#Meltdown Update Preview
1 messages · Page 13 of 1
from what i know you cant place doors that connect to these
or am i just missing something
its missing
CrewSpeed = [] // Suppress display.
ohh okay
makes sense, so is the default 50%?
and about structures and crewspeed, i wish we didnt remove the ability to place doors that lead to structures. it was kinda cool having crew walk over structures (very slowly though)
because im pretty sure i remember that being a feature in the older versions, before the steam release
yes basically default is .5 aka 50%
Alright!
It was
yeah thought so
btw, offtopic but should i join this server on my main acc? (i use this old one for servers im not active in but now that i am active, maybe i should join)
yea
looks like winows 111 startup
Solar Flare mk7 - Post-radiator nerf, swapped to a 3lr layout with 18 ions opposed to 20 on the old version. 3 less radiators from 32 to 29.
¯_(ツ)_/¯
untested in combat but no reason it shouldnt work
this is what i mean by cost nerfs cant discriminate, as long as oc remains mathematically worthwhile cost nerfs will do nothing but make it slightly more inconvenient and force rebuilds
the drag equation is the cause of that pretty sure
iirc i have a 24 booster mrt ship that is 90m/s and overclocking it gives me just 10m/s more
@next urchin what are your thoughts on this? this is the old version, mk6, ive posted v7 above. everything that was ocd on v6 is still oc'd. all ive really lost is 2 oc ion and a bit more dmg output on top of that because of a less optimal core, but its not like the full oc is much less worthwhile just maths wise
new ver
the edge ions on top towards the middle hurt :(
this thing if anyone wants to test for themselves
Got a blueprint for that?
the cost nerfs are trying to make it so that the cost of dealing with oc isn't always worth the benefit. numbers may still need tuning
the cost nerfs are trying to make it so that the cost of dealing with oc isn't always worth the benefit. numbers may still need tuning
thought you'd appreciate the 3:1
@regal plume this is the version in the screenshot 88k overbudget
the straightness looking very strange but it has to be there fore pipe
*for
but cost nerfs dont discriminate, like i said. it will either still almost always be worth it just slightly more inconvenient or not worth it mathematically bar overclocked weapons which are slightly more situational but generally just stronger
its a bit of a mess but its the only good way i could find for an 18 ion
or actually...
hm
i could move 2 ions to the bottom lr and do a direct 3:1 with no redirections...
unless you massivelu increase pipe costs
idk if the lr could handle it
BIG ❤️ @next urchin & @sleek flax
why does it need structure?
to provide... structure
cant have unsecured pipelines flopping around in battle
uhuh ok
it would be so awesome to have those weird anti mine chain spinning things but instead its near molten heat pipes
rip oc lr doesnt produce enough power as expected
That is definitely the radiator hitting the PD. looks like the flamethrower effect of radiators doesnt use the same line of sight check as the radiator efficiency.
the FX should be polished so it keeps inertia with the rest of the ship. also it might be a placeholder.
i might be hallucinating when i leftclick the ship library a little blip appears and vanishes
interesting, StatusResistances exist
that can be applied to parts
experimentation time
StatusResistances sound perfect for making some parts being able to "hold" more heat than normal

one second while i try to make a mod for asteroids to receive increased "heat capacity" with that
i wonder if StatusResistances just change the mediaeffects/hiteffects and etc of the status and keep the value of the status (desireable)
or instead cause things to give less status when applied (not too desireable?)
i'm tempted to think it supports more status
make ships with asteroids in the middle to dump all the heat into
seems like applying heat status to parts with statusresistance causes the status to not apply based on how much status resistance
in similar way to DamageResistances
damn
not ideal for what i was thinking
what were u thinking then?
something like heat capacity would be nice
yeah like celeste mentioned here #1372023145753612349 message but havent implemented
some sort of modifier that essentially changes how much status counts for it's own effects
90% of this Status modifier would change the mediaeffects from [0, 1000] to [0, 10000], and basically most values of the status that can scale
in practice, parts with 90% of that would require 10x more status for the same effects as something without the modifier
tldr
fire resonance lance at asteroid 10 times longer to heat it up enough to start damaging it
in practice it's basically StatusResistances but instead of Dividing how much status gets applied from sources, it divides the value of the status (for its effects) at that particular part
Heat exchangers would pull the same amount of heat because it's still the same value of heat
makes sense tho
could be called StatusMultipliers and multiply instead of divide, i think that helps avoid confusion too
cosmoteer.heat = 10% for 10x capacity
(i think divide is the wrong word anyway)
thank you overclocked small cannon for informing me about overclocked small cannon
lol
That DPS is absurd 😮
very hard to kill from the front to
(just tried it in creative mode, I can kill it with my Red Cat but it's quite tricky)
that looks familiar
BATTLESHIP
i loved the design so much i had to make one for myself
unfortunately double mrt doesnt really help much
the acceleration is much better, maybe two stubbier engines would work
pvp oriented ships tend to homogenize
i dont think that is necessary
fair enough
TBF I originally based my design off of Quiximo's battleship prototype and then made my own changes as well.
I'm not as concerned with who created the archetype so much as who can push it further and make it better 👍
thanks for hopping in, I'm not familiar with the etiquette here
No worries, they weren't trying to blatantly take credit or anything, but i've also shared the ship file and talked with them a bit 
I'm not sure the double MRT setup is the way to go but it's worth building and testing different configurations to see what works best
I'd also maybe change the frront deck cannons that aren't in line with the others as they're likely to block shots from the deck cannons behind them
i actually didnt check the ship file ingame until after i had built my ship xd
also, I think that the outer side walls are 1 thick deliberately, to help resist nuke alphastrikes
the thicker wall should be on line with the cannons on inside
good point
the dps isnt too crazy, it just has very solid heat management and defenses plus the trl with lots of dilators debuffs shields
probably not gonna mess around with pvp for now though cause it just got me addicted to broadsiders
its just a general layout. no need to credit unless youre claiming that you designed it
thats generally how it works in pvp
that's really cool
youll see that many pvp ships end up following very similar design philosophies and layouts
I'll need to play more pvp
hop in excelsior, we have a very active community that can teach you the basics and an lfg role that you can ping to queue into games
#links scroll on up
sad to hear 😦
There are so many other fun and viable archetypes that people are using and creating, BATTLESHIP is only one of many fun ships
as long as you manually built the ship, you can say you made it, even if it is a close copy
that rule is when you physically take someones ship file
sort of a ship of theseus argument
I think I get that
its mostly to encourage people to build their own ships, even if copying, because you learn a lot even by just copying a ship
when interacting with the community, that rule does feel a lot more lax than how its written in Excelsior
only temporarily. 🙂 but im more a career guy anyways
I think that it will be quite funny to try pvp, I have 800 hours of solo play, but never pvp
well, once yesterday
it for sure is
everyone I've met has been pretty chill with copies of their ships being made that have very similar layouts
people dont really care abt that rule
the most important thing is to just not take credit for stuff you didnt invent/create
infact i did break this rule once during a tournament lol
Ive been a person who built and played cosmoteer without any exterior contact, so this stuff is new to me and terms like "rammers" which i dont understand. has like anyone made a list of what those ship types are and what they do? (yes this is a bit embarrasing to say since ive played this game for way to long)
it's okay you can just add the prefix 'legally distinct' and flip the wedges a bit
there is a basic guide on the cosmoteer wiki iirc. you can also just ask in excelsior
https://cosmoteer.wiki.gg/wiki/Guides_Hub/Ship_Archetypes handy wiki page!
