#Meltdown Update Preview

1 messages ยท Page 14 of 1

coarse spindle
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If your ship didn't work then it won't work now as well

granite sapphire
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please explain how so

narrow blade
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like wasnt everything just put to be half speed except for the drag changes

granite sapphire
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?

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yes its equally

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youre the one saying it isnt

rough shuttle
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it really felt like it

narrow blade
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guys can SOMEONE please answer this question

coarse spindle
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No need to pause constantly or slow the game down

rough shuttle
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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)

granite sapphire
narrow blade
coarse spindle
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1x should be for newer and casual players

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They shouldn't have to change the speed slider

granite sapphire
coarse spindle
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If you feel like you're experienced you can speed up the game

narrow blade
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huh????

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so youre saying that no casual player should ever speed up the game for waiting

rough shuttle
narrow blade
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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

coarse spindle
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But still due to drag changes travel times were decreased as well

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(I think this remained tho)

coarse spindle
gloomy raft
# granite sapphire please explain how so

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.

granite sapphire
gloomy raft
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ok fair enough

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can i see examples?

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pls

granite sapphire
paper hemlock
#

This happens every time they trry to change speed

granite sapphire
#

the fighter on this ship uses a fair amount of oc

gloomy raft
#

i cant see it lol

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its too small

granite sapphire
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load it into the game.

gloomy raft
#

how do i do that sorry

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paste from png is producing wrong results

gloomy raft
#

saying the image is too big

lusty zealot
#

huh, TRLs don't seem to be applying heat to the generator of a shield they're hitting

gloomy raft
coarse spindle
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Are you in the correct version?

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Otherwise idk

gloomy raft
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ill check on steam

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preview version still right?

coarse spindle
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Yeah

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As long as the thermal parts didn't change it should load fine

gloomy raft
#

hmm

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ok im missing something here

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i cant paste my own ships back into game

narrow blade
#

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

lusty zealot
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have you tried using face cursor?

narrow blade
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im not used to it but im gonna try and horribly fail immediately

gloomy raft
#

so this worked for paste but nothing else has...

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what am i missing... ๐Ÿค”

narrow blade
#

ok so something is horribly wrong with face cursor to me

lusty zealot
#

?

narrow blade
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idk it just seems to get the rotation offset so like not rotating would be a couple degrees off just straight forward

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so if i put my cursor straight forward it would rotate to the right

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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

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before they werent flickering when i was running them at 100% and now they just are

lusty zealot
narrow blade
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ok

tranquil wedge
narrow blade
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smh

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chat did i predict oc chaingun

granite sapphire
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octb is absolutely absurd btw. +50% force for like barely more than 1 radiator is op

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even ignoring the pulse the base force increase is far too strong

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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

lusty zealot
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noted

granite sapphire
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unless im misunderstanding the stats and it has weird lying heat consumption like its power consumption not the flat 700/s

tame comet
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thank you, so much

narrow blade
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ok so i think the ions might be a bit more powerful than they should be

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idk

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though i am using the most flimsy piece of shit ships ever

hard orbit
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Over-clocked ions are the loose any form of precise targeting and just vaporize the enemy option. ๐Ÿ˜†

tame comet
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and leave nothing behinf

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for ballistic weapons, this is called existing

vernal wolf
vernal wolf
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holy moly

tame comet
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just drag and drop!

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welcome to walt/the dev teams genius

plucky fossil
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no?? it's literally the same as before logistically

plucky fossil
narrow blade
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someone already answered with that smh

plucky fossil
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oh wait i see

plucky fossil
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the previous rendition of this just pushed speed meta to be even faster

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projectile speee increase disproportionately affects slower ships dodge

near flax
plucky fossil
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happens with dc too iirc

near flax
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wait i just repeated what you said but different sorry nvm

plucky fossil
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overclock half the thrust on 1 sode and hold w

plucky fossil
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huh

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interesting

near flax
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it started by spinning which was odd

plucky fossil
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oh then it realizes it has rotational force so it compensated

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you have autobrake on?

