#Meltdown Update Preview
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please explain how so
like wasnt everything just put to be half speed except for the drag changes
it really felt like it
guys can SOMEONE please answer this question
No need to pause constantly or slow the game down
i had an ion setup that worked bassicly without interuption. Now it failed. ions kept switching off (this was some of the earlier builds of meltdown update)
no, use less turning thrust or put it closer to com
wasnt said good battle pace achieved by slowing the game down
1x should be for newer and casual players
They shouldn't have to change the speed slider
that is a bug. all logistical setups should function exactly (realistically almost exactly, due to tick rate changes, but not percetibly) different. report it in #1019741923893858305 if you can properly replicate it
If you feel like you're experienced you can speed up the game
huh????
so youre saying that no casual player should ever speed up the game for waiting
Sounds gets all messed up, ruins the experience for me
Huh okay. intresting.
i dont like the ear explosion sounds but like what would you do if you had to use thrusters to get from one side of a career system to another
For battles
But still due to drag changes travel times were decreased as well
(I think this remained tho)
Would've been fixed if the changes were allowed to stay in the oven
ok so lets say i have a small ship. cos im limited by a desired small size i can overclock the engines. or the shields or (some of) the weapons and depending on what i chose will impact its performance (without simply accepting that it will set itself on fire most of the time) but if i have a larger ship. basically everything on it will be overclocked which means its gonna be very tanky, very fast and extremely well armed and maybe this is poor imagination but it feels like the value of using smaller specialised ships over one larger ship has been diminished.
large ships will always be stronger than the same number of small ships because they have more stuff. you can very much fit lots of overclock into small fighters with a bit of creativity. weve already been doing that in pvp
This happens every time they trry to change speed
the fighter on this ship uses a fair amount of oc
load it into the game.
saying the image is too big
huh, TRLs don't seem to be applying heat to the generator of a shield they're hitting
jesus imo the thrust changes need to be desperately undone jesus any small craft thats made to go fast is completely fucking uncontrollable OR crashes into walls no matter what
have you tried using face cursor?
im not used to it but im gonna try and horribly fail immediately
ok so something is horribly wrong with face cursor to me
?
idk it just seems to get the rotation offset so like not rotating would be a couple degrees off just straight forward
so if i put my cursor straight forward it would rotate to the right
also is it just me or did the power dynamos on small thrusters get buffed with the half speed change or did they jsut not get reverted back
before they werent flickering when i was running them at 100% and now they just are
if you hit a or d it changes where it tries to rotate to
ok
Thats a feature :(
octb is absolutely absurd btw. +50% force for like barely more than 1 radiator is op
even ignoring the pulse the base force increase is far too strong
you can easily fit 6 octb which equal to 9 normal tb which can easily fully control many ships and going up to 8 oc tb means literally any ship is helpless
noted
unless im misunderstanding the stats and it has weird lying heat consumption like its power consumption not the flat 700/s
thank you, so much
ok so i think the ions might be a bit more powerful than they should be
idk
though i am using the most flimsy piece of shit ships ever
Over-clocked ions are the loose any form of precise targeting and just vaporize the enemy option. ๐
we finally have the energy weapon variant of "destroy everything" 
and leave nothing behinf
for ballistic weapons, this is called existing
wait is that possible? you can just drag-and-drop ship PNGs onto the game itself?
on windows yes
holy moly
no?? it's literally the same as before logistically
just use face mouse cursor
someone already answered with that smh
oh wait i see
there's a bug with overclock thrust where it doesn't realize it's overclocked but still outputs the same thrust %
the previous rendition of this just pushed speed meta to be even faster
projectile speee increase disproportionately affects slower ships dodge
iirc its closer to "rts thinks OC thrust isnt overclocked"
happens with dc too iirc
wait i just repeated what you said but different sorry nvm
overclock half the thrust on 1 sode and hold w
it started by spinning which was odd
oh then it realizes it has rotational force so it compensated
you have autobrake on?
if autonrake is on that shouldn't happe
There is no better way
yea im currently using it but id rather not get pinged with the exact same answer
if you are desperate enough to beg for an answer from anyone i do not think you would care if you had multiple, but you would if you had none
Has the PD issue been fixed or...?
What issue? That they dont really hit their target? I think that was partly related to the drag equation so it should be better again.
Wasn't the issue because of the devs forgetting to update PD for the speed changes or something?
Maybe but that got taken care of I guess
It's the exponent applied to amplification when calculating how much heat is applied to the emitter of a hit shield. It is not the debuff
OC ion damage was doubled as part of reverting half-speed
yeah i actually liked it
the crew speed felt really really bad though and it felt like it took way too long to start up a newly built ship
every time i repaired a ship after battle actually getting its systems started again always turned into a really boring wait
It only generates heat while firing
with the speed change, the OC boost thruster now generates heat 2x faster. Idk if this is intended
The game was effectively running at half-speed, so everything should be approximately twice as fast now
goated
obilteration
ooh can i steal that paint scheme? 
thanks!
That.... doesn't sound like it should be possible, or at least it should be really hard to hit 
As in: overkill
ahh yeah part overkill isn't that hard really, is it
it never even occured to me you could fire reso beams over an ion beam. That sounds like one of the worst possible weapons you could be on the wrong end of
lots of damage numbers will need to be adjusted for weapons and overclocks to compensate for the speed changes
concentrated destruction
@everyone if you played a save that became unloadable (corrupted) recently, please make sure to load and re-save that game if you haven't done so, as the next patch will remove the temporary bypass of the corrupted save data
gotchu bro
oh yea. small lasers are bugged rn to have a bugged firing animation (they cant fire 4 times a second due to chargeup), and overall balance is wonky, but thats because its a preview
i dont think you should be calling women bro
I use bro is gender neutrally๐ฅฐ
gotchu girl
I can be bro 
i looked away for 3 seconds and the enemy ship is dead ๐ฅ
The pain going back and forth on half-speed has caused me...
pls no more
question, do i need a bug report for this, because there really isnt much to report as you can go ingame yourself, its more of an oversight than an actual bug
Uhhh nah it's good, I'll just... add it to the list... ๐ฎโ๐จ
celeste being worked ragged like give the poor lass a vacation ๐ญ
yes dude this update has revitalized my interest in cosmoteer
soooooo many combinations and SYNERGY !!!!!!
got it girlie
I like anything that makes ship building more complex.
deranged businessman WALTUH overworks his most valuable employee to THE BONE making game updates!1!1!!!!
All I can say is... it wasn't me, honest 
celeste.... come on celeste.... the people want their preview celeste...
Do y'all think there's gonna be a modification to electron clouds that modify the heat dissipation power of a radiator?
I think overclocked tractor beam pulse should push away clouds for 30 seconds
i think clouds in general need something more because they're very 1 dimensional right now but thats just me
just clear that shit out like a leaf blower
guh
Didn't even know that was a thing
It'd make sense, the radiator is dusty plasma (it looks like) and an electron cloud should affect something like that.
technically it could do the opposite as their are more particles to take away heat
issue with heat in space is usually you need to eject particles since there aren't any around to take the heat, but with a cloud theres a bunch of usually cold particles right there to take your heat
Or it could screw with the magnetic constraining field.
nuh uh
yuh uh
nuh uh
consider this: all clouds are hot due to gasses being explosive
I'd be happy to help you convert it, if you need assistance
idk I can explode and the entire cloud doesn't
Saris, will we be getting any sneak peeks on the new faction? I'm really hyped to see what the architects do
the activation energy must be hella high
At this point, just letting me know things that are incorrect/broken after the conversion back to 1x speed is helpful
Well, me if it's Meltdown, Tapuck if it's normal stuff
Uhhh I don't think I added the buff, but I've meant to do so
peak
This update was literally inspired by the heat pipes I had to add to Celeste's house.
