#Meltdown Update Preview
1 messages · Page 15 of 1
most of the time youd want to shoot where the armor is weakest
Nah trl let's you cut right through the thickest armour straight to essential systems
It's faster than maneuvering
yeah… you made the weakpoint
#1370799036591898837 message
You can see it I practice here
Toughest part of the enemy ship with the most armour and space to go through
No problemo
this is what im alluding to
if possible could i get a graph of current preview drag vs stable drag vs old preview drag
You can probably get the equation for drag in the game and use demos to graph it
Oh there it is
sometimes it helps to be a grimiore
i assume 1 = 1m/s?
Is blue current?
blue is stable yes
uhh last time ive done any math with this its smth like thrust/weight ratio
id ask some people about what kui rambled about but im afraid they all dont play cosmoteer anymore
this should be correct until the (surprisingly eqn dependent) stutter limit
This is already working pretty well even without crew assigned properly. I think we can still do better though.
I seem to be doing something wrong. But I haven't a clue what.
The tooltip says this ship:
- dissipates 8.8k heat/s
- generates 8k heat/s
yet when I run the thrusters at 100% throttle for a while the start to burn up regardless. Adding heat exchangers seemed to increase the time before this happens. But I can't stop it entirely.
is there some sort of limit to how much heat the pipes or engine room can transfer? I've been trying a few things but can't seem to figure out whats causing this.
My best guess is that as the engines ramp up they generate more and more heat, or the generating heat tooltip doesn't factor in the engine room heat addition
It's possible the shields could be the source if they are overclocked, because they directly convert damage into heat in a way that easily overloads systems
Additionally you have no heat storages to work as buffers
if there is no thermal battery, then the modules are the thermal batteries
so any spikes in heat generation (especially OC shields), will lead to components heating up
heat exchangers should help since the pipes only move heat as it is generated, and cannot cool down the modules
oooh oke, I see. Thanks!
It doesn't factor in the engine rooms
Yeah, despite adding a heat-sink: the thrusters still light on fire.
Even though the heat sink gets emptied faster than it gets filled
Its like the engine room isn't transferring the heat at all
Is the engine room overclocked?
ERs cannot transfer heat unless overclocked, in which itll transfer double the heat
Don't worry; this is useful info! It shows that maybe the engine room should have a clearer visual indicator on whether or not it's overclocked
Ah good, then I didn't completely waste everybody's time XD
Welp, thanks for the help lads!
I mean, everything should have a clear visual indicator that tells you whether it is overclocked.
for weapons, their behaviour distinctly changes and for thrusters they change flame colour and size
ER doesn't have either a distinct visible behaviour change or any animation to it
maybe change the ER colour to be more greenish, ala boost thrusters/overclocked thrusters in general?
Would be neat if parts of it shifted or reoriented upon being overclocked.
So that it would look like the machinery is doing something different
Changes the whole part entirely
btw, still just mentioning how genuinely absurdly overpowered octb is. i think reducing the force buff to 25% or greatly increasing its heat requirements is a must
the gimmick pulse is great but why does it essentially give u half an extra tb for barely more than the heat generation of a single radiator
including way better surface area efficiency and layout concentration which was one of the things that made tbr design hard
When double-clicking radiators, all are selected rather than just one "side". not sure if it's intentional or not but it is inconsistent with other parts.
is there a use to disabling specifically only one side of radiators?
Not specifically, just seems inconsistent with most parts
it could just give 2 more beams (on the sidr, so it's a +40% and much more spread out) or something like that
increase the beam spread in total even more
Increasing heat generation to power tcms but not so much that you meltdown?n
that's something we've been thinking of in the council yeah
If only there were some sort of fat cell with glitchy mitochondria that I could use to keep my missiles warm.
Damn meltdown has been out for almost a month now
any eta for oc ions being fixed? i cant really run them in this state
tbh i think octb pull is also too strong and that wouldnt change much but ur still also cutting it by 10% ig
Probably early next week
What is the problem with them?
The damage got doubled in addition to the tick rate
just a small mistake adjusting to the speed changes
not exactly, it's that the damage was doubled (intended change) but the lightning tick rate, which is based on the game's tick rate, was unintentionally doubled as part of the halfspeed changes' reversion (as the gametick rate was doubled but the devs didn't realize OCion lightning tick rate was based on it)
isn't that basically what I said?