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if autonrake is on that shouldn't happe

tranquil wedge
narrow blade
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yea im currently using it but id rather not get pinged with the exact same answer

plucky fossil
#

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

languid basin
#

Has the PD issue been fixed or...?

near flax
tranquil wedge
languid basin
tranquil wedge
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Maybe but that got taken care of I guess

next urchin
#

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

plucky fossil
next urchin
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OC ion damage was doubled as part of reverting half-speed

tranquil cape
#

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

frigid flax
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Yeah

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I always felt like my power was gonna run out before my crew got there

tranquil cape
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every time i repaired a ship after battle actually getting its systems started again always turned into a really boring wait

next urchin
halcyon slate
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with the speed change, the OC boost thruster now generates heat 2x faster. Idk if this is intended

next urchin
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The game was effectively running at half-speed, so everything should be approximately twice as fast now

frigid flax
bitter steppe
frigid flax
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sure

bitter steppe
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thanks!

frigid flax
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armor vs corridor

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ive hit the damage cap for 1 tick

bitter steppe
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That.... doesn't sound like it should be possible, or at least it should be really hard to hit thonk

bitter steppe
#

ahh yeah part overkill isn't that hard really, is it

delicate moss
# frigid flax armor vs corridor

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

bitter steppe
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lots of damage numbers will need to be adjusted for weapons and overclocks to compensate for the speed changes

frigid flax
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concentrated destruction

next urchin
#

@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

tame comet
near flax
quasi meteor
next urchin
#

I can be bro salute

frigid flax
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i looked away for 3 seconds and the enemy ship is dead ๐Ÿ”ฅ

next urchin
#

pls no more

tame comet
next urchin
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Uhhh nah it's good, I'll just... add it to the list... ๐Ÿ˜ฎโ€๐Ÿ’จ

tame comet
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good luck

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doin a lot of good work

languid basin
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celeste being worked ragged like give the poor lass a vacation ๐Ÿ˜ญ

frigid flax
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yes dude this update has revitalized my interest in cosmoteer
soooooo many combinations and SYNERGY !!!!!!

near flax
rough dock
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I like anything that makes ship building more complex.

light stratus
bitter steppe
tame comet
languid basin
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Do y'all think there's gonna be a modification to electron clouds that modify the heat dissipation power of a radiator?

light stratus
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that would be evil

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yes

quasi meteor
tame comet
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i think clouds in general need something more because they're very 1 dimensional right now but thats just me

quasi meteor
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just clear that shit out like a leaf blower

paper hemlock
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guh

light stratus
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thanks bot

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really useful

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needed that

paper hemlock
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Didn't even know that was a thing

languid basin
light stratus
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technically it could do the opposite as their are more particles to take away heat

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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

languid basin
paper hemlock
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A cold cloud could be interesting

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Or a heat cloud

light stratus
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all clouds are cold

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due to the expansion of gas

paper hemlock
light stratus
#

yuh uh

paper hemlock
#

nuh uh

quasi meteor
dark lily
light stratus
paper hemlock
quasi meteor
next urchin
#

Well, me if it's Meltdown, Tapuck if it's normal stuff

languid basin
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Hold up a minute

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Are TRLs affected by electron clouds?

next urchin
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Uhhh I don't think I added the buff, but I've meant to do so

languid basin
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peak

cerulean prairie
prisma dock
cerulean prairie
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lol definitely no

prisma dock
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What was the main reason (or the two main reasons) to revert most of the changes? I'm interested.

paper hemlock
prisma dock
paper hemlock
prisma dock
paper hemlock
#

There were many people who liked the changes, but there was also a majority that did not like it

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It's not wise to keep or add a change that a good portion of the does not enjoy

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Especially one as significant as major speed changes

prisma dock
next urchin
next urchin
kind estuary
#

We are attempting to determine if Celeste's heat pipes are in fact connected to (enough) heat dissipation

next urchin
#

Fwiw we (devs) enjoyed playing with the changes. I will personally miss how half speed felt, aside from crew becoming aged tortoises

vocal trout
next urchin
prisma dock
vocal trout
next urchin
prisma dock
tame comet
#

new player experience, and late game performance i think

next urchin
#

People played pvp on 1/2 speed most of the time, and many newer players found combat at 1x overwhelming

vocal trout
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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

tame comet
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i agree. the drag is totally fine

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the crew and everything being halved just felt kinda shit, but the drag is completely 100% reasonable

tame comet
#

ai is always predictable, people are not always

vocal trout
#

[citation needed]

tame comet
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[citation needed]

tame comet
bitter steppe
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so then you reduce the speed of everything by half, and play at 1x instead of 1/2?

tame comet
bitter steppe
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and if newer players feel overwhelmed at 1x, cutting the speed in half benefits them too

vocal trout
#

i liked it more when the ship speeds were more equal

prisma dock
# next urchin People played pvp on 1/2 speed most of the time, and many newer players found co...