That cannot be, because while crew speed was slowed, energy consumption was equally slowed.
Y'all live near each other?
lol definitely no
What was the main reason (or the two main reasons) to revert most of the changes? I'm interested.
I think it was just controversial like all the other times they attempted to change speed in a significant way
If that's true, that doesn't sound like a good reason. :/
Why do you think it was reverted? If no one objected or they liked it it would've stayed, with some changes and tweaks of course
I dunno why. I can guess. But I'm interested in the reasons.
There were many people who liked the changes, but there was also a majority that did not like it
It's not wise to keep or add a change that a good portion of the does not enjoy
Especially one as significant as major speed changes
But most of that is just people being accustomed. After a while they'd get accustomed again to the new ways. I think as a dev you gotta make sure that the reason why those that dislike it is a substantial one.
Walt had to attach one of the heat pipes to me so he could overclock me
Yeah, there's definitely a big element of resistance to change in regards to anything, but people have played with it for a bit now and I guess not enough people were specifically in support of the changes, so we're once again looking at how we can improve things in a way that most people are positive on
We are attempting to determine if Celeste's heat pipes are in fact connected to (enough) heat dissipation
Fwiw we (devs) enjoyed playing with the changes. I will personally miss how half speed felt, aside from crew becoming aged tortoises
there will always be some people like this https://tenor.com/view/spongebob-times-old-man-angry-gif-12395547
(They are not, she is scorching)
[StellarisEgalitarianAdvisorVoice] You seem overworked, have you considered joining a union? [/StellarisEgalitarianAdvisorVoice]
(walt build exchangers quick so she doesnt get scorched and delete the git repo)
I would probably be a member of my union already if they didn't make it so difficult to see the membership fees ๐
I'm not sure I really liked the changes, but I may have low key liked them. If I may ask, what was even the goal of the speed changes? (aside from justifiedly nerfing the speed meta)
new player experience, and late game performance i think
People played pvp on 1/2 speed most of the time, and many newer players found combat at 1x overwhelming
im im being honest about half speed i like the drag equation change but not the crew molasses change - indifferent to the rest because it was introduced with the big alternative that is overclock
thats pretty much my thoughts on it
i agree. the drag is totally fine
the crew and everything being halved just felt kinda shit, but the drag is completely 100% reasonable
id argue playing pvp on half speed is totally fair because its pvp, you generally need more time to process stuff against actual people versus ai
ai is always predictable, people are not always
[citation needed]
[citation needed]
given that mrt can go like 180 and what is an armor 
so then you reduce the speed of everything by half, and play at 1x instead of 1/2?

this is because 1x speed is generally the default speed most everywhere else
and if newer players feel overwhelmed at 1x, cutting the speed in half benefits them too
i liked it more when the ship speeds were more equal
Yes, I agreed with that sentiment. I always HATED 1x speed for combat, especially when most domination games were held at 1x speed. So, it's not really possible then to achieve those goals without halfing the game's standard speed, huh? That's a bummer. And it's an even bigger bummer that players apparently didn't have a good reason to dislike the changes aside from "It doesn't feel like it used to."
oh im not saying it doesnt, like the half speed changes are great for new players
The problems were all outside of combat or crew seeming to move slow because people were used to seeing them move twice as fast
also, the max game speed got indirectly halved, which is absolutely terrible for career
considering how much i turn to 8x for moving around or processing or mining
performance-wise 1x is also worse
The only part of the speed changes I actively disliked was that PD & Flak were useless because their dps/aiming wasn't updated to the new projectile speeds. But other than that, I couldn't really find a reason to dislike.
a lot of my time in career is spent mining and processing and moving from place to place
id rather run 15 tps of 150 m/s gameplay than run 30
this. when someone is laggy on 1x speed you can feel it so much more than half speed
true, those were some of the wrinkles that could have potentially been addressed so that everything outside of combat felt good too, but some people thought it would be better to just revert most of the half speed changes
Ok so then, if there were so many good reasons to change the speed... why exactly was the decision made to kowtow to the "it doesn't feel like it used to" crowd and revert it??
im playing with gf who is in NZ and turning the speed to half is so much more bearable because of the ping difference
and at that point you really have to choose and commit to one path
no they
they ean like
I didn't feel this, though my career experience in half speed was co-op, tbf
performance wise, pvp on 1x is worse
im not a dev - this comment was based on experience
I don't think it's like gone forever, just being revised once again. It's not my area, though, so I'm not sure what's going on with it
Speed changes are dead! rejoice!
I rarely ever had to crank it up to 8x. And when I did, I was almost equally happy to have it run at 4x.
I share that experience
8x is too slow for the type of career i play
Our goal now is to get things back to "normal" feeling at 1/2, but keep some of the things that people were enjoying about the feel of how gameplay was in the last build
Ok, that's good to hear. Hope you can find a good solution. Just a note from me, next time, if the only reason people dislike it is the fact that they're accustomed to how things are, maybe you can trust in the fact that they're likely going to grow accustomed to the new changes over time too.
building
Were was all of this vocal support two weeks ago? 
smth smth there wasnt a need for it before
I said I liked it, but wasn't sure if I wasn't missing something bad about it.
The only voices that had been speaking up over the past month were those that weren't having a great time with the speed changes
I wasn't ready to put a ring on it
i have crew construction on for combat reasons but holy damn career ships are so slow to build
Yeah cuz the unsatisfied people (especially those without good reasons) are always the loudest. Gotta factor that in.
if you liked most of it, but felt some things could be better, tell us about those things!
i do think looking at other options is probably better..?
i saw anti suggest the game starts at half speed, and to add onto that: some option to change the speed when an enemy appears, you can start it at half to when an enemy appears for new players, the combat is automatically kicked to half speed. easy to change for older players and doesnt really disturb much
I did.
I just wasn't staunch about it, because it was too soon.
(the option already exists iirc)
i dont think it does, but doing that may help?
the option exists to remove the slowdown when an enemy appears, but that always stays as 1x
I'm all too aware of the 'vocal minority', but the loudest voices tend to drown out the rest ๐
This is the world we live in...
was it removed???
possibly?
idk
thats probably a decent start for new players but im not entirely sure
also worth mentioning i dont think my gf finds the cobmat overwhelming, but she does RTS
your gf is an outlier
favorite franchise?
Those who are quiet are busy thinking, while those who are not thinking are busy shouting.
her, or me? her favorite franchise is probaly osu 
shes also
doubly outlier
actively learning the games knowledge first, because the games actual knowledge is overwhelming for her too
who laughs at ad hominem
like ship building and parts and the UI
thats not really the fault of the game or anything that needs to be changed, its just a lot at once for her
-# also shes playing this game because i bought it for her and stuff
16x when?