although do note that this is pre-meltdown
oh no way! that could help
understandable
post-meltdown the meta is unestablished and rapidly changing due still not stable due to balance changes
oh wow me too, I went out of my way not to look up meta so I could learn it on my own
based
its also not an exhaustive list
mhm! its very fun to learn games, not search up how to play it. because usualy in like every game there is a way to find something out without looking it up.
in fact I see that wiki page is missing like ~60% of the archetypes in pre-meltdown elimination 
exactly
yeah but its something!
you know that you can drive cannons through a large shield and shoot the generator directly?
shield phasing my beloved
some ships 'ram' to get under the shields
yeah. like subnautica (off topic) is a game i played without watching a single video. very fun to learn and explore! i know many did not complete that game without looking stuff up, i just had to read through the abandoned pdas for help!
the usual counter for that is to run structure bar under the shield to stop the enemy ship clipping into your shields
that's really funny, I thought i was the only person that plays games like this
although I might check the wiki to see what a stat does, like charisma or luck on fallout
funny thing relating to large cannons, up until very recently, they used to able to phase through armor if you got the cannon barrel to poke through it
it was funny but also really obnoxious to deal with
oh right, I saw that in patch notes
now the bullet spawns in the base of the gun, not the tip right?
yeah thats fair
I think it does a check to see if the barrel is clipping into something, and only then blocks the bullet
does OC large cannon start fires through 1x2 armour?
OC large cannon can currently set fires through 3 layers of armor, regardless if its 1x1 or 2x1
its... something
the fire chance get nerfed with the new set of balance changes but previously it was not uncommon to see OC LC setting half of the enemy ship on fire with a good flank
i was sure i read a message from someone that said it was changes
changed* maybe i misunderstood
that being said its only a fire chance nerf
its still able to do damage through 3 layers of armor :p
i thought the fire chance scales with penetration
fire chance scales with damage dealt to a block
technically even like 1 HP of damage is capable of setting a fire (at really low chance but still)
archetypes should hold true for the most part. its not like the concepts theyre created for wont hold true
so rare itll probably never happen with a frequency that matters for dozens of games, but it technically can happen
we may get new ones though
this
While the spaced side walls do help with resisting nukes and preventing sustained damage from causing breaches, if you look closely, you'll see rear-facing vents venting all the way down the channels in the armor. This helps the front half the ship vent heat without exposing the vents to enemy fire (and looks cool when venting)
How is structure and what looks like armor the same weight?
another dev graphic
amplification pump
both lance pumps have 2000hp instead of what's expected of 4000 and 3000hp, is that intentional
I noticed that awesome feature, in the reworked one that was posted, the outer walls were made 2 thick, and I saw suggesting that if he wants to thicken the walls, it should be the inner walls instead of outer
wait im so confused
whats the point of a heatpipe structure
like it doesnt seem to allow bullets and stuff to pass through
and they catch fire, the normal heatpiping doesnt seem to do so
LOL
but i find like zero point except that it could maybe look better on some ships?
one of the ways to split a dilator
yeah aesthetics
damn. would be nice if like it didnt block radiators as much or letting bullets past
The problem with it having full structure properties, I suspect, is that you could use it to create difficult-to-sever pipelines internally.
Yoo, they did the press ctrl to show overclock thing :D awesome
it might be difficult for some engine reason, as real structure is hard to target
yeah i suppose.
yeah it's basically a super optimzied fully overclocked vwrsion of it
if you use copy paste then you credit, if u accidentally make the same thing u don't
mindustry peak
i really love that fire is no joke now
The nozzle or extenders? They're separately overclockable
That shouldn't be the case. Any error / anything in the log file?
The ship lost strength. This is the intention. OC parts are broadly very strong and should be. Now you have less parts as a consequence.
It shouldn't hit your own ship, though
just mentioning how it hasnt rly forced me to be more selective with what parts i overclock; we will see if this pure oc style is actually weaker, i am playing some battles rn to test
I also play games like this. Discovery is a big part of what I enjoy about games
It does. 3% * (currentPen/StartingPen). Going through 2 tiles of armour should just over halve the chance, I think
Hmmm no
Whoops
Yes
Giving it a mechanical benefit would make it no longer an aesthetic option, and would undermine the intended design restrictions of pipes
Made tool-tips scrollable when exceeding their allowed height
we all say in unison thank you devs
only feature that matters to me
I have a bit of a silly question to throw out there
why was it decided that shrapnel should have 25m penetration?
given that a solid cannon round has 7m, I found it very surprising that the shrapnel is the sort of armour piercing version
I mean a base railgun round has only 15m of penetration
before the meltdown update, all of the AP values were very conservative, only able to go through a plate or two at a time
this seems like a very big change of mindset for the weaponry in game
its a HEAT gun
clearly this means that the shrapnel is hypersonic copper pellets (see high-explosive anti-tank rounds)
doesn't heat generally go in more of a straight line from the copper jet
I'm very wordy with my posts and too roundabout, let me be more concise
why has there been such a massive increase in penetration values?
It was a somewhat arbitrary number. Wanted something very high pen, very low damage, very high quantity. It's intended to be effective against softer targets
The other lower penetration projectiles also have much higher damage
Individual shrapnel projectiles just sorta tickle
thank you for the answer, I'll take some time to look into this more
(Note that I'm making no claims that 25m is a necessarily balanced value)
public test unfinished product 😤 where is the testing smh my head
this is the testing
"No I WaNT BaLaNCE NoW"
it is a preview after all
just in case, I was joking there
I'm actually really excited to see the experiments with higher penetration values overall in game
See: OC railguns
My beloved
I tried those! They're really fun
I really appreciate how the roles change for weapons
it's like doubling all of the weaponry in game
railgun? i barely knew her
ship named Railer:
I feel like prior to this update Armour Penetration (AP) was in a strange but safe place
a singular 2x1 armour was enough to almost entirely stop anything short of a railgun, so the mechanic felt to me mostly as a way to make kinetic weapons do internal damage on soft stuff
designs definitely need more care put into spacing important stuff out now
-which is a good thing. I like having a reason to put more thought into ships
my favorite part of game design is making preexisting content better or expanding off of it with new systems so you just get more new shit without acutal new shit and its absolute euphoria for game design
absolutely
that small thruster change recently was phenomenal
took a useless part and made it fill the intended role
making them regenerate slowly, and then the OC? small thrusters are awesome now
and the OC point defence regenerating too
i lover overclocking
pro tip: you can overclock your armour if you just don't turn off radiators
actually jokes aside, putting a heat exchanger is like overclocking armour, now that I think about it
this was a really cool change
it aint done yet tho
I forgor
yea
Just to be sure, OCTBs do not affect projectiles, right?
they do
Yes.
oc ion core
6 second elim win still theoretically possible yay
0 sec win possible (disconnect)
Will we see a fix to PD effectiveness? Should be as simple as upping their dps to the new 1x game speed (projectiles are now faster, but PD apparently stayed at the same dps as previously).