Aw man my ship deleter only deletes ship because of a bug :(
#sotd-submissions message
sorta but i clarified further
the way you phrased it reads to me more like the damage being doubled wasn't the intended one
funny thing, pipe corridors are rounded, normal one just have an edge.
could we get a MaxPipes variable similar to Doors?
why does the heat system flicker on battery pickup? and a bit after? is the simulation for it hardcapped or something?
or is it the batteries being regenerated?
?
storage doing morse codes...
OC reactors only produce heat when actively producing power, they don't when they're full of batteries
so they procude heat on pickup. bcs they start generating instantly.
but why in general does it flicker.
pretty much yeah
unsure
Heat goes in and is split more or less equally
Radiators then pull the heat back out when they tick
when they tick
which is… not instantaneous i take it?
Every 0.5s
What would you guys think, if OC Ions were changed so that instead of doing the (somewhat weird) lightning thing, they instead function normally but without any combination loss?
Wouldn't that be much more interesting possibility wise?
I think that would make for really boring prism setups
Like the thing new players do would be optimal
Less complex prism setups but requiring complex heat setups. That's fair.
The heat setup for a long straight line of emitters can hardly be called “complicated”
Cmon, you know that when you combine that with all other heat piping of your entire ship and you have to calculate how many Radiators you'll need on average + how many Thermal Batteries you'll need for possible heat spikes, it can get sufficiently complex.
You're ignoring what I just said
Also, you played the game for years and are a pro. Think about it form the perspective of the 98% other players who are not.
Are you really going to say no to an idea, just because it doesn't tingle your advanced need for complexity? And more importantly, how do current lightning OC ions satisfy that need for complexity right now? I find that current OC Ions don't really make me think that much. So you should not mind it from that perspective.
I know...
Anyway. Here's the post in the ideas and feedback section. Please think about it carefully, before you vote.
#1380851648192057436 message
like no?
OC weapons don't change their usage at all
they don't change their form factor either aside from piping
It IS a line. Yes. I have never said it isn't. BUT that would only be with 0 combination loss and when you look at the actual suggestion I made in the ideas and feedback section, I advocate for REDUCED (not zero) combination loss.
what change is HOW they attack
OC ions fulfill an aoe attack rather than a single target attack
Don't be deliberately slow pls. Are you REALLY going to argue that OC TBs don't open up significantly different possibilities from regular TBs?????
My god
(the problem of which is that TRL is doing the same but is a support weapon instead of primary)
yeah... with their "attack"
not exactly analogous since TB is the only pure support weapon in the game
And the question is: Is that really that interesting, or could we maybe have OCing them do something somewhat more interesting.
Deck cannons
DCs don't change much due to increased stun
again, its mostly the attack that changes significantly
that's not really true, many OCs entirely change how a weapon plays (DCs are actually one of the best examples because of how much extra range and bullet speed they have)
OC ions are worse at precison aiming and making a hole in armor but have more total DPS that is better at removing armor
i mean usage (as in attacking) not the attack itself
And now you're arguing that 190 meters = 380 meters
like uhh, OC LC and OC SC you chuck in a ship and the logi is pretty much the same
OC DC logi is similar too
Why do people in this community always have to be so forcefully contrarian??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
the combination for ions is logistical, not an attack
its completely fine that it has the same binary addition logic
pretty much all OC weapons have the same usage (as in: logistics) to their base weapons, except for piping
Yes, that is a decently interesting change. But might it not be somewhat more interesting, if we could use OC Ions to create different Ion Cores?
So what? I'm not talking about LCs and SCs. I'm talking about that there are weapons where OCing them changes them significantly. And that is good because that is interesting. And I'm just suggesting a way to make yet another weapon interesting in that manner.
well, different does not means it's interesting
the way I see it is that either falloff is significant enough that design don't change or is insignificant enough that a line of prism is the only way cores are designed
the attack has been changed significantly enough
you already have to change ion cores to attach piping
What matters is that you USE them differently. Whether their logistics changes or the situation you use them in changes. If any of that changes significantly and thus opens up more options for players to use the ship part, then that's good.