-# not mods
thats unavoidable tbh
it should be noted that rts and rhythm games both put a lot on emphasis on lag/latency and hand/eye coordination so shes not really the target audience for the 1/2x speed changes
responding to this again - is there not a dropdown menu for this?
im not sure, now that im thinkign about it
true
i thoughtit might be worth mentioning since shes new
i do think someone i introduced to cosmoteer did half speed, but that was becuase they were using railguns and wnated to lineup shots on vitals better
everyone else ive ever played with has liked 1x speed
i will say i think id have a more formulated opinion about the changes if it didnt come with oc
oh i agree
i think pushing two massive changes at once wasnt a great idea, and i think oc shouldve been separated from half speed changes
i suppose trls were balanced with the changes in mind and so it couldnt be separated at first
trls are something anyways, or so ive heard
if i was asked to taste test a punch i expect a raw punch not one spiked with heat
my friends and i play on 1/2 speed because we do large-scale fleet combat, and our DM is running cosmo on a soviet 1960s orbital computation device that he pieced together out of the crashed mig-31 he found in his backyard
half speed for large scale felet combat is totally fair
half speed for late game is also totally fair
its necessary for many players
there is, you are correct
i do think it should default to half speed
and career should start at half
well theres an #1019739575683399840 post
Osu player opinions on "overwhelming" don't count ๐

to be fair im also overwhelmed by osu
in her caseits less overstimulation and more overwhelming amounts of knowledge being dumped at once
wait til she sees a play with +EZHDFL
oc chainguns seem to break with very long magazines
can't send a saved game rn cause data but I tried a 240 magazine for shits and giggles and eventually it seems to be grabbing ammo from all magazines at random
Funny
the classic magazine ammo refill rate outpaced by shots/s
happens even with just80 long :{
reported it
thats intentional as walt has signed in a treaty banning the use of nuclear weapons
thank you all knowing walt for ensuring that we may kill each other slightly slower in this way
all hail walt!
no thats just conventional hinge attachm,ents
what i mean is that the same ship that could maintain an OC Boost over 10km at previous patch speed will now only be able to do so for 5km before overheating, probably because of the heat/battery used cost. It feels like a big nerf
no* but fire weapons are, and anything that causes "unneeded or prolonged suffering"
arguably i would say that nukes fit the description too but you know how that is
walt updated the geneva conventions with this experimental build though considering nukes explode instantly
fixed your small thrusters
Heat/battery wasn't nerfed, it was doubled because game speed was effectively doubled. Ship speeds did not necessarily double, though, so it is possible that you get less bang for your buck with OC boost
It was OP anyway, though, so we'll see how it is now
That's not going to achieve what they wanted to. It was always possible to just play at 1/2x speed and most tournaments and pvp games were played at that speed. As I understand it, the devs wanted to make it so that this apparently widely popular "half speed" not only is the standard going forward, but also what the game is built around so that it feels as good as possible. That's more than just "let games start at 1/2x speed". But then they made the mistake of listening to players who apparently didn't really have a good reason to like or dislike it. And now we're stuck with no innovation as opposed to innovation that's not going to be perfect from the start but can be made so with time. Cause they can't really just re-implement a change that they just decided to roll back (even if the rolling back might've been a mistake).
As I understand it, they reverted almost all the half-speed changes, except for how drag works and the increased projectile speed relative to ship speed - effectively leading to slower ships. So that might mean that, your ship will now travel less distance for the same energy/heat input. They did that because speed was just too strong in the pvp meta. Every ship had to go fast, because it was the best way to mitigate damage and in some cases ultra light ships were next to impossible to hit in the right hands. That is, or should be, different now.
I support this.
1/2 supporters should become really vocal now to troll Celeste so that she has to put the values back
Heh. Yeah I realize this sucks. But it's how it always is in society. You never value what you had until it's taken away.
Also so far it's just me raising a stink. ^^
Celeste is a woman? ๐ฎ
Huh, I'm so used to game devs being male I assumed...
Aren't there many women working in game development by now?
Yeah, but as devs in particular I don't think I've seen before
It's cool ๐
Huh. I feel like in most or at least a lot of indie game dev teams there's at least one woman - or at least that's my impression when I care to look at who's developing whatever gem I'm currently into.
Tend to be in art or marketting in my limited experience (StS, FTL, Factorio)
Definitely rarer to find women in programming in particular, but a fair few in art and game design, at least from when I was at uni
๐ฅ
There was 1 other woman in my programming cohort lol
It's because of their slender fingers - they're better at holding fine pencils. ๐
the other dev on my team is female, so its not that uncommon
what are you developing?
(i know off topic)
when i was younger and had an interest in going into that i did some internships at studios in sweden at the time
over there the coders were almost all men, but art teams were around 50/50 give or take, writers were mostly women, and most CM's and stuff on that end were girls too
it was overall more men than women in the workplace but it wasnt crazy
That's good to hear. I also work in a field dominated by the other sex which is slowly changing. It's nice not having to feel like you're the one weird one for working in the field that you're passionate about.
i work in a field that is mostly women atm, the execs etc tend to be a bit more likely to be men though
but its definitely a lot more women than men
i dont think ive ever really noticed it as an impact on work itself. i mean obviously im aware i work with a lot more women than i do men, but it doesnt really seem like its relevant or matters at all 
as dumb as this sounds, minecraft modpack (theres a lot more to it trust me
)
like 3+ years
I do think it makes a huge difference due to how our different upbringing and treatment by society means men and women look at the world incredibly differently, but this has gotten very off topic by now.
that's probably nothing small.
it isnt, but i assume people turn their heads when i say mc modpack
Ok, first time opening Cosmoteer after the speed change has been reverted and I must say I realize now how much I actually hate how quickly the crew is wiggling in their rooms and with what superhuman speed they're moving through the corridors (even without walkways). It's a minor thing, but that alone will always make me want to play at 1/2x speed.
They're like tiny ants each in an invisible racing car.
I don't mind it.
I love the old speed.
Cosmoteer felt sooo sluggish in meltdown.
It's like finally back on track (haha get it) again.
Yeah cuz they were moving at non-insane speeds.
If you want realism on your battery rats play a more realistic space sim.
Btw, this is the first time testing the dmg of TRLs using this ship and while they seem to be good against armor, they seem to utterly suck against shields. Am I missing something? I mean, I like that actually. I like the idea of shields being good against heat.
It's not realism that I want. I just want to be able to follow what's happening somewhat easily.
And when crew goes neyommmmmm it's kinda hard.
Also, in very certain cases I actually appreciated the ability to go down to what was essentially 1/16x speed for when I wanted to carefully analyse crew behaviour in order to optimize logistics setups.
Made it that much more easy to spot tiny errors.
Wouldn't it be possible to only tweak crew speed and power/item use at the same time? Or is there something in the speed that influences those as well
I also liked the slower pace of the game, I think it made everything that was happening during battles more legible. So i'm curious what made the game feels sluggish for you, was that the lower fire rate?
I assume there would be a problem with cannons, as their ammo use depends on their fire rate
(reply to my previous message)
Here's the thread where the half speed concerns were voiced.
https://discord.com/channels/314103695568666625/1371284364562006186
Huh, that's weird. This Ion setup previously (when speed changes were active) worked without flickering. Now it doesn't anymore. But that shouldn't be the case, if crew speed and energy consumption both were doubled. It should've stayed the same relative to each other.
What could be causing this?
Great, I didn't even know this thread existed.
Could it be that charging time for triple batteries did not change as they should??
Cause that would mean that the game is now going twice as fast, but crew doesn't charge the batteries from LRs twice as fast.
VOICE YOUR ANGER:
#1379825618727735427 message
๐
Could be negativity bias where the large chunk of feedback on the speed changes was negative because the players who liked it or didn't mind it didn't give positive feedback about everything they liked. If some players enjoyed most of the changes and only disliked some, if the only feedback is what is disliked the impression is that it's all bad
That's why it's good to wait till most people have a good impression and handling of the tested feature, before acting on feedback. Not only would it make the acclimatization-bias smaller, but it would also generate more all-encompassing feedback.
The complexity of the changes was compounded by the addition of the entire thermal system and overclocking
its mostly the look and feel for me. watching a heavy laser sit there and do absolutely nothing for like a second really killed any excitement and everything felt so slow. 2x speed didnt help either because it feels so off and gross. it doesnt really give the idea of me optimizing everything and the ship performing at maximum power anymore.