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."

tame comet
bitter steppe
#

The problems were all outside of combat or crew seeming to move slow because people were used to seeing them move twice as fast

tame comet
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also, the max game speed got indirectly halved, which is absolutely terrible for career

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considering how much i turn to 8x for moving around or processing or mining

vocal trout
prisma dock
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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.

tame comet
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a lot of my time in career is spent mining and processing and moving from place to place

vocal trout
#

id rather run 15 tps of 150 m/s gameplay than run 30

tame comet
bitter steppe
#

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

prisma dock
tame comet
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im playing with gf who is in NZ and turning the speed to half is so much more bearable because of the ping difference

bitter steppe
#

and at that point you really have to choose and commit to one path

next urchin
tame comet
#

performance wise, pvp on 1x is worse

vocal trout
next urchin
grim gyro
#

Speed changes are dead! rejoice!

prisma dock
next urchin
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I share that experience

vocal trout
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8x is too slow for the type of career i play

next urchin
#

Fleet career?

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Sitting and being a factory career?

bitter steppe
#

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

prisma dock
vocal trout
bitter steppe
#

Were was all of this vocal support two weeks ago? thehumancondition

vocal trout
#

smth smth there wasnt a need for it before

prisma dock
bitter steppe
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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

prisma dock
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I wasn't ready to put a ring on it

vocal trout
#

i have crew construction on for combat reasons but holy damn career ships are so slow to build

prisma dock
bitter steppe
#

if you liked most of it, but felt some things could be better, tell us about those things!

tame comet
prisma dock
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I just wasn't staunch about it, because it was too soon.

vocal trout
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(the option already exists iirc)

tame comet
#

i dont think it does, but doing that may help?

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the option exists to remove the slowdown when an enemy appears, but that always stays as 1x

bitter steppe
tame comet
#

possibly?

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idk

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thats probably a decent start for new players but im not entirely sure

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also worth mentioning i dont think my gf finds the cobmat overwhelming, but she does RTS

vocal trout
#

your gf is an outlier
favorite franchise?

prisma dock
tame comet
#

shes also

tame comet
#

actively learning the games knowledge first, because the games actual knowledge is overwhelming for her too

tame comet
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like ship building and parts and the UI

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thats not really the fault of the game or anything that needs to be changed, its just a lot at once for her

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-# also shes playing this game because i bought it for her and stuff

tulip nebula
#

16x when?
-# not mods

vocal trout
#

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

vocal trout
tame comet
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im not sure, now that im thinkign about it

tame comet
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i thoughtit might be worth mentioning since shes new

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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

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everyone else ive ever played with has liked 1x speed

vocal trout
#

i will say i think id have a more formulated opinion about the changes if it didnt come with oc

tame comet
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oh i agree

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i think pushing two massive changes at once wasnt a great idea, and i think oc shouldve been separated from half speed changes

vocal trout
#

i suppose trls were balanced with the changes in mind and so it couldnt be separated at first

tame comet
#

trls are something anyways, or so ive heard

vocal trout
#

if i was asked to taste test a punch i expect a raw punch not one spiked with heat

languid basin
tame comet
#

half speed for large scale felet combat is totally fair

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half speed for late game is also totally fair

vocal trout
#

its necessary for many players

tame comet
#

i do think it should default to half speed

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and career should start at half

vocal trout
#

well theres an #1019739575683399840 post

tame comet
#

very trueline...

next urchin
tame comet
#

to be fair im also overwhelmed by osu

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in her caseits less overstimulation and more overwhelming amounts of knowledge being dumped at once

vocal trout
tame comet
#

shes like top 1.3k in the world

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shes probably seen it

remote charm
#

oc chainguns seem to break with very long magazines

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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

frigid flax
#

Has anyone else seen nukes not functioning properly

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They just explode immediately

remote charm
#

Just tried that

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Can confirm it explodes immediately

frigid flax
#

Funny

vocal trout
remote charm
#

happens even with just80 long :{

lusty zealot
minor valve
#

thank you all knowing walt for ensuring that we may kill each other slightly slower in this way

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all hail walt!

frigid flax
#

Aren't lasers banned in war

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Ban explosive charge aswell then

pale python
halcyon slate
cerulean hound
#

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

tight helm
#

fixed your small thrusters

next urchin
#

It was OP anyway, though, so we'll see how it is now

prisma dock
# tame comet and career should start at half

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).

prisma dock
# halcyon slate what i mean is that the same ship that could maintain an OC Boost over 10km at p...