uhh yeah? OC ion and normal ion are used differently due to having different attacks
done
a way that would change design could be no falloff overclocked prisms that constrains the beams direction
let say the output vector is the sum of input vectors
changing the interaction of OC ions and combinations is logistical
and I mean you wanna complain about changing usage go after OC CG lol, all it does is uncap the fire rate and it's not even hard to pipe 
This is reductive and probably not true. (probably because it would mean the logic the devs have applied so far is flawed, as I will explain)
The same has been said about OCing in general. That changing the cost of Radiators and Thermal Batteries doesn't mean much, because either OCing is worth it cost-wise, or it isn't. Yet, the devs see changing the pricing of heat parts a relevant lever for how prevalent OCing should be. They specifically said that, making them more costly will make players decide more which parts to OC and which parts to leave as they are. I'm sure you can see the parallels to your argument in our current discussion.
you are encouraged to make different ion cores, in the sense you run a smaller core for the same damage output
radiators are extremely expensive and their heat logistics are a mess in of itself, and you are encouraged to run cores that are about 2/3rds the size of regular ion cores with wildly different logistics due to heat piping
Not very.
You're not to be taken seriously. Needlessly contrarian.
im actually playing the game 🤷♂️
you are right, it's actually not an all or nothing case and the devs seek to force the players in the intermediate state
but what is the intermediate state of ion core combination ?
By the way
Although I disagree about the benefit of this suggestion I appreciate that you too care about the game enough to make suggestions
Yes, that is how I'm currently using OC Ions. For example, my old Ion Kites always used to have prety low dmg for their cost. I was able to increase their dmg output without increasing the core size by using OC Ions. That's fine. Like I said, I'm ok with how OC Ion function currently. I just wanted to make a suggestion that might potentially make them more interesting than what we have.
(ignore the omni core for this argument)
you increase damage output but lose directionality of said damage. Dealing more damage, but over a wider area
DPS isn't everything
this would explain the flicker lol
(in truth this is kinda the problem with CGs. Directional damage with extremely high DPS. best of both, and why ions suck in comparison)
The intermediate state for Ions would be that, if OC Ions reduce combination dmg loss (but don't nullify it), then you can get away with less outlets and thus smaller barrels, but you probably will still not want to combine 6 beams into a single prisms.
id rather have the challenge of wiring my prisms extremely densely than making lines that would make a credit card jealous
maybe, if that achieved throught balancing
we might be a bit early for that thought
because from what i can see it may be more economical to wire say 5-6 ions into 2 prisms instead of 3 in general :p
Yes. As I said, that is decently interesting. I'm just trying to explore, if there could be something more interesting. I have played with OC Ions a lot in the past few weeks. And I love me some complex cores (like the refined omni-core above). But I have found that OC Ions, while offering more damage and in theory making different damage patterns, don't actually make me think that much. Or at least they don't make me think very differently about Ions. Yes, OC Ions are much better vs shields. Yes, OC Ions tend to be worse against armor (but only barely because in a fight you often can't completely focus your dmg anyway). But all in all it's just not really that interesting. And changing how OC Ions interact with the very nature of Ion Cores would be a lot more interesting to me.
for n ion beams, you need n/2 + n/4 + n/8 .... ion prisms (basically n amount of ion prisms)
Changing the amount you can add rapidly decreases the cost of OC ions to the point that there might be NO REASON to run normal ions
You have not actually looked at the suggestion, have you? I'm arguing for reduced combination loss (not zero). So it#s not gonna be lines.
#1380851648192057436 message
Also I haven't read your suggestion properly I am against removing the lightning damage type no matter what
having a new damage type promise to be more interesting that any design adjusment coming from slightly more efficient beams
i never implied zero - im just stating that there are times where 3:1 and 6:3:1 ion combinations already come close to beating out 2:1 ion combinations in damage per credit
im just raising the concern that its possible that decreasing the falloff damage would signficantly increase this margin
well yeah the cost of thinking is frontloaded into design?
which for OC is in cooling systems
i dont get your point at all
OC ion does more damage, with aoe, and distinguishes itself from normal ion by requiring piping and cooling systems
you can't just chuck ions directly next to an LR
now if its economical to put all ion power into one prism... that could make a super death beam indeed but what other benefits may it have?
id rather have the lightning chain count depend on how many you combine into a single prism (if it doesnt already)
Then what was this phrase "would make a credit card blush" (or whatever it was). That implies you fear people will just make lines. Yet this fear doesn't apply to my suggestion.