I also believe this isnt the best approach to something like this. im not well equipped enough to give a better approach outside of the simple half the speed of new careers, but like anthraax said its also a lot as its two major systems at once
It feels off compared to stable, but after having played on the beta branch so much now everything feels off for me 
I really feel like players would have acclimated to it if we had given it more time to develop and fix the things that felt off since there were so many other benefits (from my perspective) to the pace and feel of the game overall
which is only to say that from here our goal will be to capture everything that did feel good and find a way to integrate that into the current game speed
im ngl i probably wouldve just gotten a mod to revert it. i do think if you gave people more time theyd warm up but we're already warming up right now, some of us cant even cooldown properly because overclocking is hard
But that's also because it's an early access preview to a whole new system that itself isn't even finalized yet
the ideology of combining the two was that if you're going to have to relearn the game either way, you're only going to want to have to do it once
unfortunately some people had to relearn it three times 
Yeah, the poll is the reason we reverted it. The written feedback just helps us determine that "why" behind it, but with 1/3 not liking the change, that's too many "no's" to go through with it in its current form.
which is only to say that from here our goal will be to capture everything that did feel good and find a way to integrate that into the current game speed
No matter which way it goes I'll do my best to ensure your work, time, and effort don't go to waste Tapuck, Celeste, et al.
can we go back to half speed? i liked it
#1370799036591898837 message
Two whole weeks ago... what about how people feel about it now that they've had two weeks to acclimate?
I wonder how much the results would change
nononono
"it feels so off and gross" Are you sure this isn't just you having grown accustomed to the old speed and you would've grown just as accustomed to the new speed with time?
Imagine the game had always had the new speed.
Would you have disliked it at all??
Exactly. I feel this too. Initially when I first tried Meltdown, I thought "eeeeewwww crew is sooo slow now", but after a while I started to appreciate it without noticing and now I really hate the old hectic crew speed, having gotten a taste of something better.
๐ ๐ ๐ Hope you can manage that.
Why is that? I haven't yet found out what offensive heat does exactly - especially what it does to shields.
Heat reduces penetration resistance, so when paired with a projectile weapon the heat pretty much negates the one problem with most projectile weapons - armor
doesnt do an awful lot vs shields
well shields are also a big problem for projectile weapons id say around even with how strong ls and ocls now are
Based on what I'm seeing heat makes it a lot easier to destroy most tiles
Ah cool that makes sense. And how does it affect shields? Does it also decrease penetration resistance?
I feel like this information on how it affects enemy defensive measures should be part of the tooltip of the TRL.
Heat I believe applies to the actual shield generator
heat missiles apply the heat directly to the shield generator, they can very quickly set a shield on fire and disable it if the enemy doesn't have defenses
Yeah, honestly the (one single) test I did with them against TRLs was that Shields can almost tank TRLs forever, as long as you have some fire-extinguishers near the shields (which you should anyway). Not that I'm complaining. I like the idea of shields being good against heat.
while armor melts
add more amp pumps and see what happens
Monolith shivering their timbers rn
I used this ship. Does it not have enough of those?
As these low tech robber barons should.
Considering there is going to be a whole faction that will be themed around thermal weapons they are bound to face each other ๐ฅ
Are small thrusters correct now?
2 small thrusters OC = 3600 x 2 = 7200
1 Large OC = 4000
Seems small are now over powered
Hard to tell with the paint since I'm not in game but I see a fair few Dilation pumps, not many Amp pumps.
40 amp and 30 dil
Several of potential candidates are posted on The Tidepool, there are even paint streams 
Tidepool?
I think you found a bug. OC Large thrusters should now give 8k thrust, because I know that previously with the "new but now old speed" it also used to have 4k when overclocked. @tepid garden @next urchin
#links [Wave] clan community server
with enough amps trls will slowly melt down shields due to overheating them and bypassing thermal systems. this is slow, but an overall inexorable process without standout fire control systems that ships will never invest into widely in pvp due to how expensive it is. this is the concept behind this ship that uses 8ocls and 55 thermal storages to fight a battle of attrition with pure trl offense. its worked very damn well in pvp testing despite its inefficiency https://media.discordapp.net/attachments/1325823059906662532/1379541324277219471/White_Dwarf_mk1.png?ex=6841463a&is=683ff4ba&hm=7433119bd0bd628a9fcddcf56508b943c56b529c2b45f8299f4fa7a9ce9c2253&
very toxic and annoying ship
pure hitscan with a swiveling fast turret means its rly annoying to spread the damage too
yeee. So far I've fixed Large thruster thrust(OC is just a mult of the base), MRT Fuel rate, and Large reactor battery pickup rate
I feel like a ship specialized against TRLs will be of good use in the future. ^^
the ship cant rly die until its 55 heat storages fill up or an enemy gets enough damage around the front
TRL mirrors will shake things up
the issue with specialized ships like that is you compromise all other matchups. its generally just not worth running seriously which is why we dont see them
i doubt that will change
๐ชฒ ๐ฆถ
ships will obviously probably incorporate better fire control systems but trl will still whittle ships down despite that most likely
It's... so peak...
I believe there might even be a paint stream happening sometime tomorrow, but no promises
i miss half speed...
Is there really any difference for multiplayer? Wont people just go back to using 1/2 speed like they did before?
It was much more than just speed changes, but most importantly drag changes that made flying spaceships feel more floaty than flying through soup. More drag also means ramming works different as you tend to get stuck between the ramming force of the ships thrust and the drag of space soup pushing you back into the enemy ship, aka ramlock
From my impressions those aspects were generally well liked, but other things like how fast crew move or the sounds of certain parts or weapons were less liked
From the patch notes it sounded like the changes in drag and shot speed were kept, weren't they?
Yes
The only thing I'd change is crew speed, they feel really fast rn
it'll take some time to adjust things to feel the same. there were some changes, yes, but from the testing I've done so far it doesn't feel the same at all, does it?
Not like the turtle speed they were previously, just maybe like a 20-30% speed decrease
the thing with adjusting crew speed is that crew speed dictates the pace of everything in the game. how fast they move and deliver power is the game speed
Fair
basically, you want 3/4 speed? 
Well, y'know what? I'm not gonna be the one to ask the Devs for 3/4 speed 
At that point we might as well revert to the initial Meltdown speed. I mean, what else remains of these recent changes, if we revert crew speed again? (as we should imo).+
I'm saying we should revert the crew speed, previous crew speed was too slow and current crew speed feels too fast, an in-between would work best imo
Not saying
guh
crew speed doesnt matter
its just what defines the speed of the game combined with everything else
It very much matters
Hm, then you'd end up with having to set the energy generation and dps of ship parts to 20-30% too for balance to remain, which generates some weird numbers in tooltips.
if you change crew speed you change everything else to accompany it
Balancing is hard ๐ญ
Yeah. Roidrage crew feels unsettling.
It just feels wrong and I think a slight crew speed decrease would do good
Ok, 3/4x speed it is then.
celeste boutta explode rn
I feel changing the crew speed isn't the hard part, it's said speed change changing everything else
anthraax i like your status btw
(yes you guys are the baddies)
damn
yeah but we have a weird cross thats burning with cursed flames from terraria so you lose!!!!
And we have the power of friendship
while sort of funny, not great imagery, even if you disagree
...sort of... cmon. It's just funny.
Also, I'm black I get to do this - listen to black lived experience and so on. ๐
i fixed it
(there is no compromise)
ok i made it even better
you see. the head of the guy with the "532IMOMISE?" is small because he is stupid and doesnt know how to write anything on a sign
Average 2022 AI
Average AI period
Mmm, they've gotten scarily better recently
But I don't want to steer the conversation into AI talk
HEAT
Fuck AI, I hope it is wiped off the face of earth like in the end of Terminator series.
it is over.
I used a coding agent today to delegate a number of easy tasks and make some new classes
Was very useful!
I don't mean tools like these, search engine is kind of an Ai too and so os the behaviour of cosmoteer ships for example. I mean those image splattering abominations.
me evaporating a small lake to generate a picture of a cat with a watermelon for a body :333
yay!
Disabling fancy light and SFX are a great mesure against lag I FIND it sad that you must have it enabled or you see suddenly your ship melting down without any explanations
Maybe a simple gradient could be good when it's off
why do trls have this strange behavior where their aoe originates from further inside the enemy? its like they have pen
its rly good so idc since i use them but is it indended?