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.

coarse spindle
#

1/2 supporters should become really vocal now to troll Celeste so that she has to put the values back

prisma dock
#

Also so far it's just me raising a stink. ^^

regal plume
prisma dock
regal plume
#

It's cool ๐Ÿ™‚

prisma dock
regal plume
#

Tend to be in art or marketting in my limited experience (StS, FTL, Factorio)

next urchin
#

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

regal plume
#

๐Ÿ”ฅ

next urchin
#

There was 1 other woman in my programming cohort lol

prisma dock
tame comet
#

the other dev on my team is female, so its not that uncommon

prisma dock
#

(i know off topic)

pearl mango
#

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

prisma dock
pearl mango
#

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

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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 shrug

tame comet
#

like 3+ years

prisma dock
prisma dock
tame comet
#

it isnt, but i assume people turn their heads when i say mc modpack

prisma dock
#

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.

vague aurora
#

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.

prisma dock
vague aurora
#

If you want realism on your battery rats play a more realistic space sim.

prisma dock
#

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.

prisma dock
#

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.

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Made it that much more easy to spot tiny errors.

coarse spindle
#

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

halcyon slate
coarse spindle
#

I assume there would be a problem with cannons, as their ammo use depends on their fire rate

#

(reply to my previous message)

prisma dock
#

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?

prisma dock
prisma dock
#

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.

prisma dock
#

VOICE YOUR ANGER:
#1379825618727735427 message
๐Ÿ˜‰

bitter steppe
#

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

prisma dock
#

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.

bitter steppe
#

The complexity of the changes was compounded by the addition of the entire thermal system and overclocking

tame comet
#

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

bitter steppe
#

It feels off compared to stable, but after having played on the beta branch so much now everything feels off for me agony

#

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

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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

tame comet
#

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

bitter steppe
#

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

tame comet
#

unfortunately some people had to relearn it three times XD

tepid garden
bitter steppe
#

When and where was that poll btw?

#

I want to make sure I saw it and voted ๐Ÿ˜…

bitter steppe
#

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.

granite sapphire
#

can we go back to half speed? i liked it

tranquil wedge
bitter steppe
#

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

grim gyro
prisma dock
#

Imagine the game had always had the new speed.

#

Would you have disliked it at all??

prisma dock
prisma dock
paper hemlock
#

Damn, missiles and heat is a nasty combo

#

HE missiles in particular

prisma dock
paper hemlock
granite sapphire
#

doesnt do an awful lot vs shields

granite sapphire
paper hemlock
prisma dock
paper hemlock
bitter steppe
#

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

prisma dock
# granite sapphire doesnt do an awful lot vs shields

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

bitter steppe
paper hemlock
prisma dock
prisma dock
bitter steppe
upbeat sequoia
#

Are small thrusters correct now?
2 small thrusters OC = 3600 x 2 = 7200
1 Large OC = 4000

Seems small are now over powered

paper hemlock
#

ARCHITECTS, SHOW ME A SNEAK PEEK AT THE NEW FACTION AND MY LIFE IS YOURS

bitter steppe
bitter steppe
prisma dock
bitter steppe
granite sapphire
# prisma dock Yeah, honestly the (one single) test I did with them against TRLs was that Shiel...

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

tepid garden
prisma dock
granite sapphire
prisma dock
#

TRL mirrors will shake things up

granite sapphire
#

i doubt that will change

granite sapphire
#

ships will obviously probably incorporate better fire control systems but trl will still whittle ships down despite that most likely

bitter steppe
#

I believe there might even be a paint stream happening sometime tomorrow, but no promises

granite sapphire
#

i miss half speed...

hard orbit
#

Is there really any difference for multiplayer? Wont people just go back to using 1/2 speed like they did before?

bitter steppe
#

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

prisma dock
paper hemlock
#

The only thing I'd change is crew speed, they feel really fast rn

bitter steppe
#

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?

paper hemlock
#

Not like the turtle speed they were previously, just maybe like a 20-30% speed decrease

bitter steppe
#

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

paper hemlock
#

Fair

bitter steppe
#

basically, you want 3/4 speed? agony

paper hemlock
#

lol

#

They're walking at like 30 m/s rn though

bitter steppe
#

Well, y'know what? I'm not gonna be the one to ask the Devs for 3/4 speed haa

prisma dock
paper hemlock
#

Not saying

#

guh

granite sapphire
#

crew speed doesnt matter

#

its just what defines the speed of the game combined with everything else

paper hemlock
prisma dock
granite sapphire
paper hemlock
#

Balancing is hard ๐Ÿ˜ญ

prisma dock
paper hemlock
#

It just feels wrong and I think a slight crew speed decrease would do good

prisma dock
narrow blade
#

celeste boutta explode rn

paper hemlock
#

I feel changing the crew speed isn't the hard part, it's said speed change changing everything else

near flax
#

anthraax i like your status btw

paper hemlock
narrow blade
# prisma dock

yeah but we have a weird cross thats burning with cursed flames from terraria so you lose!!!!