Thx for your work.
why would the max price of a ship even matter for career?
would be kinda confusing, because without doors there's nothing indicating that you can't walk along the pipe instead of just across.
The presence of a crew conveyor can make or break very tight logistics. You still want to use crossings as little as possible.
I love that it now makes it possible to connect heat piping on an ion core ship with 2 otherwise separate ship sections.
It was not interesting.
It'll get balanced, but there's a lot of related stuff that may have to happen first
Oh pleeeeease, keep it so we can fire Ion beams through structure heat pipes. I really hated that about heat management with ion ships. It's such an unnecessary and annoying restriction having to give each ship section it's own cut off heat venting. And it means you can't use heat venting on the right side of the ship, when the left side is overburdened. This restriction exists only for ion and rail ships. Why?
What other levers do the devs have for balancing the cost effectiveness of overclocking? I can't rly think of any and it's the cost effectiveness that determines, if you want to use something everytime or just some of the time.
One possible balancing of over clocking would be to make it designed for short battle but not be sustainable.
That would involve keeping thermal storage at a moderate price but make heat dissipation even more expensive if necessary.
Is it the case that you want to achieve a balance so that you could always either get for example 2 thrusters or a single overclocked one for roughly the same cost?
Wha-
heat generation and overclock effectiveness are other options, though the council and devs didn't really want to do either of those approaches because:
heat generation: increasing generation would have similar effect to nerfing dissipation, but would also unduly nerf 'emergency overclocking' of parts not connected to thermal systems, which isn't ideal
reducing effectiveness: overclocks are meant to be these really cool and strong new things, so nerfing them down towards normal part effectiveness wouldn't be ideal for the vibes. better to have them be really cool and strong things that need a lot of work to deal with
That was an issue I ran into while trying it last night, yeah. We don't currently support directional walls
could potentially do a hacky solution where crew speed is reduced to 0% sideways
Yeah but fire will pass along the pipes
There are probably other consequences of it not technically having walls
oh true
Maybe they need to increase the 125% on delivered energy to make it worthwhile?
or reduce the heat increase
that is what I originally suggested you do to the ship and you flamed me for it. xD
That separation allows some kills via cutting side pipes
It's how I killed that v6 ship pasted in chat a while sgo
this only mathematically worked because i went down to 18 ions
as i clearly said
the reactor redlines too
so no, it wouldnt have worked when you suggested it, not without dropping 2 ions for no reason and having more budget than i can do anything with left over
It would be more annoying if you could basically never sever pipes because they're structure. It's also a very intentional limitation. Just run the pipes around the back of the core or redesign the core to allow that
its really not much a restriction, just run the pipes behind and around
I think I'd like that. Push Thermal Batteries bac kdown to 2k, keep Radiators at 10k?
i do think the thermal battery nerf was a bit harsh or not needed
wouldn't mind overclocking incentivising either quick engagements or disengaging
...maybe we should be able to walk along pipes then. ^^
increasing the effect of overclocking ERs might make it more interesting instead of just reducing the heat tax.
If you're already down to cutting the ship in two, you've probably already won anyway, no? I don't see how having structure-pipes let or not let shots through would change that, since structure does easily rip, if you fire across it for a few seconds.
This one @prisma dock
Nothing to do with cutting in two
But I regularly sever structure just fine in combat. Sure, most shots fly over it most of the time, but exposed structure will still be destroyed very quickly, if shots travel over it.
Not all Ion ships have a "back". Also some ion ships have "islands" of ship sections in the middle of the ship. The Meltdown update invalidated those.
The need to protect the pipe connections and the ability to target them add a lot of depth to the game
Can't connect ship layouts like these. Sucks.
I mean it barely takes more than a second to sever exposed structure.
why is this an issue?
You could also make it so that structure-pipes have a slightly lower "let through" value than regular structure while still letting all friendly shots through.
I think it's regulated by penetration values currently, right? Just have those be different for structure-pipes than for normal structure.
I'm just going to point back at the ship I linked to and say that the lack of pipes across centre between the shields is the reason it was beatable
And it was an interesting puzzle trying to figure out a kill
That ship already had connected pipes in the back. I don't see how being able to have (, in this case unnecessary,) structure-pipes in front of the ion beam would've changed anything.
And should ships like the two I posted above really be made unviable just for a niche case like the one you're refering to?
Then you need to think harder
Maybe stare at it a bit
Pipe severing as a strategy is pretty important
Had it be relevant several times
The pipes are connected. What are you talking about??
And as I've pointed out you can still easily sever exposed structure as is.
This is not really a problem
How do you think people get rid of ship antlers on a rammer?
Heatwise these are the same
if not pls point out why not
You can easily sever exposed structure. Try using a railgun ship to split a large block of structure apart
Analogous: why can't you just put corridor in front of the beams and fire over it?
The limitation is intentional. Same as all other part limitations
Need to cut two heat pipes in the latter case
Though annoyingly, I think you might be right that it's niche
Is it correct that railguns struggle to sever structure, because the thing that makes structure hard to hit is their penetration resistance value? If so, you could just make that value different for structure-pipes than for regular structure. That way friendly shots like missiles or ions would still travel through structure-pipes, but enemy shots would more easily hit it. No?
Sure. I find this particular limitation more annoying than interesting.
@pale python I understand correctly that when a part of the pipe is destroyed, a chain reaction starts that destroys the rest of the pipes? Maybe then add a special part of the pipe with a valve, which would interrupt this effect and make it impossible to install a second valve within a radius of 3 cells
ill repaint it tmrw
Is it just me or does PD/Flak feel completely ineffective against OC DC?
Siiick. One tiny suggestion: connect the back end of the radiator rows to the main circuit also. That way it's a closed loop and you don't immediately lose a bunch of radiators, if only a single one is destroyed.
Yes. The new game speed makes projectiles fly twice as fast while they didn't update PD dps to match that. They're aware of it though. I'm wondering if they might have also forgotten to update the PD targeting to account for the faster speed. Because it feels like more shots are also missing now.
what yaddah said, but also DC projectiles have really really high health
its on purpose that they are hard to shoot down
Overclocked thrusters do not automatically de-clock, if you turn off overclocking for the attached ER. I think they should. In case you want to emergency turn off overclocking with a single key-group.
(say your piping or radiation gets hit and you quickly need to lower heat)
oh huh, thats how you avoid the ER extra heat
WE NEED IT BACK
Yes.
I suggested structure with door should have a texture where it shows a suit hanging, and the crew equip EVA suits when on structure.
And crew speed should be 30% like in classic.
railguns struggle because they have low fire rate
a projectile can only hit the first structure piece it comes across, and then it ignores all other structure blocks it passes over
this means low fire rate weapons have a really really bad time breaking large chunks of structure apart, as they can only break one block at a time, vs something like a chaingun with high firerate absolutely evaporates structure
boarding crew bout to be so mad fr (they pry open the door just to get flung out of the ship)
Oh hey look, my alt lol
Mhm! Or like an airlock can attach to structures. Instead of making crew go outside. It puts on their suit and let's them walk over structures
Like being able to attack a door on either side, making the crew able to walk through. Like a real airlock
You would need a special type of airlock-block for it to make sense.