Are you litterally saying you don't care about the strenght of a weapon if you're the one with an advantage?
if its intended behavior yeah why would i care about it
i dont think hlbs phasing small shields is intended but i dont see any avoider mains complaining bc its fine balance wise and is cool and adds a use case
is heat making parts weaker listed anywhere ingame?
Yeah but I've seen you complain about things that worked against your archetype and avoider mains often complains about small and large cannons phasing
its not a circle applied its more of an oval
also yeah thats kinda odd and idk why it happens
i dont think any of my archetypes ive played have suffered from the same type of exploit power gain like cannon phasing. i had mentioned nukes being op multiple times but past that cgmrts didnt rly have anything op about them. even their utilization of mrt is mostly balanced and fair in their context
and literally everyone does that, its to be expected. people will bring up stuff thats unbalanced mostly when theyre on the other end of the stick
that aint much good faith there
ive also brought up ocions being able to go straight through small shields (?????) to be told its entirely intentional. so im just not putting it past anyone anymore
As do I
what?
i thought it was fine and i live in crew logistic land
it is????????
i thought only mining laser was intentional
not yet
it's literally the same as you're used to
and you can't even scale everytjing with it due to congestion existing
can confirm
he just held me there
rip
yeah im not a great pilot or anything but youre right in that 8 oc tb makes any ship helpless
idk I've fought ships that just did not care that I had 8 oc tb
i would like to know those ships
both of these TRL setups have roughly equivalent shield heat generation and can just barely melt the shield down
left has 2 TRL + 18 amps, right has 3 TRL with 16 amps
is the diminishing returns for hitting a shield with multiple TRL supposed to be this aggressive?
To avoid any misunderstandings, lets clarify:
-Multiple TRLS on the same system have a steep diminishing return
-Diminishing returns don't change based on what TRLs are shooting at
-Shields allow a small percentage of TRL heat striking them to be transferred to the emitter
With that out of the way, yes multiple TRLs on the same system drop off in value incredibly quickly. That's why you rarely see more than two. While it yields more heat per second, the cost of sustaining three is often not worth the gain.
TRLs are in a weird spot right now and will probably need more tweaks since every thermal related adjustment will greatly impact their performance.
(I'm aware shield debuffs are a thing that only happens when TRLs strike shields, but that's different from the notion of a variable diminishing return based on the nature target struck)
โฃ with purely armor, all of these setups performed the same though
1 TRL + 120 amps, 2 TRL + 60 amps, 3 TRL + 40 amps, 4 TRL + 30 amps
ran a DPS test and they took nearly the exact same time to melt through a block of armor
โฃ multiple TRL seems to scale way worse with shields compared to armor
Yup, the ones on the right will start off stronger than taper off as they run out of energy
p sure these all have greatly differing power consumptions
โฃ I have near perfect uptime with the 4 TRL ship on the right :p
imo 2trl is a happy medium for pure trl damage especially because trl isnt a burst weapon but a tool to deal inexorable damage over time constantly
Much doubt
โฃ with 20 amps I should have like 60 - 70 amps of damage output which holds up for armor but not for shields
is it that only 1 TRL at a time is applying heat to the generator?
shields matter a lot more
โฃ that seems to be the case
when I tested my 4 TRL ship, only firing 1 had the same heat generation as firing all 4
bizarre
sounds about right
Got time to VC a live demo?
that doesn't seem intentional, or if it is i don't think it should be the case
the debuff not stacking is fair
heat application not stacking isn't, imo
it took a lot of logistics work to get this to sustain but it does and I'm proud of it
ooof that heat generation.... ur radiators are full blasting
except it does jack all against shields for some reason
โฃ I can full fire my thrust and TRL and have just enough venting to keep from overheating, so I have 64 thermal batts for tanking with my shields
I'm pretty sure that can't be the case based on your setup. If you have less amps and more turrets and the TTK is the same, additional TRLs MUST be making up the difference
its a tradeoff, but my white dwarf has spare heat venting in spades with everything full blasting
If you had more turrets and the same number of amps, if additional TRLs weren't contributing, the TTK would be identical
TTK vs armour is the same (approximately). vs shields it is not
I don't think that's the smoking gun you think it is
In both tests, the results, while similar were not the same
running a more exhaustive test it does seem 4 TRL will generate significantly more than 1 TRL on that ship when firing against shields
My initial suspicion without us doing a live test together is that the results against shields are being distorted by the smaller variance created by the shields heat transfer multiplier reduction combined with the heat exchanger's flat reduction
I also have a 76 amp ship w/ 1 TRL that has no difficulty melting shields down
while my 20 amp ship w/ 4 TRL can't melt through shields with any kind of decent overheating protection
pure armor DPS test for those 2 ships
I dont mind if the difference is damage is intentional, but it does seem quite aggressive
I think you have too many variables and it's seriously muddying the waters ๐
im not looking for exact values tbf im just wondering whether multiple TRL are supposed to perform this poorly against shields
repair cost difference?
reran the test without the dilators and the DPS difference is still there, but the armor gash is the same size now
For testing that, I think you want to remove the exchanger first and foremost. Shields apply a massive heat reduction penalty that is then being mitigated by a flat reduction (the exchanger).
no heat exchangers and dilators, 76 AMP 1 TRL ship broke all 4 shields before the 20 AMP 4 TRL ship broke even a single one
all 4 beams were hitting the same shield too
if you were running the anti armor dps check from my white dwarf vs your 4trl this will be the difference maker as i have exchanger investment to melt stuff behind armor a bit quicker
I wanted to run that test but for whatever reason your ship file is corrupted and I can't load it
Yeah, you still have too many variables to draw strong conclusions I'm afraid
Other than that the TRLs diminishing return is severe
can we actually get proper info on how trl diminishing returns work
Nah, you need to use the scientific method, not ships with wildly different setups
As in, create testing platforms with as many controls as possible, then change one variable at a time
all i get whenever i ask is "its in the game files" which is awfully unhelpful as im not interested in digging around game files to find basic game mechanic stats and i dont really know how to do so
im not really looking to exactly determine anything-
I just want a yes/no to whether multiple TRL against shields is supposed to reduce damage by this much
I hear ya. In order to determine what's going on, it would take some controlled testing
Which, imo is preferable to asking a dev to check code when we can figure it out for ourselves
I did try to look through the .rules file to locate the formula, to no avail
... and in any case how is ingame testing supposed to determine if multiple TRLs hitting shields is bugged or not
i feel like its a bit odd to have to mechanically test stuff like that, feels like if we had to test ions manually to see how ion combinations lose damage
I wanted to find the formula, calculate the intended damage by hand, and see if that was mirrored ingame
i suppose i can try to like do some isolated testing. i still think 2 or maybe 3 trl remains superior for heat efficiency alone
By using the scientific method and controlling your variables, you can figure out how much additional TRLs effect shield heating, then compare that to how they effect armor heating
just shoot it at some shield setups
with that you can determine the difference between shield and armor heating, but you can't determine whether the shield heating is the intended value as dictated by game code or whether its off by some amount
If the results are similar, no bug. If they are not, you can look at ingame reasons that explain the variance. If find them, no bug. If you can't keep looking, might be a bug
im pretty sure there are some special interactions with multiple TRL on a shield that would make this unreliable?