Ok fine. Maybe we can have both - the lightning and the reduced combination loss (though that's maybe a bit much)
(but also maybe its not too much - balancing would have to be used of course)
That is not a meaningful change and relatively easily overcome. I have explained very thoroughly why OC Ions are in practice just not very different from regular ions. They are different, but not very.
whats this for an idea - OC ions act like they do currently for the first prism, then from there it's an ion storm arc rather than the normal ion arc that automatically goes to the next prism and has no falloff when doing so, but will split between ALL prisms it can see
Finally, your cores will be different! You will now have to handle ion prism LINE OF SIGHT if you want to combine OC ions
there
you're welcome
cool is that a problem? OC CGs are like one pipe, 2 batteries and a button toggle
orders of magnitude "similar" to base CG
Again. I have not said that current OC Ions are "a problem". I am making a suggestion that might be even more interesting.
the combination multiplier per beam is currently 0.75^(n - 1) where n is the rank of the ion from least to most powerful
if you raise the mantissa to 0.80 then the falloff would be much less significant
in the ion line setup instead of having a repeating 56% multiplier from the previous row this becomes a 64% multiplier and a difference like this makes it so that the beam can grow larger until the loss of power is greater than 1.8 ions (which means the ion line would have a max theoretical output of 5 ions which is way more rewarding than 4 - it also increases faster)
funnily enough if you increase it to 90% the combination loss is so small that it might as well be 0 because the only mutliplier is only slightly less than half (47%) for the 8th least powerful ion
sorry for the mathdump lol i just dont find 3:1 ions interesting over harnessing power of an ion storm
blueprint/icon for TCMs still implies there are 3 missiles per launcher when they only have 2
hop on gimp and figma rn
Let's look at what would happen to a heavy combination core if it was 0,8 instead of 0,75. Currently, 8 Ions combined into 1 outlet does 100 * 1,75 * 1,75 * 1,75 = ~535,94% dmg of a single Ion Emitter. If combination loss was 0,8 the same setup would do 583,2% dmg. That's not that much less and you'd still want to limit the amount of combinations you do.
Now, if it was the case that OC ions decrease combination loss multiplier to 0,9 then this 8 ion setup would do 100 * 1,9 * 1,9 * 1,9 = 685,9% dmg. That is noticably more dmg than 535,94%, but you still wouldn't necessarily want to go further and combine 16 Ions down to 1 outlet.
And with 3:1 combinations it would be similar, would it not?
lemme look up if there are statements by walt about why theres a combination falloff
I would guess to make building Ion cores more interesting by introducing restrictions. But please share what you find.
surprisngly hard to find statements (perhapse its a response to a question in #ask-walt im looking for) but i find myself at the very start of #ships with… this
^^
https://forum.cosmoteer.net/d/9279-cosmoteer-release-candidate-0-14-10-rc1-ion-beam-prisms/16 as well
Discussion & Support Community for "Cosmoteer: Starship Architect & Commander"
it used to be based on the number of prisms (hmmm perhaps this could factor into your suggestion)
the common thread is indeed to make it interesting and challenging
So yeah, basically to make building cores more interesting. So, if overclocking reduced the combination loss factor from the normal x0,75 to x0,85 (or maybe even x0,9), that would make building cores less complex. But it would require you to use the complex heat systems we now have. Would that not be fine?
this would make ions scale far better but consume more surface area - terms ive last seen used only in old-game-balance
for me this still doesnt really feel interesting in the shooting aspect because (as previously stated) OC variants tend to either change how a weapon is used or bring a new mechanic into play - chain lightning does both of these things
(How far we've come since classic...)
I think it'd be best to keep the 2:1 combination standard, but make it much less restrictive. Meaning that OC Ions would make it viable to combine 8 beams down to 8:4:2:1 and I'm talking about competitively viable (not just for career). That way you would keep the interesting complexity of min maxing your cores, but you would get to make ships with really small barrels, like having an Ion Rammer that has only 3 outlets (for 24 ions) instead of the often seen 12 or so.
And, I want to say this too but separately, if we allow ourselves to think outside the box (scary I know), would it really be so bad, if the balancing was made such that the dreaded "credit-card" ion cores were viable? Sure, it's simple, it's easy to make,... but is that really reason enough to not do it? Might any potential extra archetypes not be worth this optional reduction in complexity?