I see. Didn't know that. Means I should probably use more double and triple block structure struts, huh? In any case, I'm pretty sure I once heard that the mechanic that makes shots ignore structure is their high chance to let all shots through. If so, it could be made different for pipe-structure blocks than for regular structure blocks... If the devs ever changed their mind and started agreeing with me that this particular restriction (no heat piping should ever let friendly shots through) is an annoying and uninteresting restriction. Allowing the connecting of otherwise separate ship sections via structure-pipes would actually make things more interesting, because it would provide a weak spot for the enemy to shoot and force an entire ship section to de-clock.
Yeah, I agree with that.
are there any new ships in this beta
Not yet, as far as I know.
It looks like they're trying to get the core mechanic balanced and hammered out before they build ships using it.
Now, I would be surprised if they weren't already working on some...
Yeah why not. I already have a suggestion for airlock doors to help manage the hyperbuffed fires, they could be mounted on structure.
I've heard HT is objectively worse than large when overclocked... If true, why so and is it planned to be fixed?
this seems deeply suspicious
It was buffed (uses less energy, produces less heat) in the patch a day or 2 ago
That's not enough, two large thrusters produce 8000 KN on overclock for only 18k credits. Vanilla huges thrusters produce 4000 KN for 10k. overclock huges isn't better as it produces the same 8000 KN for 20k
Edit: Taken heat dissipation cost into account, using pipeless radiators as both thrusters type can share directly attached radiators
That's a bit misleading. OC large thruster cost should factor in the cost of heat dissipation. If you're using a vent, that's another 5k added plus any additional piping or batteries your system is using. 4k large thruster + 5k (half a vent's dissipation) +3 pipes is 9.9k, putting the credit cost fairly similar to a huge thruster.
To be clear though, I'm not arguing that huge thrusters are better or worse, only that if you're going to compare the credit costs of an OC part to a vanilla part, it's worthwhile to factor in the cost of heat dissipation, be it vents or TCMs
I assumed taking into account heat dissipation in this case was worthless in my argument as large and huge have the same heat generation per KN of thrust, so the same added cost by extension (2 OC large thruster add up to 550heat/seconds for 8000 KN while 1 OC huge thrusters is exactly 550heat/seconds)
Though you have a point, thank you for correcting me
Small suggestion, what if pipes were 1.5 ton instead of 1 ton? I think it makes sense for this steel encased pipework to be heavier than a lofty structure frame that is corridor. Considering how omni-prevelant overclock mechanics are and how much they buff thrusters, I think it's only fair to slightly limit the ultralights that use them.
this sounds like extremely small of a change
In the name of asymmetrical ships that desire any chance of being perfectly balanced, I oppose 😅
speaking of "perfectly balanced" is there a option for seeing the center of mass/thrust for a ship
I've heard tell of a web page capable of that and rumor of a mod once or twice. Nothing buil-in though
raging rn ngl
Okay no good point.
I build assyms and I agree now that I think about it 
Goofy meltdown career interceptor I cobbled off quicksilver
are oyu sure you have enough small thrusters
the Excelsior server has a bot that can do that, though it's not updated to meltdown yet
how does that small thruster spam even work
Well it does work super well actually. The thing's very responsive.
7/10 it's cute
20 days later
HTs used to be absurdly worse than LTs when overclocked. Now, after the buff to OC HTs, they are mildly worse than OC LTs. Previously, the heat and cost inefficiency of OC HTs meant that you would rarely ever use them, if you could instead use OC LTs. Now, I think it's debatable. OC HTs are very space efficient, but OC LTs are still slightly more heat efficient and offer much better manuverability.
The other thing is that OC standards and larges are STILL bugged with their recovery time
boost isnt' though
-# did i say boost
The recovery time on standards/larges are still incorrectly set to like 2x their rampup time or something like that, it makes them both absolutely broken for maneuvering on top of the heat efficiency
Watching crew walk through a 128:1 ion beam was always pretty funny
Okay - what if crew could walk through structure, but they'd be vulnerable to both your own and enemy fire?
That prevents bridging the jaws of an ion channel, while still allowing some more versatility.
I feel like posting that clip from Star Wars Episode I with the droids dying, but I think that would be a bit in bad taste...
Has anyone else tried starting a new career run in the latest preview?
Every time I try to make one, I can play for about 20 minutes before the game just permanently freezes and requires a restart
idk about that but every now and then my game would freeze for about 10s straight
There is definitely a memory leak so restarting cosmoteer periodically may be enough to avoid freezing.
Is it possible at all to revert to the previous preview version? Is that a thing?
I was going to do some planning for a tournament but it's using the old heat pricing because of the changes, but it would be painstaking and annoying to keep notes of how much thermal parts used to cost
It would be a fairly big change for the kinds of ships that care about being super fast and use OCing to achieve their speeds.
surely there is some mistake? i saw crew put out a tiny fire almost instantly
is it supposed to be maximum?
I was wondering why OC LTs felt so super responsive.
i am just noting
it looks very strange when used together w/ large
I sure hope it's a mistake. Cause that has sounded insane from the moment I read it. 7,5 seconds for every fire? Fire spreads faster than that...
this is not extinguishing duration, this is foam duration
foam prevents fire from spreading to that tile
but it says "crew will apply fire foam for minimum 7.5 seconds" so if applying fire foam and extinguishing are different things then the language could've been clearer 
something like "fire foam now lasts at least 7.5 seconds regardless of fire size"
Yeah, that would be a lot clearer. I also read it as "crew will spend 7.5 seconds extinguishing each tile", which is very bad.
oh wow. didnt know this mechanic even existed.
added this preview update
We should have power armor stations so we can overclock our crew.
Each crew member with power armor generates heat, but is significantly better at carrying things.
Super saiyan
ok this sounds kinda neat
"Apply" is the technical verb for statuses. That's why it's written that way
Probs could've been clearer but also shush my patch notes are perfect
But also "Fire foam now lasts at least 7.5 seconds" would be technically incorrect, since the change is only for when crew specifically apply fire foam. Fire foam hypothetically applied by any other source would not have the minimum... If we're being pedantic.
"Fire Foam applied by crew will now last at least 7.5 seconds", perhaps
Fire foam has existed since the first public preview
You've said this a dozen times maximus, we get it.
My meltdown career corrupted :c
It froze yesterday and had been frozen for like 4 hours before I had to kill it with task manager. Now it's refusing to load even the auto save.
It's been like that for 3 hours so I had to taskman purge it again.
now now nick dont have a... meltdown over it 🥁
My game is having a meltdown not me, you silly
Has anyone tested if an OC'd flak is better or worse against OC'd DCs compared to stock flak?
My own testing says it's about the same but it wasn't exactly empyrical.
Nope. If anything it's worse.