I think there is supposed to be some damage reduction, I just don't know whether it should be by this much
The heat to shields SHOULD result in a predictable fraction of the heat to armor
this loops back to the fact I can't determine said fraction as I couldn't locate the formula in the game .rules files
thus me asking here :p
You don't really need it to figure this out
i feel like its relevant
lol
yeah, it would be helpful, and these would be nice to have, but that doesn't make this a dead end
but... I do to be able to know whether the results are intended behavior or not
yeah, going around in circles ๐
like is it some secret forbidden fruit? i cant find it anywhere in the rules file ive asked like 4 times no response ever. shouldnt it be relatively simple to just give us the formula? same as ion combinations and railgun accelerator counts
I think we're coming at this from different angles. I'm not arguing whether things should be more transparent, I'm saying if you're going to do testing, if you control your variables and do things scientifically, you can figure it out
that much I agree with, but I also can't come to any conclusion if I don't have information I inherently need to say anything about the results of my tests :p
if I determine say shield heat is 20% of armor heat, if I don't know what the intended amount is how can I say whether its supposed to be 20% or not
i think you could just find that out first and ask a dev
I think if you can determine 20% of heat is being transferred (it's less than that) then you know what is. If you have an ironclad demo that proves it all the better. At that point if you can learn what's intended and there is a variance, that sounds like a bug worth drawing a dev's attention to
I suppose that much is fair, but I'm not even looking to draw dev attention, just posted the question here because I suspect someone who knows TRL's inner math workings could give me a short answer :p
I don't even think its bugged (although I wouldn't be surprised if it is) I just wanted to double check what I was seeing is intended
Someone build an irl TRL and point it at Sam Altman Chat GPT servers.
i dont think anyone but maybe plaus understands that stuff on a mathematical level
distance dependance :(((((
hmm
in that case equalizer should know, they actually corrected some of Plaus's math in Excelsior
nobody has been seriously running trl as a primary really past eqs ship
Does that say something about the weapon or is it too soon to say?
They don't. The closest one to breaking down and understanding the math outside of the dev team is EQ, and they're still wrestling with it
though actually
"(it's less than that)" implies that the value is at least partially known (and intended)
so I got the answer I was looking for anyways
well we have, and it is for sure very powerful, but my point is that we are really the first ones (me circles eq and plaus) to try to seriously understand its vague unexplained mechanics
I heard a number once. Not sure if it still holds true and that's all I'll say until I'm sure
my trl cruiser is seriously strong and trl is a valid primary weapon
Have have a couple TRL mains. They do fine, they just aren't as effective as combining them with a finisher in my experience
And no. You're not ๐ฅ
excuse me?
i mean id be glad if u guys shared if u have a wealth of knowledge because i havent heard anything
and what makes it worse is that some of the behavior is just bugs lol
you're not the first ones to try to seriously understand it's vague unexplained mechanics
I think balance concil is being intentionally cryptic about what they do know :p
Anti has said before they hide a lot of meta knowledge so the community at wide can discover it themselves
ยฏ_(ใ)_/ยฏ
given that Meltdown has been in the works for so long I wouldn't be surprised if we're retracing steps taken months ago by them
i don't think the math behind the weapon and how it actually works is meta knowledge
if youre being intentionally cryptic and know stuff but arent sharing i have no way of knowing that you hve been doing stuff and you might as well not be actually pushing it if you dont share that knowledge at all tbh

which I appreciate a lot from balance council btw, very nice of them, but I agree it is frustrating when people start being cryptic about it, just don't say anything at all? ๐ญ
OK that's super misleading. BC isn't being cryptic or hiding anything. We DID agree not to share a lot of our stuff for the first couple of weeks so people could feel the joy of discovery. You've been on VC with me. I don't hide anything. I share what I can when asked. HOWEVER, I won't share anything as fact that I'm not 100% on and trying to explain TRL in detail is freaking 3d chess
Lets crush this notion RIGHT NOW
Oh yes please.
It's fine, I just don't want to deal with any weird conspiracy theories. The BC (and I in particular) put a TON of work into understanding, breaking and helping to rebalance TRLs. Both diminishing returns were added after I broke the hell out of it multiple times. The numbers exist, but it's very difficult to impart everything as someone who did it mostly by intuition and feel, and I wasn't privy to everything so there are gaps in what I know
Like that famous META server, I want to see is bombed to the ground by railguns.
Preferrably overclocked >;]
that would probably release a lot of heavy metals into the environment :(
True...
yea fair
I actually now wonder how exactly I can measure heat difference between shields and armor
is there some sort of dev mode panel that allows for viewing precise heat values?
There is, and there is a discussion about it between Celeste and Eq somewhere on the Tidepool
document and report the strange stuff!
*document behaviors in general
also it might be worth teleporting a ship inside the turret to change the impact of passive dissapation
i can make u a no dissapation/spread mod if it will help
There seem to have a desync caused when using the select tool in creative mode on ships or parts with the burnt status
oh wow, the crew are absolutely racing around now ๐ฎ
New idea for travel: launch a tiny ship with overclocked tractor beams and hyperjump to it.
i wouldve expected that we would have an emergency patch to fix stuff like oc larges and oc ions doing double their indended dps by now
devs are aware yes?
they are intentionally doubled to match the speed change reverting?
oc larges are said to be fixed
To further clarify: All of the TRL numbers have gone through multiple reworks and the damage formula works differently than any other part in the game with amp and dilation pumps, different values based on number of outputs... We're still early enough in testing that it's possible to figure things out easier with iterative testing (the way Quix tends to build and test things) vs trying to figure out the math behind them first. Quix's comments could be interpreted as cryptic if you don't know him at all, but I'd say it's much more likely that he's just trying to encourage you to build stuff and test it to verify that it even works the way the math says it's supposed to
well they still only give 4000kn
ah thrusters not reactors
idk if they changed what the numbers represent bc it should technically be 8000 now
yea sry
i was being vague
thats fine and all and iterative testing has its place, but for stuff like basic stats i dont think anyone should be expected to have to test these to get any sort of basic understanding of how it works. especially with how god damn tedious testing stuff like heat efficiency is when you dont have the numbers; i tried to test the cost-efficiency cooling included of different pure trl counts with amps and radiators, but without mathematical knowledge it becomes very tedious and unscientific trial and error
all i got was that 4trl is intolerable
in terms of heat generation
this is stuff that by all rights should be modeled with functions, but we just dont know any of the numbers so its impossible
This is still early public preview and the internal workings have changed multiple times, so I honestly couldn't tell you the damage formula off hand. I know principles on how the system works and there are lots of ways to configure them to see what actually works in practice.
What we do know for sure is that pumps scale based on how many outputs they are connected to, I think they also still scale power use on the same amount of pumps if you add more outputs
The numbers (and the formulae they're part of) are written in the rules as comments for the most part
All I really mean to say is that if you don't get a direct answer from the Balance Council on something it's either because we don't know or we're not sure enough to say with certainty and don't want to have it come back to bite us if we give bad info
I don't even know the formulae off the top of my head at the moment. The TRL has changed in behaviour so much
But we're not intentionally trying to keep things from anyone at this point, we'll share what info we're able/allowed
@everyone Small preview patch:
- Fixed area-based effects occasionally missing high speed ships due to using 1 tick old location data
- Corrected Large Thruster thrust from half-speed value
- Corrected MRT fuel usage from half-speed value
- Corrected Large Reactor pickup time from half-speed value
yipee
ships are no longer slow yipee
time to re-enable all my mods for the billionth time :D
isnt there a setting to prevent them from turing off like that?
weren't you just asking about how long it would be until the hotfix for LT? lol
yuuki was
I don't know if it has changed since last I played with them, but I was arriving at the conclusion that two thermal resonance lances was the objectively correct number of lances. One lance requires a ton of expensive pumps, and with three lances, it starts to get hard to power all the pumps 100%. Though, I have seen evidence that I may not fully understand lance mechanics.
from my testing, higher TRL counts have better cost efficiency, do more damage against armor, but generate more heat and do worse against shields
real
-# granted for a different reason
2 or 3 seems to be the optimal count
peeeeeak
by some miracle I managed to get a 4 TRL setup to sustain but it does so little damage against shields
that its just not usuable
theres just so many variables when it comes to TRL ๐ญ
I would like to see a system where pumps have diminishing returns based on distance from lance nozzle. Or any system that makes the placement of pump blocks less arbitrary. It feels wrong having something like that be completely indifferent to position. Something like that would also probably require a complete rebalance.