And we could just keep the lightning too
(just maybe tone down the very high dmg a bit to account for the increased dmg when combining)
your argument in the first statement is solid but the numbers have to be just right so i wont really complain about that
as for this second statement it depends on how its made more viable - if instead of a reduction of complexity it was a design choice to combine in such a way then it works - kind of what i had in mind with #1370799036591898837 message
With that latter suggestion the final image of ions would be the following:
You can overclock your ions to shift them from "a highly focused but somewhat low dmg beam that requires a complex ion core setup" to "a moderate aoe dmg pattern creating beam that has higher dmg and needs less prism complexity but comes with an expensive heat tax that requires more surface area in your back or on your sides".
there we go
Crew sometimes appear to carry partially filled batteries from an over clocked large reactor. Is this supposed to happen or is it a bug?
Crew also like doing twirls when running down a long moving walkway when there are lots of other crew going in the same direction (turning around and staying in the same cell instead of continuing down the walkway). This seems to suggest the crew pathing is updating too slow any they think crew that have already moved forward are in their way.
proof of crew operating on a brsin vomposed of molasses
crew are very stupid, this is why you need to micromanage them
Ohh I remember a classic era bug with partially filled 3x batteries.
Not sure if this has been mentioned but currently the thermal beam is available to build in career but there are no blueprints for any of the other components for sale, making it not great to use. My friend and I were stress testing thermal stuff in a career game but then hit that wall lol.
Im reading up on your suggestion right now and am surprised that you would still prefer to keep 2:1 being the most optimal way of combining ions. I feel like If the goal of your suggestion is to make the ion core building process for OC ions different from the normal one, then making it so 3:1 combining is the most optimal way, would open the doors for the most creative innovations.
Your final suggestion sounds like the goal would be to incentivise having less outlets to make barrels slimmer which is weird given that pure Ion ships already have thin barrels that are only two blocks wide for 7ish outlets.
Actually it's double surprising to me because you never even build barrels for Ion ships in the first place., all your builds have free moving outlets except maybe your first AI tournament submission.
I'm pretty sure all thermal stuff is unlocked from the get go
Thermal resonance lance has it's own page for modules
In creative yes but not in career. Only the lance itself is unlocked (by default, actually) but the actual modules to power it up are just missing entirely.
I imagine career is not the focus atm but it would be nice to test all this stuff out in the kind of unexpected situations you run into in career mode.
You're correct that your suggestion would incentive more creativity and I might prefer it, but I let myself be bullied into moderation for what I dare suggest for fear of people shutting their minds even more than they alreaddy do.
It's true that I don't build many spinal Ion Cores (that I post), but my ships often do have fewer outlets than is typical for the size.
But even if 2:1 would remain the optimum, reducing the combination dmg loss factor by 20% (0,75 -> 0,9 for two beams; 0,56 -> 0,672 for three beams and so on) would benefit non-2:1 combinations too
huh
I am able to make a blueprint that has lance modules
maybe its just that they aren't displaying lance modules and you gotta use blueprints to make ships with them atm
Huh, that is one workaround I suppose
no? theyre all unlocked and available for free
no you can just build them in career
They were not, last time I checked (which to be fair was over a week ago)
id assume jat got confused because you can only see the pumps in the part list by selecting the lance turret
they were always available
i used them in career
you have to select the lance turret in the menu which opens a submenu of part lists that shows the pumps
imo not particularly intuitive and doesnt make sense but i assume its to reduce clutter
ahh figured that was the problem
There’s a bug, I’ll send savefile and more context in a few hours when I’m back at desk
but basically, OC toggling becomes glitched if we do a ton of copypasting in blueprint mode; sometimes OC would refuse to turn on, and I don’t quite know the reason why. I was making a railgun ship and I build exclusively in blueprint mode until I think the whole ship’s ready for a v1 debut
yeah ive experienced that as well
Huh I thought I saw this already being reported but I cant find a post. Ill quickly do it I guess
can we also make batteries held by crew more yellow ? it's weird how green they are
If I have my thrusters set up like this and the leftmost thruster fires, will the heat be evacuated via the connected radiator or will it be routed through the overclocked ER?
it will prioritize direct ocnnections before dumping through the ER
so in this case itll max out the radiator, and if there is still heat to be dumped, itll go through the ER
Noted. Thank you for your assistance.
this behavior is mostly just due to the ER multiplying any heat it receives by 2 before dumping it into whatever pipe its connected to (heat taxes basically)
I figured I might as well give my feedback, I liked the "floaty" feeling of the drag in the previous build. Going back to more drag creates a lot more ramming and less orbiting, which is way less fun imo.
iirc theres two numbers that decide drag, a base number and an exponent, i think the base number determines how tight vs floaty drag feels
i would like to see a that base number somewhere inbetween this build and the prev build
iirc its linear per speed or something like that
i remember someone at some point made a graph of stable vs current preview vs old preview
but ive spent like 10 minutes looking and i cant find it
pipes take priority over ER
it goes pipes > ER > exchanger
What’s the password thingy for meltdown?
previewpreview, I think.