What a needlessly rude response
i did some testing and yea its kinda ass
pretty much its worse unless you're fighting anything that moves in multiple directions. its good if:
you're fighting a deck gun defense platform
the target is moving with the clusters
you set up a giant fucking wall beforehand
otherwise, mind as well save on costs and just not
Must admit this is very pretty and flavorishing
cant wait to stamble and create burned remains
oh i see
is anyone moving? if someone is still then it's a lot better
It just straight up did not intercept any shell.
did the shells pass through the cloud
Yep.
interesting
im not sure if this is planned for the full release but i think all of the thermal stuff should be locked from the start, even with costing money and resources it's still fairly strong and very dangerous / potentially confusing for people new to the game (although i think the pipes, radiator and heat exchanger should all unlock in one tech, with the battery and big gun being separate)
eaxh overclock will be a blueprint
imo pipes and radiator should be one blueprint but heat exchanger isnt really super necessary to set up a basic heat system
it is for defense
what do you mean.
Okay sorry, I agree that was rude.
there is no way to remove offensive heat except with exchangers
my brother in christ where exactly is the offensive heat right when you start getting a thermal system
when you mismanage or from an opponent or from radiator friendly fire
its just gonna be a blueprint on the side smh
Can I know why corridor and other stuff dark?
no command points iirc
I think that’s fine, less complexity is nice
One thing I really love about Cosmoteer is that almost all parts have a vast amount of different uses
That way you can get a lot of versatility from simple parts, which also makes it easy for new players to learn quickly
(I’ve been trying to get into starsector and good lord is the ship building a headache, and not the fun kind)
imo the heat exchanger is a bit too powerful for earlygame ships so if its like a 8k blueprint ontop of the radiator + heat pipe blueprint that would be better than heat exchanger, radiator and heat pipe blueprint
From my experience, the exchanger is great for some things and direct connection other
Like, railguns, deck cannons, shields, tractor beams - things that can generate a lot of heat instantly - pretty much need direct connection
But the other parts that heat up more gradually you could sneak exchangers in to deal with
why would it be transparent...
thats would just be like shield armor against lasers
We can dream and scream. Eventually the devs may change their mind about this, but probably wont.
im talking about having heat exchangers need a standalone a blueprint im not talking about how practical they are
heat exchangers really arent needed for early game since designing a ship without heat exchangers for earlygame relaly isnt that hard
WHY THE FUCK IS THIS FLYING LIKE THAT
too heavy on one side, so the thrust is not centered.
its becasue it was trying to fly to the side of my like normal ai strategies
No, think about it. You have the most of your armor on the right side. So if the thrusters were to push only forward like normally, your ship would turn to the right because the right side is harder to push. And so the AI of the ship knows that it has to fire the bottom thruster pointing right and the top left thruster too, in order to not turn in place. And so in order to go forwards, you end up with this.
its a ai toothpick for fucks sake jesus
...you just built it wrong. Ain't got nothing to do with the AI.
ok misunderstood that. In any case, it's built wrong.
Ok, I'm not in your game. So maybe I'm wrong. It just seems to me like of course it would have to fire the top left thruster to fly straight with this much armor on the right.
Anybody know how to get rid of the infinite loading bug? The save worked fine earlier today.
Eh, I just thought it'd be transparent because it has structure in its name.
Yeah exactly the same happened to me! #1370799036591898837 message
I had to summon task manager twice.
And that unfreezes it?
Or is the save just gone?
Soon after I made this and tried testing it out against enemies, the game just froze and I sat there for 4 hours, but nothing happened, so I had to kill the game. Then I tried loading the latest autosave, about 5 minutes before the crash/freeze happened, but nope.
I thought I was the only one. This is a very major issue.
Writing bug report right now.
alright so i had this really funny thing where my ship mysteriously dissapeared in a gaseous cloud
like it just fucking ceased to exist
it would be really fun if the scrap wasnt completely fucking impossible to see in a gaseous cloud
wtf
theres no scrap either i checked the path i went through
well uhh garbage not scrap smh ftl brainrot
is it supposed to show when underclocked
@next urchin Any idea what went wrong here? Projectiles remained completely unaffected.
that is one of the most evil ships, maybe ever
Quadrillion shrapnel preheated and delivered right at your doorstep.
It will probably never work. Spotty dmg. Sometimes shield penetration (notice the destroyed parts behind still up shields on the right), sometimes knocks out an OCed shield, but mostly mines move too fast to release their bomblets. No way to really make the shots slower...
And the impact lags the game hard, which probably kicks a few people out of the game. ^^
maybe the number of tractor beams is what causes issues?
each beam blast has to check every projectile or something?
I've already gone down to 1 per side. Can't go lower than that, because I need 2 in total to cancel out the force in the middle and result in a straight shot.
well, I think it's an incredibly cool idea regardless
guys can someone act horrified about learning this information
This funny thing is the result of me trying heat mechanics with a cost constraint for the first time
Small OC thrusters call to me like the green goblin mask
did you delete a door on the cockpit and then it ran out of power while flying
wouldnt it be like still visible
oof
it would of allowed for interesting stuffs
yeah I think the only thing is to abandon it
i didnt abandon it
iirc the only way it would have exploded is with fire but wouldnt that end up with a bunch of scrap lying around
maybe it was the cosmoteer version of herobrine
which i would have seen since i spent like 5 minutes looking around said gaseous cloud
yeah
this is all herobrines fault
Has anyone else been having loading issues in the latest preview? Several things that usually don't take as long stall for a while for some reason
For example it takes a couple seconds to exit an arena game, where usually it takes like half a second
It sounds petty when I word it like that but like, everything just loads way slower. Idk if I'm the only one experiencing it
Yes.
I think the lag is noticeable.
In an ironic turn of events my game just froze.
And I was literally just browsing galaxy map, sitting in an empty sector.
ive noticed a lot more crashes compared to previous betas
Yep, im getting game freezes too, after the last update. I have to go to steam and click 'stop' and the reload
yep. I'm hoping my game won't crash anymore when I impact 144 mines while testing OC TBs once this is fixed.
Is that a mine shotgun?
Diabolical
More than that. Toxic.
does this also work with nukes ? :D
and yes i think this gravity thingy is a little bit op
i think u gotta time it much better with nukes
just mentioning how oc ers are absolutely horrid with the new cooling cost nerfs
heat is such an expensive resource and they already generally werent particularly worthwhile as their only upside is power efficiency
unusable
power efficiency isnt even a relevant upside on almost all ships aside from edge case reactor power generation breakpoint issues/crew congestion. heat is so much more of an expensive and difficult resource to manage than power, this tradeoff just doesnt really work at all as a result
i would recommend maybe oc ers gaining a lot of extra power storage instead of power efficiency, or keep both upsides. this would mean oc ers would compliment oc thrust's crew draw issues due to their higher power consumption with the same storage
either that or simply cut the heat inefficiency to like 60%
Wow these mine launcher systems are crazy, but like, any ship who sees this would never sit still for it. It's not actually game breaking outside of Campaign.
cant it just rotate towards you
im assuming you have to be practically stationary or it just goes off to the side
can i get the ship.png for this
could they be launched into the circle on domination from spawn or something?
well it is a shotgun so you... cant just bombard areas you know have enemies
mine railgun would be awesome aswell
that said
you could use a macro to get consistent timings
and once the timings are consistent, maybe the distance and spread can be consistent
then it's just a matter of setup
Wow, this would be awesome if we had a logic control system... a railgun would be a lot more feasible!
depressingly pathetic damage
what in thy fuck...
yea
practically perfect launch from this thing means a pretty thick entire layer of armor is coming off
not really practical but its fun
The weird part is "after last update" 🤔
Will get fixed ASAP, though
yeah if they had high power storage (and probably like triple power efficiency), might be interesting since overclock thrust eats a lot of power
if they just get storage it doesn't change much since it's still logistically not worth due to crew
it would allow you to put them further away from lrs without having to rely on walkways/caps which is upside in of itself
crew is cheap
It's not really op. It's toxic, but not op. It doesn't do much damage and can only destroy 1-2 layers of armor per attack. And you get only 3 attacks, if you don't bring any storage.