prisma dock
bitter steppe
# prisma dock

while sort of funny, not great imagery, even if you disagree

prisma dock
narrow blade
#

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

paper hemlock
prisma dock
paper hemlock
#

But I don't want to steer the conversation into AI talk

#

HEAT

vague aurora
#

Fuck AI, I hope it is wiped off the face of earth like in the end of Terminator series.

hollow gull
regal plume
vague aurora
#

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.

granite sapphire
vague aurora
#

Uh

#

Just to stay on topic of Meltdown here is this very related image.

narrow blade
#

yay!

stuck roost
#

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

paper hemlock
granite sapphire
#

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?

stuck roost
#

Are you litterally saying you don't care about the strenght of a weapon if you're the one with an advantage?

granite sapphire
#

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

light stratus
#

is heat making parts weaker listed anywhere ingame?

stuck roost
#

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

pale python
#

also yeah thats kinda odd and idk why it happens

granite sapphire
#

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

stuck roost
#

that aint much good faith there

granite sapphire
crimson osprey
plucky fossil
plucky fossil
#

i thought only mining laser was intentional

plucky fossil
plucky fossil
granite sapphire
remote charm
#

yeah im not a great pilot or anything but youre right in that 8 oc tb makes any ship helpless

cunning swift
#

idk I've fought ships that just did not care that I had 8 oc tb

remote charm
#

i would like to know those ships

sharp root
#

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?

crimson osprey
# sharp root both of these TRL setups have roughly equivalent shield heat generation and can ...

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)

sharp root
#

โ–ฃ 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

#

โ–ฃ multiple TRL seems to scale way worse with shields compared to armor

crimson osprey
#

Yup, the ones on the right will start off stronger than taper off as they run out of energy

granite sapphire
sharp root
granite sapphire
#

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

sharp root
#

โ–ฃ with 20 amps I should have like 60 - 70 amps of damage output which holds up for armor but not for shields

lusty zealot
#

is it that only 1 TRL at a time is applying heat to the generator?

sharp root
#

when I tested my 4 TRL ship, only firing 1 had the same heat generation as firing all 4

#

bizarre

granite sapphire
#

sounds about right

crimson osprey
lusty zealot
#

that doesn't seem intentional, or if it is i don't think it should be the case

sharp root
lusty zealot
#

heat application not stacking isn't, imo

sharp root
#

it took a lot of logistics work to get this to sustain but it does and I'm proud of it

granite sapphire
# sharp root

ooof that heat generation.... ur radiators are full blasting

sharp root
#

except it does jack all against shields for some reason

sharp root
crimson osprey
granite sapphire
crimson osprey
#

If you had more turrets and the same number of amps, if additional TRLs weren't contributing, the TTK would be identical

lusty zealot
crimson osprey
crimson osprey
sharp root
#

running a more exhaustive test it does seem 4 TRL will generate significantly more than 1 TRL on that ship when firing against shields

crimson osprey
#

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

sharp root
#

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

crimson osprey
#

I think you have too many variables and it's seriously muddying the waters ๐Ÿ˜…

sharp root
#

im not looking for exact values tbf im just wondering whether multiple TRL are supposed to perform this poorly against shields

plucky fossil
sharp root
#

reran the test without the dilators and the DPS difference is still there, but the armor gash is the same size now

crimson osprey
#

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).

sharp root
sharp root
#

all 4 beams were hitting the same shield too

granite sapphire
# sharp root

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

sharp root
granite sapphire
#

huh

#

happens

#

how did u test it then?

sharp root
#

I didn't

#

its a test I want to run but I can't get your ship form anywhere lmao

crimson osprey
sharp root
#

h alright

#

ill send you both ships so you can test then?

crimson osprey
#

Other than that the TRLs diminishing return is severe

granite sapphire
#

can we actually get proper info on how trl diminishing returns work

crimson osprey
#

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

granite sapphire
#

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

sharp root
#

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

crimson osprey
#

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

sharp root
#

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

granite sapphire
#

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

sharp root
#

I wanted to find the formula, calculate the intended damage by hand, and see if that was mirrored ingame

granite sapphire
#

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

crimson osprey
granite sapphire
#

just shoot it at some shield setups

sharp root
#

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

crimson osprey
#

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

sharp root
#

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

crimson osprey
#

The heat to shields SHOULD result in a predictable fraction of the heat to armor

sharp root
#

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

crimson osprey
#

You don't really need it to figure this out

granite sapphire
#

lol

crimson osprey
#

yeah, it would be helpful, and these would be nice to have, but that doesn't make this a dead end