It's pinned as well.
I personally would like it even floatier than the preview build
floaty = fun piloting
Thanks!
the exponent makes it snappier at high speeds
i thought exponent was top speed
if there’s 2 exchangers, which one’s prioritized (maybe depending on distance to exchanger) or do they take away heat equally?
walt has stated that the game is deterministic, so it's probably not rng
but I wouldn't know what determines the priority
the game is deterministic but also has RNG elements
iirc it essentially prepares a list of random numbers and then runs through them one by 1 whenever something 'random' needs to happen
wait so like how doom does it? 
-# (not quite that, but it gets the point across as an example)
i believe it's a reasonably common thing for games to do
especially ones which have a replay function that works by essentially just copying what happens in the game (like cosmoteer's .recs)
Forts is another example of a game that does that
doom had a set rng lookup table, meaning the rng was always the same for the game
Games usually use psuedorandom rng, where the rng is handled by the cpu in some way
like using time signatures
instead of game engine
and done in real time
yeah i'm pretty sure cosmoteer uses the second method to generate the 'lookup table' per game
drag is a function of deceleration from velocity if im going to be honest with you - the exponent just determines how much it cascades once speed exceeds the base value
I also like floaty. One of the big issues with that currently is that the ai cant handle floaty that well
nooooo
meh. I hate when stuff feels unresponsive. Like on a floatyness scale from melee to brawl, I like ultimate.
Also the floatyness thing, while in combat it's debatable if it's good or not, but it hinders everything else in career. Also, new career players with already bad thrust arrangements might find it even harder to dodge nukes
yeah slow unresponsive ships are the last thing i want
Pipe on Engine Room get priority, so the increase is the 100% of engine. Heat Exchanger no longer seem to suck the heat out of ER unless there are no pipes leading to it
That's different if the ER get out of fuel, though, reason why HE are useful to put on ER (-> thurst won't get out of Oc automatically)
Yes, i have been setting up like this too. Stick a Radiator next to the OC'ed Huge truster to cancel out the heat. Huge thruster = 1100 heat gen same as Rad = 1100 heat removed. Looks like a good setup.
If you go via the Engine room the heat is doubled so you then need two Rads to combat the heat.
The only thing i don't understand in what the OC'ed engine room bonus of 'Power Distribution efficiency 'is.
i was not talking about that
i knew it was pipe > er > exchanger
but the priority between different exchangers is a different story
It share amongst HE within range according to the number of cells they cover. HE who cover the same number of cells seem to share equally between each-others.
if the part is fully covered at least
No, even partial coverage do suck the heat. Just not as fast (it suck only a few tiles worth of heat at a time), so it tend to not be fast enough to prevent fire
i suppose it also depends on the heat source
Which heat source do you think partial coverage won't allow to suck heat?
Because I've yet to see any case where heat isn't sucked at all from even 1 tile of coverage
tested further, a 1 tile coverage on TB only allow to drain enough to reach 2 bars of heat on the battery. If my assumption is correct, that mean that each tiles have heat in them, and that you can only suck the heat from tiles within reach. So if you cover 3 cells out of 4, you can only suck up to 75% of the heat within the module
even with half(?) their intended fire rate, overclocked small lasers are insane
i do appreciate that they require hypercoils to use through the radiator cost of venting their heat, but they offer so much concentrated, undodgeable, unflakable firepower that it simply feels unfair
also - why do small laser turrets have -5 penetration resistance? that's more than disruptors have (-3), the same as heavy lasers, and more than standard cannons (-4)
Penetration is per cell traversed. Laser turret only get penetration resistance for the turrets, while canons have penetration resistance for the whole thing. Traversing a laser from one side to another require "only" 6m of penetration, while traversing a small canon from the top of the dome or the side require 9m of penetration.