With nukes you gotta hit release upon seeing the 6th circle (iirc) and with mines you gotta hit release upon seeing the 4th circle. That makes it probably extremely hard (if not impossible) to shoot mines on the run or while turning. With nukes it works much better, but you gotta pay for storage.
It kind of can, but you'd need a specific ship shape in order to rotate after releasing the mines, if they're not to crash into your own ship.
It's not that finicky to get them to fly like that. You just gotta release the mines the moment you see the 4th circle from the OC TBs. This firing sequence results in the pattern from the gif every time. But in a real battle you will have to aim super well and maybe even lead your target and you might have to turn slightly after releasing the mines without them crashing into your own ship... That's the finicky and probably unviable part.
Just hit the release button upon seeing the 4th circle and you get nearly perfect timing. That's not very hard.
All serious ships should be looking to deplete their reactors. The 125% on delivered energy is very valuable and in some cases even necessary (if you completely surround an ER in HTs). It's a fine bonus, it's just that a heat tax of 100% is too high. 75% or 50% would be better.
That is already achieved by the current 25% energy increase per battery delivered. Just some storage would be a worse buff than currently. And it would be unneeded, because OC Capacitors already have more than enough storage.
storage would be better buff since <lt uses not a lot of power and >lt uses too much power to be worth being far
my large cannon overclock has 0 damage
making a ship launcher with tractor beams in order to get insane speeds would be interesting
the cannon projectile does no damage, the shrapnel it spawns does a lot of damage
starting fires
I was testing it against the howitzer and the cannon shots just couldn't get through the shield
the raw dps against shields is really low and is notably effective against OC large cannons
really brutal
but good to know the 0 damage is intentional
I imagine the shrapnel shreds interiors if it gets the chance
OC large cannons are very good against low armor areas, use emps and disruptors and theyll shread shield generators
octb's base force increase feels crazy strong and almost unfair, at least from my few experiences today. how much does oc increase its base force?
even 4 tb was manipulating my 4 er ion cruiser very easily, i really had no way of properly resisting flips. ofc generally 4er cruiser thrust isnt a massive investment and should be susceptible to tb, but even proper counterplay strategies like staying at max range just wouldnt work as their pull force is too powerful
one of the advantages of cruisers were of course that they can work with effectively double the torque of a monothrust ship of the same er count
but i do not feel that advantage
shipp
4 oc tb should be equal to 6 normal tb so whoever was turning you with that must have been much better than i am cause i wasn't able to do that
bread diff
but i dont think if i was as good as bread i woulda been doing any better vs him
yeah bread is great with tbs so I bet some of it is just because of him
but even vs another tb ship iirc yoyodadas i was getting manipulated rly hard with 4tb
bread had 6 octb
Oh you said 4 in the first message
i think a very simple question is if 2 oc tb costs even anywhere near the same as 3 base tb
equivalent to 9tb non-OC'd
that was yoyodadas ship
which also manipulated me pretty easily
at some point felt like he was doing better with an OC 6tb than a regular 9tb
probably bc he can afford more stuff like thrust
Do you guys think it is really worth it to run a fan when overclocked rails are on the table?
I am goign to throw together a goofy fan and think about it.
If you are losing damage to over penetration, it is absolutely more efficient to have more shorter oc rails.
non-OC rails should definitely still have a niche
OC rails work a bit differently than normal. Firstly, the diminishing returns are removed from accelerators so longer rails scale better. Secondly, the rail projectile, as well as OCDC projectile, now has infinite penetration and a damage pool that depletes as it deals damage
without the OC rails' charge-up time, they can railfan-fire at any opportunity
extremely good for sniping weakpoints
We need to do navigate the gap between should and do.
that's why TBrails are so effective in pvp
i think in some PVP matches just earlier people were using TBrails with OC TBs and non-OC rails to very good effect
It feels like the OC rail is just going to penetrate and hit what you want to hit much easier than a fan and for cheaper.
not as quickly though
yeah if it hits in the right spot it'll absolutely do far more damage
but it has to wind up before firing
so you have to predict a few seconds in advance
shields are typically the best defense against rails
and fire precisely when and where you need, with like 2-3 seconds of delay
while using a fan, you just rotate over the target and you hit it, pretty much
I am liking the idea of ramming with a huge wall of volley fired oc rails.
sure it won't blast through quite as much, but if you're targeting a weakpoint that, say, you've blasted into armour with a nuke, or exposed someone's radiators by flipping them with TB, that doesn't really matter
this is also cool
If you think about it, you are limited to 37 extenders on a single rail, but the rail wall could have hundreds.
You could be the single heaviest ship ever.
you can have a maximum of 60 rails in the default grid, and that's only if you make them all alpha-strike with no recharging
you could make a build grid sized box of rails with max extenders i suppose
which would be funny
but also very cumbersome
Reminds me of the thermal lance alpha pump block.
Maybe something kinda like this but wider and more nonsensical.
Rails and ions together are just cooler than apart.
I have found turning does not work on the ships that thread the rails through from behind the ions. The rails just hit the crystals.
Or maybe narrower and resembling a real ship is the way to go.
Nope. That's weird
maybe its a timing thing?
so odd
Just tested an OC railgun in Cosmoteer, This is way stronger!
fun fact, you only need a single thermal pipe connection to the rail
#1020489415476396043 message
might be a bug with OC HL AOE managing to bypass armour?
it's meant to hit the armour, then the AOE splashs on that spot, dealing 1-2k damage on the cockpit
but for some reason here it hits all 4 cockpit tiles
any reason you can't add doors going along a heat pipe, or why they don't just connect like hallways? Also why can't hallway heat pipes bend? it's already a significant disadvantage you have to spend a lot of coils making tons of doors for them.
I'd imagine crew wouldn't really be able to walk through
Also so doors for heat connections are still blocked even if you used that heat pipe
yea that's fine jsut don't add a door there
also if crew can't walk though them why can they pass through hallway pipes? the pipe would have to be in the floor or ceiling if they can pass at all
I think canonically they are in the ceiling
it's called a pipe crossing not a pipe walkway, I think it we could run pipes and corridors on the same tile it would trivialize thermal systems
that's possible, i guess i'll reserve my judgement untill i mess with it some more
huh so you did
Intentional limitations, that's how the pipe hallway is designed and I like it.