sharp root
#

but... I do to be able to know whether the results are intended behavior or not

crimson osprey
#

yeah, going around in circles ๐Ÿ˜…

granite sapphire
#

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

crimson osprey
#

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

sharp root
#

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

granite sapphire
#

i think you could just find that out first and ask a dev

crimson osprey
#

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

sharp root
#

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

prisma dock
granite sapphire
sharp root
#

hmm

#

in that case equalizer should know, they actually corrected some of Plaus's math in Excelsior

granite sapphire
#

nobody has been seriously running trl as a primary really past eqs ship

prisma dock
crimson osprey
sharp root
granite sapphire
crimson osprey
granite sapphire
#

my trl cruiser is seriously strong and trl is a valid primary weapon

crimson osprey
#

Have have a couple TRL mains. They do fine, they just aren't as effective as combining them with a finisher in my experience

granite sapphire
#

i mean id be glad if u guys shared if u have a wealth of knowledge because i havent heard anything

plucky fossil
crimson osprey
sharp root
#

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

granite sapphire
#

ยฏ_(ใƒ„)_/ยฏ

sharp root
#

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

plucky fossil
#

i don't think the math behind the weapon and how it actually works is meta knowledge

granite sapphire
#

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

pale python
sharp root
#

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? ๐Ÿ˜ญ

crimson osprey
# sharp root I think balance concil is being intentionally cryptic about what they do know :p...

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

sharp root
#

im sorry if that came off as aggressive, I have no issue with that- .

crimson osprey
#

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

vague aurora
#

Like that famous META server, I want to see is bombed to the ground by railguns.

#

Preferrably overclocked >;]

plucky fossil
#

that would probably release a lot of heavy metals into the environment :(

vague aurora
#

True...

sharp root
#

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?

crimson osprey
sharp root
#

oop found it

#

well I know what I'm spending my evening on .

plucky fossil
#

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

stuck roost
#

There seem to have a desync caused when using the select tool in creative mode on ships or parts with the burnt status

regal plume
#

oh wow, the crew are absolutely racing around now ๐Ÿ˜ฎ

twilit matrix
#

New idea for travel: launch a tiny ship with overclocked tractor beams and hyperjump to it.

granite sapphire
#

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?

tranquil cape
#

they are intentionally doubled to match the speed change reverting?

pale python
#

oc larges are said to be fixed

bitter steppe
# crimson osprey It's fine, I just don't want to deal with any weird conspiracy theories. The BC ...

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

granite sapphire
pale python
#

ah thrusters not reactors

granite sapphire
#

idk if they changed what the numbers represent bc it should technically be 8000 now

#

yea sry

granite sapphire
#

i was being vague

granite sapphire
# bitter steppe To further clarify: All of the TRL numbers have gone through multiple reworks an...

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

bitter steppe
#

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

next urchin
#

The numbers (and the formulae they're part of) are written in the rules as comments for the most part

bitter steppe
#

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

next urchin
#

I don't even know the formulae off the top of my head at the moment. The TRL has changed in behaviour so much

bitter steppe
#

But we're not intentionally trying to keep things from anyone at this point, we'll share what info we're able/allowed

cerulean prairie
#

@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
lusty zealot
#

yipee

sharp root
#

ships are no longer slow yipee

#

time to re-enable all my mods for the billionth time :D

tranquil cape
#

isnt there a setting to prevent them from turing off like that?

bitter steppe
#

weren't you just asking about how long it would be until the hotfix for LT? lol

sharp root
#

yuuki was

rough dock
#

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.

sharp root
#

from my testing, higher TRL counts have better cost efficiency, do more damage against armor, but generate more heat and do worse against shields

coral cove
sharp root
#

2 or 3 seems to be the optimal count

languid basin
#

peeeeeak

sharp root
#

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 ๐Ÿ˜ญ

rough dock
#

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.

granite sapphire
#

WAAAAAALT

#

YOU FORGOT THE IONS NOOO

next urchin
granite sapphire
#

gonna have to start running the double damage oc ions to get this fixed

granite sapphire
next urchin
granite sapphire
next urchin
#

Yeah, because time is 2x as fast

granite sapphire
#

because i think you all forgot to unhalf it or whatever

#

no but its twice as strong like in 1/2x

next urchin
#

All weapons have ~2x DPS

sharp root
#

they deal so much damage they're absolutely broken rn im pretty sure a cooldown somewhere was not doubled or something

granite sapphire
#

well, something was doubled twice

#

more accurately

sharp root
#

they just vaporized shield setups in like 5 seconds flat

granite sapphire
#

right?

rough dock
#

Sure it is unique, but there is no challenge in designing a good pump core when pump placement can be arbitrary.