I think traversing only partially (like from the side of the dome or at an angle that make the shot traverse less distance within the module) require less penetration and diagonally require more, but don't quote me on that because I'm not certain at 100%.
It's just hilarious to me that standard cannon shots that land on the turret just stop because standard cannons only have 5 meters of pen (1st and 2nd shots in the gif), but if the shot goes slightly to the side and misses the turret hitbox, it will hit the non-resisting part of the hitbox (3rd shot), which is really weird and it's pretty much RNG whether or not it happens
The difference between a turret hit and a main hitbox hit is pretty huge too, in my gif it immediately caused 2 fires when it missed the turret (lol)
I was testing the new turret penetration resistance with an unshielded small laser ship in career and kept dying to cannons for seemingly no reason, this was the cause
Ah, yes that happen. There is a small gap between LB, HB and disruptors
I'm aware, I'm saying that the turret having so much penetration resistance makes this effect a lot more obnoxious when it happens, since the -5 meters of pen resist gives a false sense of security
maybe it could be possible to ask so close the gap by making the turrets slightly fatter
Imagine being a new player that has seen cannons bounce off the turrets, and then they randomly die to a single shot that threads the needle between the turrets
That's gotta be pretty frustrating
but the problem is that making the turrets bigger also mean that turrets intervene with each-other's line of fire more
and if there is no pen resistance on turrets, there would be problem too for diagonal designs and when taking fire at an angle
My suggestion is to reduce the turret penetration resistance to be the same as disruptors (-3) so standard cannon shots always pen instead, no hitbox changes are necessary, and is a small nerf to an existing OP weapon that does not need the help it currently has
the game still does have rng, it just makes it the same way every time from a set starting point
it uses a lot of things, not just time
Are they really that OP? 7 of them aren't enough to penetrate a single Oc Small Shield supplied by 2 crew from a capacitor/small reactor though
the entire early game of career does not exist when you have small lasers and some backwards thrust
and if you add a shield you're unkillable
that's also true with heavy blasters, ions or Oc Rails (not normal Rails because of ships with Flack and Large Shields). Plus Oc is supposed to be a mid-to-late game tech
but small lasers require 0 hypercoils and their OC isn't even necessary to be OP
regular small lasers are busted as an early game weapon because of their range
basic laser blasters aren't OP though
range is strong (no matter the stage of the game), but fast opponents can still catch you up, and there are clouds
being faster is still an option
and if the opponent have a shield (and there are some that have it in the early game), LB sudently become weak
they very much are, the faster thing isn't a problem because they are very lightweight and crew efficient to supply
clouds aren't even an issue because you can just autofire them to bypass the range restriction
Anything is OP at this stage in the hand of an experienced player. You could even argue that mining lasers are better when you have shielding at early stage as it allow you to destroy the reactors of your opponents without making it explode, allowing for better early game income from saved processors & enriched uranium
I don't disagree there, but small lasers are a lot easier to use than mining lasers - it's not difficult to figure out that kiting works in this game and small lasers practically encourage it with their design
kiting work in all games where you can have both range advantage and mobility advantage, and dealing damage without recieving any in return is always a strong option
more importantly, this conversation is out of the subject of the Meltdown Update
I'm bringing these things up to show that they are OP already and their OC is broken
I guess even at 2 shots/s their damage is still of 800/s, but Oc Small Canons get much higher alpha with projectiles that are hardly countered by even flack (against 2 flacks, 3 Oc SC go completely through most of the time even at ~75% of their range)
huh i wrote off small lasers
small lasers are so funny
I have encountered a problem I don't understand:
Each side of this ship should produce about 16160 heat per second in total. (Reactor 2400h/s + Inner thrusters 2200h/s [out thrusters have their own dissipation] + 2 Large Shields 160h/s + TRL 600h/s + Pumps 800h/s + Capacitors 2000h/s [for now I'm not counting the 50 heat per delivered battery, but I can't imagine they produce more heat than the HTs & TRLs which are both not firing in this image] + Ions 8000h/s) Yet, even when I'm not thrusting and I only fire the Ions, these 16 Radiators cannot radiate all of the heat away. Am I missing something? Or is there maybe some part that the devs forgot to adjust the stats for when they reversed the speed change?
can you send the ship please?