That is a nice looking ship
@everyone Small patch now available for the Meltdown preview:
- Fixed freezes / infinite save loading due to corrupted Status SourcePart data (Note: temporary fix. Modded status effects involving the source part may not work correctly)
- Fixed crash on crew constructing TRL, Thermal Battery, and potentially Missile Launchers set to TCMs
- Fixed crash on ships being junked while having status repairs queued
- Fixed Heat Pipe structure variant’s incorrect attributes
- Fixed memory leak on unloading saves
- Removed vestigial “Overclock” stat blocks in several primary tool-tips
- Thermal Battery - decreased cost (3,500→2,500)
is the thermal battery cost that big of a deal lol???
yes
yes
\🔥
its been changed around a bunch and from the (admittedly little) i messed with it, seemed kinda minor
Well, regular capacitor cost was reduced too actually previously
I don't think what's essentially a bank that can't be relied upon on its own should cost much.
awsome, thats the thermal battery cost i thought it should be!
yes, the option to sacrifice radiators for thermal capacity is a good thing
Decreased cost?
whats the cost going into anyway?
longetivity at the cost of sustainability
no i mean materials
oh
I don't know, a crap ton of coils that do the conducting and heat storing :>
hmm
big tanks of water
Because there would be no point in using any other pipe, like with everything else in the game there's purpose to how you build the ships, that's why we don't have doors on all sides of parts
hot tub for the crew, possible flashboiling if youre using it while the main thrusters are firing
ah cool update so far
also because door and pipe being able to lead into the same spot is.. eehhhh
nvm I'm dumb I realised that was the cost in 
who even uses
for anything other than crew? I need to know what materials I need for this not the price of those materials dammit
Hi all, m not up to date, is game speed reincrease/adjustment still a conversation or is it staying at half what it was/is?
You wouldn't even need a seperate pipe system, just make it go along all the hallways in the ship
Thank you!
wouldn't it be better if thermal stuff required hypercoils to make expanding your system just a little harder?
Great idea.
Same price just HC recipe.
radiators require hc
but thats all thermal iirc
that uses hc
It seems to happen when the mines are in the process of turning from blue to pink to red.
rebuffing storage mightve been unnecessary. even at 3.5k it was incredibly strong and important
rebuffing storage directly buffs ocls setups and alpha setups too
Over clocked lasers = Ocl?
I am always losing track of the acronyms used here
and by alpha he is referring to something that goes all in on the first attack
Recently I saw someone use UL and I had to do some tracking to find someone that clarified it meant ultra light
overclocked large shields
alpha: builds prioritizing upfront damage output not sustaining in the long term, aka lacking power generation to fully supply systems or lacking cooling
Thanks 
PvP players. Also used to determine the tier of the ship in Career's
the OC heavy laser blaster animation's parts play out of order
this is actually pretty OP because it makes their shot come out instantly instead of needing to charge up
(example)
Weird "KNICK KNACK" Sound on loading save...
this is a bug??????
A bug seem to prevent activating overclock on blueprint mode but if already acivated the part is allowed to switch between the two mds
anyone? please?
We're looking at reverting parts of it. (Unfortunately for my to-do list)
At a minimum it looks really janky, I can't imagine it's intended
It would be a bug, yeah
Hmmm concerning. I fixed an issue causing them not to account for the hit ship velocity a couple patches ago. Are you certain that shot shouldn't have done enough splash damage to kill?
I did my own testing firing at the closest spot and it only did 1-2k damage (hitting 1-2 tiles)
i didnt do it conclusively
If you're able to test it, I'd be interested to know if that result changes with ship velocity
I liked the laser blaster's burst overclock. is there any way we can have multiple overclocks for weapons?
OC Heavy Blaster shot on at 60m/s target vs a stationary target. Damage looks more or less identical to me
I'm not able to test rn but I was using single fire, and the target was kiting. The shot hit the side the kite was moving towards, so a diagonal hit
The target was moving towards the shooter, in my example. 60m/s may not be high enough to create an issue, if one exists
Also was alternating fire - single shot
It probably can only happen on diagonals, and I think with the 1x1 slope armour
Don't know exactly where the shot hit
Speed, diagonal, 1x1 slope edge case
that is concerning
OC HL blast hits
no damage
uuuuuuh
????????
i think OC HL has problems shooting "allied" vessels
I changed the allegiance of the target and this stopped happening
apparently i am wrong
great
this is after i changed allegiances of both ships
no damage
Yeah, I mean fire, save, see if it damages
(And then if it doesn't do any damage, reload the save and see if anything changes)
thanlk you very much for listening. i hope it goes smoothly
Visuals are interpolated. Things are technically visually up to 1 tick behind where they physically are
It's even weirder that flying into the bolt would result in no damage
I love qa testing. Look for one bug, find another
@narrow owl what a series of events
oh and confirmed it reproduces on reload
Yep, I'm in the depths atm. Looks like the hit effect is happening before the ships bounds have been properly updated in the simulation, so it isn't registering the hit on the ship at all, even though it's in the right position.
Doesn't give any info on your cockpit destruction thing, but it is misbehaving for sure
maybe fixing this bug fixes that other bug
i couldnt get the other bug to reproduce anyway
What parts of it are you thinking of reverting?
Crew speed adjustements I suppose?
i think they want to revert the actual half speed changes and possibly speed up other things, but im not sure
walt said the speed changes were also done for pvp, and speed in that mode is a problem. so it could be speeding projectiles up to be a psuedo-slowdown
I'm not sure, honestly. I put all the meltdown numbers to the equivalent of full-speed today, so at least that
thank you for listening. i hope the dev team can find a solution to this going forward that mostly everyone likes
I think double EVA flight speed would be pretty harmless
the no damage bug was already known, and I think I noticed during the tournament that visuals were a bit off, is there anything else to see in this savefile
no
That was a separate bug affecting the projectile lol
so the 1 hit cockpit was a bug or a pixelshot ?
Yeah I have no idea what the cockpit hit was. The failure to hit is a bug. There was previously another bug where it didn't attach to the ship it hit properly
But the second one has been fixed for a couple patches iirc
well, by definition, the pixelshot is a bug
unintended behaviour
i could not replicate it
a bug is just a feature waiting to be discovered 🔥
feature: randomly OC HL will deal quadruple damage!
do ers properly increase thruster heat gen by 50%?
I suspect PD targeting is also off somehow (not just their dps). Look at how many shots are missing this 1 EMP missile. It's not normal that 19 PD guns struggle to shoot down a single EMP before it (almost) impacts your hull.
PD is almost worthless atm.
hmm, are they not accounting for the extra acceleration?
could be. I don't know exactly how projectile speed changed when it comes to missiles.
yeah something like that
all i know is that pd def dont feel right
i also think i had the damage bug with missiles last night but i havent recreated it
is the damage bug that widespread?
Understatement of the month. xD They feel like utter garbage.
yeah i had 60 pd in a tunnel once and they were letting anything through if it asked nicely
not in my testing
Yeah I've noticed this too, though I wasn't sure. It doesn't seem like an ER surrounded by HTs is producing the heat you'd expect from 4,5 overclocked HTs.
But hey, maybe that's the buff OC ERs need. ^^
does the explosive charge have an oc ? :V
is the energy effiency on the oc engine room like 2.25x or 1.25x
It says "power distribution efficiency: 125%" not "+125%", so it should be x1,25
so... what exactly is the point i dont understand
Of an overclocked ER? You get +25% "free" energy.
isnt overclocking a reactor just 2x "free" energy for less heat
Sure, but sometimes you need both. You should almost always OC your LR. And after that, if you need more, you overclock your ER. It can also be used to cut down on crew (you essentially need 25% less crew dedicated to the ER).