sharp root
#

the challenge in designing a pump core is routing your heat pipes in an efficient way :>

next urchin
#

It's entirely possible something is wrong, but they used to be 200 damage per strike, now they're 400 damage per strike

sharp root
#

and also making sure everything receives enough power, as pumps are rather power hungry especially with 2 or 3 TRLs

granite sapphire
granite sapphire
sharp root
#

cooldown should be doubled for half speed I think

next urchin
#

Half-speed left the hit intervals of beams the same, just halved the damage

granite sapphire
#

circles and multiple other players can confirm something is very wrong

#

either that or oc ions are just op and built different idk

next urchin
#

eg. this is the reversion of base ions from half-speed

next urchin
#

Oh, wait, the ions have a hit interval relative to the tick rate what

granite sapphire
granite sapphire
#

i knew something was wrong

sharp root
#

lmaoo

remote charm
#

yeah

next urchin
#

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

granite sapphire
#

haha

next urchin
#

But then the damage was also doubled, but the damage is multiplied by the hit interval

granite sapphire
#

thats... about what i thought happened

next urchin
#

So the hit interval was halved and the damage doubled... ๐Ÿ’€

sharp root
#

I knew something was up when my layer of OC SS literally melted in 5 seconds

granite sapphire
#

it was fun while it lasted but its a bit too op and cheesy even for my tastes

next urchin
#

Yeah I mean something was wrong, but I was sure Tapuck had said the beams just got damage reduced, not hit intervals

tepid garden
remote charm
#

maybe but it was funny

granite sapphire
#

quadruple oc ion dps

remote charm
#

i looked at shields and they looked away

sharp root
#

time to speedrun making an ion avoider so I can claim avoiders are OP before it gets patched

#

:>

eternal ibex
#

I'm not sure if this is intentional, but when a ship's interior is dark, the doors aren't darkened, somewhat immersion-breaking

vague gulch
#

nuke launch still half speed?

eternal ibex
#

known issue

next urchin
eternal ibex
#

at least a couple parts also seem bugged in this way

bitter steppe
#

oh nvm, as I'm catching up it seems like you already got that

next urchin
#

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

bitter steppe
#

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

plucky fossil
#

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

bitter steppe
#

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

plucky fossil
#

it plays practically the same

lusty zealot
#

jesus christ they were ridonkulous

granite sapphire
lusty zealot
#

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

bitter steppe
#

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

eternal ibex
#

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

floral saffron
#

when do ships even darken

languid basin
#

When they don't have enough command points iirc

sleek flax
sharp root
#

to show you the power of (bugged) OC ions
I saw this ship in half! in literally 10 seconds!

languid basin
#

ok but tbf you have like 60 morbillion ions

sharp root
#

OC ions are bugged rn and have 4x the DPS they should

#

its hilariously broken

floral saffron
#

4x is crazy lmao

eternal ibex
#

No other crewable part does it in my testing

languid basin
#

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 ๐Ÿ˜ญ

next urchin
next urchin
languid basin
#

I still find it absolutely crazy how OC DC's muzzle velocity is almost as high as base railgun.

quasi meteor
#

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

next urchin
#

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

quasi meteor
#

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

granite sapphire
#

technically

granite sapphire
quasi meteor
#

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 :)

rough dock
#

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.

light stratus
#

bad for crew response time

rough dock
#

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.

light stratus
#

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

rough dock
#

Yeah. the large bunks are the way to go.

light stratus
#

no, quarters are

#

useb arracks for crew that don't need to move, which are operators

rough dock
#

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.

light stratus
#

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

rough dock
#

That looks awful.

light stratus
#

its perfect

lusty zealot
#

i doubt non-OC factories are optimal

light stratus
#

true

#

I have room to OC them though

rough dock
#

You are running 2 launchers off of 1 factory. How is that even desireable, much less perfect?

light stratus
lusty zealot
rough dock
#

An overclocked factory can support 5 launchers in current game state.

lusty zealot
rough dock
#

Why would I run two launchers off of a factory that can support 5 and then call it perfect?

light stratus
#

this is just bad for crew

#

so icant just take one of the inbuilt modules

next urchin
#

Once again: the crew job system

dark lily
rough dock
#

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

light stratus
#

well, i definitely know the TCM module I had has 100% uptime

rough dock
#

Yeah, you would have to be doing something pretty wrong to not get 100% uptime on a 2 to one 1 launcher factory ratio.

light stratus
#

again, its crew response time

light stratus
#

the limit for missiles is usually crew

quasi meteor
#

even when I added more crew and more extinguishers, they stayed in bed sleeping well

light stratus
#

TCM factory shows S FE even though its now S Cu

lusty zealot
#

yeah it still uses the same sprites as the HE factory

light stratus
#

maybe a module like this works

#

factory is OC

rough dock
#

The walk from factory to launcher is getting pretty long there, and I would like to squeeze in 1 more launcher.