No one understands TRL mechanics
gonna have to start running the double damage oc ions to get this fixed
i personally think a modular system where the placement of modules is almost entirely flexible is very interesting and unique for logistics
They aren't double damage? Unless I missed Tapuck doubling OC ion damage himself
they deal double the dps
Yeah, because time is 2x as fast
because i think you all forgot to unhalf it or whatever
no but its twice as strong like in 1/2x
All weapons have ~2x DPS
they deal so much damage they're absolutely broken rn im pretty sure a cooldown somewhere was not doubled or something
they just vaporized shield setups in like 5 seconds flat
right?
Sure it is unique, but there is no challenge in designing a good pump core when pump placement can be arbitrary.
the challenge in designing a pump core is routing your heat pipes in an efficient way :>
It's entirely possible something is wrong, but they used to be 200 damage per strike, now they're 400 damage per strike
and also making sure everything receives enough power, as pumps are rather power hungry especially with 2 or 3 TRLs
it becomes difficult/interesting to create a core when you start increasing your trl counts and the pumps power consumption makes it hard to sustain the pumps without flickering. not to mention pipe efficiency
uhhh and did you all also shorten the cooldown?
cooldown should be doubled for half speed I think
Half-speed left the hit intervals of beams the same, just halved the damage
circles and multiple other players can confirm something is very wrong
either that or oc ions are just op and built different idk
eg. this is the reversion of base ions from half-speed
Half-speed / full-speed context fucks with balance in unpredictable ways. It's also possible they're somehow broken
Oh, wait, the ions have a hit interval relative to the tick rate what
it may also be that the trl's dilation debuff was fixed, because my ion cruisers all use dilation trls. idk what the deal with that was
yep lol
i knew something was wrong
lmaoo
yeah
HitInterval = 3 / (tickRate)
so 3 / 15 = 0.2 for half speed and 3 / 30 = 0.1 for full speed
God damn, the half-speed changes are confusing as fuck
haha
But then the damage was also doubled, but the damage is multiplied by the hit interval
thats... about what i thought happened
So the hit interval was halved and the damage doubled... ๐
I knew something was up when my layer of OC SS literally melted in 5 seconds
it was fun while it lasted but its a bit too op and cheesy even for my tastes
Yeah I mean something was wrong, but I was sure Tapuck had said the beams just got damage reduced, not hit intervals
Uh oh, did I mess up?
maybe but it was funny
quadruple oc ion dps
i looked at shields and they looked away
time to speedrun making an ion avoider so I can claim avoiders are OP before it gets patched
:>
I'm not sure if this is intentional, but when a ship's interior is dark, the doors aren't darkened, somewhat immersion-breaking
nuke launch still half speed?
known issue
absolutely unplayable. No idea if they can be darkened (or should, for visibility's sake?)
@sleek flax
at least a couple parts also seem bugged in this way
could it be that the damage got doubled but so did the tick rate?
oh nvm, as I'm catching up it seems like you already got that
It is, but Tapuck did think it was just the damage changed. Base ions got the right numbers because they're relative to HitInterval already lmao
How is everyone liking the TCM change to carry two missiles? The sprites could maybe even be made a bit wider to show off that awesome "fill" animation
they are still too similar to he
imo
i'd like a really fast launch and it curves widely
like old old emp kinda
maybe w/ homing projectile physics instead of missile
they have different flight profiles where this is essentially what they do. Faster launch velocity so they can be recessed pretty far into your ship and slightly worse tracking
it plays practically the same
you should have seen the first iteration of OCions
jesus christ they were ridonkulous
i think theyre still a bit strong. i would be in favor of a rework that worsens their heat dissapation more but makes them a more competent weapon in their own right because currently their damage is very weak.
they do also apply the heat debuff alongside heat-based damage
i haven't tested them enough to know whether they're balanced as dissipation
i think you may be on to something with the idea of them doing slightly more damage in addition to the 7500 heat they apply
but in setups that really use them offensively rather than merely active venting, similar to ships that have TRL vs ships with a TRL main weapon, they feel like they do plenty of damage through the heat they apply
Even just 6 launchers at 7500 heat each is 45,000 heat if they all hit the same area
TRL seems to incorrectly display both the power off and insufficient crew warnings
Also, an exhaustive "Darkening" evaluation
These correctly darken:
TRL (turret)
Chaingun + mag
All Thrusters
Engine Room
All Hyperdrives
All Crew Quarters
All Reactors (?)
All Storages
Manip Beam
Tractor Beam
Do not darken:
PD
Small/Large Blaster
Disruptor
Ion Emitter
Amp/Dilator Pumps
All Cannons
Launcher
All Railgun Pieces
Flak
Small/Large Shields
FE
All Control Rooms
Capacitor
All Factories (Both Ammo/Civilian)
Sensor
Hyperdrive Beacon
I'm not sure that all of the ones I've marked should darken but I figured I'd make a note of them
when do ships even darken
When they don't have enough command points iirc
Currently, when ships lack enough control points, some systems (like guns) can still function and fire. Also, when a ship is classified as junk, only some manned parts will remain lit but not functional.
to show you the power of (bugged) OC ions
I saw this ship in half! in literally 10 seconds!
ok but tbf you have like 60 morbillion ions
4x is crazy lmao
The double notif appears to be exclusive to the TRL though which is strange
No other crewable part does it in my testing
and i thought my OC Ionstar was going to be my ticket to success ๐
i didnt know it was 4x as strong as it was supposed to i thought it could just melt through 6 layers of armor in a few moments ๐ญ
2x what they should I think. I doubled the damage when their hit rate had already doubled
That's just the power indicator for the TRL having the incorrect "HidesIndicators" value
I still find it absolutely crazy how OC DC's muzzle velocity is almost as high as base railgun.
can attest to this, here's a gif
I was wondering if I was going crazy and glad to see someone else noticed it
the animation is completely out of sync with the actual reload and firing
The animation keeps being reset by the weapon trying to fire again, but it's still completing the laser fire trigger's delay
So it looks disjointed because when the weapon triggers, the animation progress is overridden, but the bullet emission progress is not overridden
I think they may have needed a nerf anyway, so maybe they should be slowed down to the max fire rate with the current animation
completely unrelated note, I made a ship and set it ablaze with some heat cannisters and wanted to see what crew would do to solve it
answer: they are not solving it
a minority of crew were brave enough to go out and fight the flame on the frontline
while the rest are wondering what's for lunch
I can see that the advent of heat based weapons is going to be a big problem for the current iteration of crew whose fire safety training is... rushed
2x
technically
have you assigned the crew to the fire extinguishers?
no
free for all
even after assigning fire extinguishers they still won't move their asses
although this is no longer much to do with meltdown specifically
I think fire response is an important part of responding to said meltdowns :)
Something like this seems to work alright, but most of the launchers are still too far away from factories.
crew takes a relatively long time to mobilize as well if they are not already working.
builds that use ammo collection points get bigger and use more crew, though.
Also, running nothing but two factories off of one reactor feels bad.
don't use the massive bunks
bad for crew response time
The precise crew assignment of smaller bunks is nice, but i don't feel like this build really benefits from it and the big bunks makes it all more compact.
no, its crew response time
think it this way
with 2x2 or 1x2, you have max 2.8/2 tiles for crew to move through until they leave the room
with the largest bunks you have max 4.5 tiles for crew to move through
that is horrible for response time
Yeah. the large bunks are the way to go.
no, quarters are
useb arracks for crew that don't need to move, which are operators
if I stick quarters in there, they are going to be even further away. Besides, once they are working, they don't return to bunks.
not necessarily
here is the "perfect" TCM missile launcher module, based off the normal missile launcher module found on monolith ships
pretty much 100% uptime
its slower than the original due to moving two launchers up
That looks awful.
its perfect
i doubt non-OC factories are optimal
You are running 2 launchers off of 1 factory. How is that even desireable, much less perfect?
dude, 2 launchers off one factory works fine for normal missiles
but then that would be inefficient as you're using an extra factory, and require layout changes
An overclocked factory can support 5 launchers in current game state.
but is less efficient than a single OC factory
Why would I run two launchers off of a factory that can support 5 and then call it perfect?