I also OC my ERs, if I would otherwise need a second one to achieve the desired speed.
Less surface area
@everyone After reading through all of your feedback and discussing our options internally, we have decided to mostly roll back the half-speed changes, except that we are keeping some amount of the ship drag changes and the relative projectile speed increase in order to nerf the speed meta a bit. A new preview build with those changes reverted is now available. Please let us know if it looks like we missed anything. Thanks for your continued testing and feedback!
Other Fixes:
- Fixed Thermal Resonance Lance stats showing per-hit values as per-second
- Fixed Thermal Resonance Lance shield piercing amplification exponent not actually being applied
- Fixed Overclocked Heavy Blaster firing before its animation completes
🔥
<3
THank yoU!
yay!!!!
damn
but i like speed
I didn't try it out, so could someone please explain what the problem was so I can understand
I liked battles not lasting 2 seconds
Nice, they got rid of the bad stuff and kept the good <3
so uhh the game was just slowed down to practically half speed
0.o
if battles last 2 seconds then your either spamming nukes or 30 oc dc
basically, they had changed the game x1 speed to stable's x1/2
though
I see
I do love the deck stuff walt is on now
This not good
a new deck weapon makes me smile
Does anyone here know if the thermal lance still doesn’t do any damage to deck cannons on the same ship despite having friendly fire on?
W revert
Thank you for explaining
it's for optimisation reason AND to fight against UL meta
if your idea of fun ships is spamming 30 billion weapons inside a brick of armor then yeah ig
why couldn't you before?
only had deck cannons for deck weaponry
I like hull ships
I am not too much a fan of making small bits of openings
I like deck vs deck
mining lasers exist
ok sure but
Very reckless domination cappers 
hey nick. would you crash out if i named one of my ships "world trade centre"
NICE!
optimal
nick seems to have become suspicously silent after my comment
Half speed changes were silly anyways.
I KNOW we wont ever get deck lasers the way we got deck cannon but
A man Can pray 😔
heat cannon is what we got
good enough for me
WE HAVE MINING LASER!!!!
- Why would I
- Meltdown update preview
ooo I remember your ship
Mining laser damage is actually pretty good... if you ignore the steep energy cost and low range.
what is the intended game speed now
1/2x?
alright guys im gonna start raging about this change since i got slightly used to it
Id assume so. It feels like before half speed but ships are a bit slower
that sounds annoying
i already got used to the faster pace and now we have to go back to not just old 1/2x but literally slower than that?
imo im fine with like everything BUT power/ammo/material usage and crew being 1x speed cuz now my horrible racing craft are incredibly uncontrollable
yea rip
did balance council sign off on this?
no, it's the contrary. Before preview base speed was x1, it was changed to half that in preview, and now they turned back to initial x1
Most of them did yea
"like before half speed" but slower
How is it slower, they sped up projectile speed
it's not that it's slower, but that there are changes in drag and projectile speed
and projectiles are actually faster
because the base game speed will be 1/2x now
does the boost thruster produce more heat the more batteries its been supplied???
But its still the preview. Its likely that things change again
no wonder its lighting on fire then exploding violently
(also it will like explode no matter what in like 20 seconds or smth)
It was already basically 1/2x?
j yuuki on drugs rn ngl
reverting to pre halfspeed implies we are going back to 1/2x speed for pvp
Keep it civil please
which means if the pace of the game is left any slower aka drag increasing the game will become slower than it used to be
For multiplayer I assume people will stick to 1/2. For Career, whatever people were using before.
so the experience will be even slower than pre half speed?
Only for very fast ships I think.
Did you read the changes? 1x was 1/2x previously, if anything it should be faster because the kept changes with projectile speed. I haven't tested the drag yet
ships above 75m/s get higher diminishing returns i think
trust me, i know what i am talking about lol
Have you played around with the changes yet?
i dont like how boost thrusters inevitably just light on fire smh
yay ships can actually turn again
having it use up 6 radiators worth of heat is kinda ridiculous
12k kilonewtons sounds kinda crazy
currently 24k
use heat storages. lol
their whole gimmick is infinitely ramping heat consumption
and the heat storages dont fill up??
trying to sustain them infinitely with zero heat buffer is crazy
what exactly does the heat storage do
what am i supposed to do to said stored heat
You play around with the limitations
i dont like having to micro a thruster while trying to go fast around a corner
vent it later. or not. up to you
right ctrl b exists smh
on a piece of shit this size i cant really fit worthwhile heat storages
Where are the boosters
i removed the single one because it would explode after the first lap
which is like 20 seconds long
Agree to disagree.
any shields last roughly half a second against my oc ion cruisers now
oc ls too
If it's for racing couldn't you layer more radiators? Unless there's a limitation in terms of cost
i think maybe oc ions or trl got stealth buffed
@granite sapphire look at this: Fixed Thermal Resonance Lance shield piercing amplification exponent not actually being applied
I guess that's the reason
idk
It's weird seeing crew move fast lol
@cerulean prairie so uhh, was the trl shield debuff literally not functional before? like it didnt do anything?
It seems a bit too fast tbh, maybe a slight speed decrease could be good
That's more of a question for @next urchin.
Im pretty sure that was the issue
It seems to vaporish shields right now
is there a way to limit the amount of thrust used for turning cuz even tapping on my a or d keys just straight up turns my ship like 40 degrees
my biggest concern with overclocking stuff is that the benefit scales with the size of the ship
so smaller ships dont really benefit at all due to size constraints
the humble (slightly overpowered) heat exchanger:
im worried that this will make small glass cannon type ships useless. and im also thinking about how that will affect bombers/fighters waay down the line
oc pairs very well with small ships due to how smaller thrusters benefit better from overclocking, small reactor overclock allows you to support a lot more weapons on fighters with very little heat gen, and exchangers allow pipeless venting at a small scale
in what way?
Nooo the actually good battle pace was removed
yeah and i think it also works really well because of the very expensive price to get a ship overclocked and the firey risks that come with it
ruined ship designs and required cores to like touch the thing they supplied to have an effective ship in my opinion
the humble speed slider thing:
so like larger ships benefit because u can have alot more overclocked on it. but smaller ships might struggle cos the space u can use is limited.
tinport try not to be smug and wrong challenge
?
That's not how it worked at all
so its harder to get enough output on a small ship for it to be as useful no?
'larger ships are better because they have more stuff' is what i'm getting from this
hey im not an expert im asking
which is correct, but doesn't tell me how larger ships benefit more from overclocking than smaller ones
It took way to long for crew to walk from reactor to weapon, old ship designs that worked flawlessly were suddenly bad. like ION setups
ok hold on
Every ship had that, balance wise nothing changed
oc benefits ships across all price brackets. larger ships struggle with implementing redundancy efficiently and fitting cooling and smaller ones struggle with efficient pipe networks
logistics weren't actually affected. crew speed and power generation were halved, but so was power drain
not true
i dont understand how the "good battle pace" was affected...
yeh but not equally right?