light stratus
#

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

next urchin
light stratus
#

i do it in my DC modules but thats so I can stack them side by side

lusty zealot
light stratus
#

for tcm single factory I'm not gonna try

quasi meteor
light stratus
#

I'd say thats pretty good

#

7 second reload for 1 missile

rough dock
#

those launcher launch 1 missile every 4 seconds.

dark lily
#

It may be good to move the missile optimization discussion to a more applicable place like #general or #ships

rough dock
#

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?

cerulean hound
#

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

remote charm
#

Heat parts do

lusty zealot
narrow owl
light stratus
light stratus
light stratus
regal sand
#

The problem is that you are not talking about TCM themselves, but about layout

light stratus
#

the layout is inherent to using them

dark lily
#

I dunno just thought that this thread might be best to try and consolidate feedback into. But it's whatever

light stratus
#

they aren't like other missiles

regal sand
#

The layout discution is the same as for other missiles.

light stratus
#

nope, you have to pipe them

regal sand
#

๐Ÿคฆ

#

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

light stratus
#

and that layout discussion is because I gotta pipe up TCMs

#

if I didn't have too, I'd just use the inbuilt layout

regal sand
#

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

sharp root
#

yeah TRL pairs so well with penetration-based weapons

#

both against armor and shields

regal sand
#

Clearly, the TRL is better used as a support weapon rather than a main one

#

which is how it was intended, I think

light stratus
#

definitely how I see it

#

I got TRL with 8 dilation pumps, but it isn't listing the heat generation?

next urchin
#

The TRL doesn't contribute to that yet

light stratus
#

๐Ÿ˜” gotta manually calculate my heat

regal sand
#

500 + 200 per pumps

#

since it generate 600 and evacuate 100

light stratus
#

due to doubled it generates 600

#

but still says dissipations 100

#

opp, celeste typo LUL

regal sand
#

I keep tapping the wrong button orz

#

corrected

light stratus
#

aight

#

so 2900 from 12 modules

regal sand
#

from a TRL +12 pumps, yes

light stratus
#

that feels weird

#

feels like it should take more radiators for TRL

regal sand
#

that's a lot already though ^^;

light stratus
#

thats 4 radiators tho

#

1.1k per radiator

regal sand
#

oh, yeah, had the old 550/s in mind

light stratus
#

at 8x speed conveyors move so fast they stop moving

#

visually

languid basin
#

How big of a debuff does TRL heat give?

#

Is there a way to see?

light stratus
#

both are listed in stats

languid basin
#

I don't see anything about how much heat affects armor strength

next urchin
#

Yeah TRL stats are a bit hit or miss atm because it's so complicated and has changed so many times

light stratus
next urchin
#

You'd have to check the heat.rules file

#

(under DamageResistances or something)

light stratus
#

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?

next urchin
next urchin
upbeat sequoia
#

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?

light stratus
#

OC HL fires two shots in a salvo

#

hence 2000 damage

upbeat sequoia
#

Ok, i get it thanks

light stratus
#

also every tile is 1x1 metres

coarse plaza
#

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

wispy bone
#

Yeah the overclocked flak is really, really good from my experiences with it

tame comet
#

oc flak is only good if you setup a wall with it or the ai barely moves

hollow gull
#

what happened in the latest update?

#

I gather that some things are not working as intended

light stratus
#

speed got doubled

#

when previously it got halved

#

so some things aren't working correctly

regal sand
# coarse plaza Playing around for the first time with this preview and i'm suprised by how good...

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.

regal sand
#

Avoiders and kites could still move the fight to avoid the clouds blocking their assaults, though

light stratus
#

Nukes not firing properly

#

This is an inbuilt so I assume it's not meant to do that

vocal trout
light stratus
#

explains why my OC CGs absolutely MINCE enemies

#

its 112/s on my TRL

hard orbit
#

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.

light stratus
sharp root
#

or just straight up impossible to do in PvP unless you have ungodly APM

plucky fossil
#

one for toggle and one for on only

#

off only is easy because you can just toggle tiwce

vocal trout
# light stratus its 80/s

dont forget that theres extra heat in the pool so the center parts get a huge amount of heat (iirc?)

light stratus
#

Center parts are heated with penetration into the hull, so that is less useful

vocal trout
#

actually it prefers going forward unless theres a space gap

light stratus
#

I meant that heat Lance has "Penetration" in that it applies deeper into the hull than the surface

#

So extra heat in the middle is less useful

#

Since other weapons hit the surface