Huh, I'm not sure why that is. Are they slowly being assigned to the fire or is it seemingly capped at a certain number of crew responding to the fire?
Once again: the crew job system
I'm not really paying attention, but I'll say that to support 5 launchers takes more crew and logistics just to deliver the missiles. If you have less launchers, even if it can support more missiles, it will be more efficient in the crew and logistics departments
To call it perfect is inherently a flawed statement though, as every arrangement will obviously have tradeoffs
I mean, if the goal was to run two launchers of of a single factory, I could do that with almost any configuration. It would not even be worth worrying about
well, i definitely know the TCM module I had has 100% uptime
Yeah, you would have to be doing something pretty wrong to not get 100% uptime on a 2 to one 1 launcher factory ratio.
again, its crew response time
well, not necessarily
the limit for missiles is usually crew
there seemed to be a limited number of crew that were ever willing to respond to the fire at a time
even when I added more crew and more extinguishers, they stayed in bed sleeping well
TCM factory shows S FE even though its now S Cu
yeah it still uses the same sprites as the HE factory
The walk from factory to launcher is getting pretty long there, and I would like to squeeze in 1 more launcher.
asym is a bad idea and while factory to launcher is only half of the equation
crew gets pulled to a job when said job is needed
so being close to the factory is also important
why is asym a bad idea?
Interesting. I wonder if it's a ratio of fire per crew or some other limitation on assigning it there. Perhaps there are just too many jobs for the game to process and assign all the crew to
hard to make logistics for imo
i do it in my DC modules but thats so I can stack them side by side
heavily depends on the module
for tcm single factory I'm not gonna try
that would be my guess too. I heard before that there's a limited number of assignments that crew can receive per second PER SHIP. something in the ballpark of a few hundred
those launcher launch 1 missile every 4 seconds.
It may be good to move the missile optimization discussion to a more applicable place like #general or #ships
The launchers are too far. The side launchers are a 5 tile walk. 3 tiles is already pushing it. It seems to orient 5 launchers in the same direction and feed them off of 1 factory, you need ammo distribution points.
I thought this was the place to discuss meltdown specific stuff like thermal missiles?
do parts have heat passthough now? previously I was told (and saw) that parts don't pass heat though themselves to other parts / radiators in the system
Heat parts do
TCM launchers, TRLs, Thermal Batteries, Radiators, Pipes
Perfect ? These empty spaces hurt me could be used to have crew or storage closer
those empty spaces used to be where missiles where, but obviously they cant be placed there since TCMs need to be piped up
I'm not using all the crew, and that depends on heat production
we can discuss tcm modules here though no?
The problem is that you are not talking about TCM themselves, but about layout
the layout is inherent to using them
I dunno just thought that this thread might be best to try and consolidate feedback into. But it's whatever
they aren't like other missiles
The layout discution is the same as for other missiles.
nope, you have to pipe them
๐คฆ
It's the same kind of discution. Right now you are not discusing of pipes, but whenever it is better to have a layout that make full use of factories or one that has optimal response time
which is a discution you find with other missiles
and that layout discussion is because I gotta pipe up TCMs
if I didn't have too, I'd just use the inbuilt layout
Changing subject, just for fun (and a bit of testing), I made a mini-rail ship with a thermal lance (6 dillation & 2 amplification pumps), and compared the damage of one volley of 5 mini-rails with or without the lance debuf. The difference is as clear as day and night
Clearly, the TRL is better used as a support weapon rather than a main one
which is how it was intended, I think
definitely how I see it
I got TRL with 8 dilation pumps, but it isn't listing the heat generation?
The TRL doesn't contribute to that yet
๐ gotta manually calculate my heat
due to doubled it generates 600
but still says dissipations 100
opp, celeste typo 
from a TRL +12 pumps, yes
that's a lot already though ^^;
oh, yeah, had the old 550/s in mind
do you mean the percentage debuff size, or the aoe size?
both are listed in stats
Wait does hot armor have less health/resistance/whatever or does the debuff only apply to shields?
I don't see anything about how much heat affects armor strength
it does, just not listed
Yeah TRL stats are a bit hit or miss atm because it's so complicated and has changed so many times
so what are the current stats for heat's affect on armour?
Cosmoteer\Data\statuses\heat
is where the rules file is found
ahh yup and damage resistances is inside the rules file
Type = StatusExponent
StatusType = cosmoteer.heat
ValueType = Raw
ModificationMode = Multiply
Exponent = 0.75
This means 25% less health?
Type = ScaledStatusExponent
StatusType = cosmoteer.heat
ValueType = Raw
ModificationMode = Divide
BaseStatusValue = 1
Exponent = 0.5
Scale = 1/200
This is under penetration resistance modifier so I'm assuming it's 50% less on a scale from 1 to 200 or smth?
BaseValue * heat^0.75
For resistances, -100% would be double damage (ie. -x% damage resistance = +x% damage)
BaseValue / (1 + (heat/200)^0.5)
IIRC
I dont understand OC'ed Heavy lasers. Is 2000 damage spread over a 2 m radius, or 2000 for each tile? Is a tile 0.5m?
every tile within that 2m radius of the projectile gets hit with 1000 damage
OC HL fires two shots in a salvo
hence 2000 damage
Ok, i get it thanks
also every tile is 1x1 metres
Playing around for the first time with this preview and i'm suprised by how good the overclocked flak seems
Especially in combination with the new overclocked ammo factory
Yeah the overclocked flak is really, really good from my experiences with it
oc flak is only good if you setup a wall with it or the ai barely moves
what happened in the latest update?
I gather that some things are not working as intended
speed got doubled
when previously it got halved
so some things aren't working correctly
The problem of Oc Flack is that the clouds of shrapnel are static and only deal damage to projectiles, meaning that once they are spawned they don't move and are not an obstacle to your opponent, so if, for instance, your opponent is a rammer and is pushing you around, you'll both leave the clouds of shrapnel behind. However, it is incredibly strong if the battlefield isn't moving, as you can basically put a wall of shrapnel in front of you.
Also, as you said, ammo factory got a huge buff with Oc.
so, mass TBs then
Avoiders and kites could still move the fight to avoid the clouds blocking their assaults, though
Nukes not firing properly
This is an inbuilt so I assume it's not meant to do that
65% health equivalent in a second of exposure with the base trl heating is insane (if its still 90/s)
known issue, being fixed
its 80/s
explains why my OC CGs absolutely MINCE enemies
its 112/s on my TRL
It is annoying with over clocked boost thrusters that if some of the boost thrusters loose power they disable boost and then there is no good way to reenable boost on them without needing to toggle all boost thrusters off and then on again.
Either there should be a way to boost any boost thrusters that aren't on boost mode without having to disable boost on those that are already on boost mode or over clocked boost thrusters should automatically reboost once they have power.
Yeah you gotta pause and do it manually which is very annoying
or just straight up impossible to do in PvP unless you have ungodly APM
you can set a seperate hotkey for only boost on (i have it set to b)
one for toggle and one for on only
off only is easy because you can just toggle tiwce
dont forget that theres extra heat in the pool so the center parts get a huge amount of heat (iirc?)
Center parts are heated with penetration into the hull, so that is less useful
actually it prefers going forward unless theres a space gap
