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
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
Do we know if Walt is going to go forward with the speed changes or is he still undecided?
we dunno
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
neither speed changes, nor the meltdown update will go live until Walt feels they are in a good place. look at the game's update history compared to previews if you want reassurance. Have crazy respect for Walt's approach to balance.
both changes are huge so it takes a while to get things right
I feel like asymmetrical builds are much more interesting with meltdown. It is particularly the MRT mechanics.
Yes, TRL will be blueprint locked, we just haven't done it yet. OC modes will also be individually blueprint locked for each weapon/part.
funny
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
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
hmmm. me when i type a thing and hit enter without reading the exact thing i was talking about 1 line up -.-
My gut instinct is that OC blueprint costs should be very high, which probably makes OC starter ships non-viable, sadly.
You are one of the players I was including 
You and I had talked about it at some point, as well as several other people I've chatted with
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
I was guessing each OC would be at least 10k, or some non-trivial amount of money early in career
what if you can have a thermal starter but you have to start in a system owned by the thermal faction
and then facotring in the cost of radiator BP and heat pipes...
like a late-game start option?
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
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.
Ok
Stupid question: then should there be faction specific parts then?
I don't think we currently have enough parts to tie them to specific factions. But potentially some parts could require higher reputations or be more expensive with some factions than others.
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
Just an idea, you could make the cost of OC for the three starting weapons (basic laser, basic cannon, mining laser) comparatively pretty cheap to the other OCs.
These would be the "introduction" players get to the overclock system
wth you can overclock cannons
i thought it was just energy stuff
you can overclock most things
Pipes and exchangers are not comparable. Pipes are just conduits for heat in the system, while exchangers actively suck heat from the hull into the system. Parts produce heat and will first try to place it into a system and only if that fails, overflow onto the hull.
I can't recall whether the thruster heat overflows through the ERs 2x. Not married to it working either way
That's our overall goal with career 2.0 anyway
(I'm looking forward to finishing up Meltdown and getting into some career mechanical stuff!)
which has been LONG overdue
Why armor has -25% thermal damage resistance?
I would like to note that I keep mentally expanding TRL to "The Lord Ruler", a character from book series. It's very confusing sometimes!
@next urchin will OC SCs keep the 3 shots for 1 ammo, or is this going to get changed in the future?
Changing (projectile) ammo costs involves annoying hacky stuff with the LoadedAmmo storages, so they'll probably be staying the same
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
I meant that making them cost more ammo per shot would require a hacky solution
I like the way they are now and think you shouldn't come up with a hacky solution 💙
is it ok to have heat amplifiers and radiators on the same pipeline?
no problem with it, but you should note: the reso beam is actually flow-through
so the amplifiers and radiators are going to be on the same line no matter what
Anything that's not OC, I believe. So parts "designed" to be thermal (radiators, TRL, TCM launcher, etc.)
how will capturing overclock stuf work? it is forced on forever? you can toggle off but never on again? undecided?
Since its a toggle and automatically disables when repairing, it probably won't be force on
Now toggling it back on again? Maybe
They'll handle that when overheat blueprints are added
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
10% multiplicative please
else 10/16 connections of a large reactor you get free extra power
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
i wonder if inlineresourceconverter is an option here?
True?
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?
Firefighters should simply be immune to fire
i thought they were? if they arent immune while holding an extinguisher then thats a bug
do factories already have some sort of overclock?
#1019739575683399840
does it mean yes or no?
you would be losing a ridiculous amount of crew efficiency doing so
Yes, factories do have overclocks
factories have overclocks but only ammo factories are really notable
overclocking a factory increases it's output speed, and specifically for ammo factories, increases their efficiency
I haven't thought about it, but my first instinct is it stays on but if you turn it off you can't turn it back on.
I think the current OC toggle works very well and don't want to see a departure from that
I was responding specifically to the question of what happens if you capture a ship with OC enabled on something but you haven't purchased the OC blueprint for it yet.
Overclock? in my equipment? it's more likely than you think
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.
something like this???
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
i think it should be (ports covered)/(ports total)*x% where x can be adjusted
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
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
More UI info is at or near the top of many a people's list
What is possible with the current UI is... 
i think that would be strange as multiple pipe connections often have zero cost depending on the layout and would make optimal logistics even more absurdly complex
simplicity and one less step of mental math
non-mental math actually since i'd lose count
I don’t really agree with this because it’s a heat pipe. It’s not moving a liquid, it’s a material that is thermally conductive and good at keeping everything it touches at the same temperature
More importantly though, like others have said, it would add uneccesary complexity
It seems that in career overclock gets automatically shut down at the end of every fight. Any way to stop that?
i think a "are you sure?" message should warn the user when he clicks on the button to disable the overclock... im not sure how often it should pop up
Maybe it's just permanently on and you can't turn it off until you buy the blueprint?
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 
could help give the narrative of it being some sort of firmware change so i think it could be good
Is there some sort of hotkey for this because it just happened mid battle
Which overclock are you talking about?
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
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
overclock gets toggled off when repairing or building, iirc
This could be it
You shouldn't be doing those things during combat 
Question : Do you think the fire extinguihser has 2* less effective capacity because it takes twice as long to extinguish a single fire ?
yeah, i think thats the better solution
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.
Very compact.
Also I think they should in general be faster to counterract crew's stupidy and lackluster pathfinding.
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
I don't even need to check to know the first is wrong
Do you think railguns would output 400 million damage with just 5 accelerators?
LOL true
Or even, 8 trillion with 10
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.
How does the modulo come into play?
that's per cent
was using ^ to represent exponent, more people usually recognize that more often than ** from what ive seen
Ah, ok. I interpreted it as:
b = (base damage) modulo (buff from accelerator count)
Overclock rails could consume more power per shot too idk
MUCH more people recognise ^, wdym?
I'm just used to % being the modulo operator.
Yeah in that context it meant base percentage of buff instead for brevity
Dreams of Hitscan rail
Of course, I too hate writing it for per cent
How do I make it so that everytime I tell my ship to repair it doesnt turn of my overclock
I have never seen that problem. Are you doing career?
Nah, I have only messed with creative since the meltdown preview came out. I would have no clue what to tell you.
#1019741923893858305
Other than that, 10/10 Update
obviously, the correct number of extenders for an overclocked rail is 37.
Where is that .8 from??
They should turn themselves back on after completion
Sometimes they don't, which I've noticed
This is so cool - just built my first ship in it and the laser turns into lightning! 10/10 update
I probably should have recorded kt
^ (see my prior message)
that would be a bug
Unless you're toggling the OC on and off yourself, they should return to their previous state at the end of repair
i wonder if putting a construction icon on it would help
but not sure how easily its possible to
When OCs get turned off there is a icon that displays before they reactivate in the normal state
i havent seen the situation so i dont know how it looks
if you toggle a single overclock while building/repairing, it fails to turn on any of the other overclocks once building is complete iirc
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
#1375515446345994333 message
See Walt's messages here
I havent seen this
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
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.
It is hard to keep the small overclocked lasers powered 100%.
Really?