Thx for taking a look. Ignore the severe flickering for now. I'm just testing the heat atm.
the game says you produce more than 16k per side
But I shouldn't. Right? Reactor 2400h/s + Inner thrusters 2200h/s [out thrusters have their own dissipation] + 2 Large Shields 160h/s + TRL 600h/s + Pumps 800h/s + Capacitors 2000h/s [for now I'm not counting the 50 heat per delivered battery, but I can't imagine they produce more heat than the HTs & TRLs which are both not firing in this image] + Ions 8000h/s
hm
You think I should report this as a bug?
20 radiators = 22.000 heat/s evacuated
16 Ion = 16.000
6 Capacitors = 3.000 → 19.000
4 Shields = 320 → 19.320
Add to that 118.52 per power drawn from Large Reactors & 50 per power put in Oc Capacitors
this is not a bug
Oh I discovered something that really is a bug
you have 16 total radiators for dissipation not 16 per side?
yep
I haven't even started to count the heat management required for the TRL and Oc Engines & thrusts
Wait, am I really this blind and forgot to actually add the 8 extra radiators per side?
Omg
I need 16 per side
big oof
there are 20
Happens to us all
four of them are directly attached to the outer thrusters, not connected to the central network
they evacuate part of the heat from Huge Thrusters, so they'll be fully efficient in the end
yep, but yaddah was burning without any of the thrusters in consideration so i didn't count them
are OC mining lasers working as intended?
well, in the end he forgot to add radiators on each sides, so whatever
they seem to be really, really strong
To my understanding yes, and yes, they deal a tad of damage through shields (I asked if it was a bug, didn't get any response)
that's awesome
They don't deal much damage through the shield though (~125/s). Also, there is the same problem of damage dispersion as Oc Ions. You also need to remember that some of the damage is lost due to the area damage
And considering how much energy (and for Oc heat) they generate per second, it's not that good. Just enough to make pure mining ship more capable of defending themselves
What did you discover?
As I tried to turn off your thrust oc: https://discord.com/channels/314103695568666625/1381301757937717289
Floaty doesnt mean you accelerate slower, it just means you decelerate slowed
So in a way your ship is faster
the drag equation works both ways
and no it didn't make you faster
...if you have less drag you accelerate faster
With more drag you have more force pushing you to be moving and turning at 0 speed, making the ship more annoying to control
The drag equation in cosmoteer is exponential, meaning at low speed you have little drag and at high speed you got BIG drag
it's basically not fixed drag
Btw for the rts control, you can get it to work a bit better for different speed if you change some of the constants for the ai control, I assume walt knows this though
I know. In the previous update there was even less drag at lower speeds and more at higher speeds. In my opinion, the game played a lot better with that drag equation.
Nah, the drag at low speed was unchanged, only at high speeds there was more
There shouldn't be simulation differences between direct control and rts
...then why was it a lot easier to orbit in the previous build
I can't go back to the previous build but I can assure you that low end drag was lower
What do you mean by this
constants, like physical constants right ?
I meant the constants that determine when the ship breaks and accelerates
Like at what distance and speed and ext
Its exposed in the game files
So when I made zero drag mod I changed those to make rts work better
if low end drag was lower then slow ships before would have been faster, which I didn't notice and can very easily be verified with the speedometer
ah you meant that
I guess that could be a formula yeah, using current speed and distance to determine when to brake, instead of a fixed value
This is in combination with OC thrust, so it's cheaper to get more thrust now
So it might not have actually made slow ships faster, just ships with the same investment in thrust faster, I'm not sure
Well I did notice the community made small ships were usually faster because of OC thrust
But for my tournament, I made myself a non oc ship and it wasn't faster, it's fairly slow
Maybe it was easier to orbit because targets didn't rotate as fast instead ?
Is there a way to look at old builds?
The problem is that the driftiness is a combination of adjusted values, not just a single number or formula.
Max speed, acceleration, rotational speed, and drag all play a part in it
Not for these test builds unless it was specifically split off to a separate preview branch
sorry, this message is a few days old, but I think it's the crew task limit. They start ignoring tasks if there's too many at the same time in a ship
it happens in big ships and it's noticeable in smaller ones when there's something that requires a lot of jobs at the same time (i've noticed it in missile orbiters, missile factories require a lot of people to work non stop)
they ignore tasks when there's too many?
interesting
The limit is around 2000 crew, you can technically go higher but around +500 more they start taking a long time
I think there's a queue of tasks and it can get filled up and the game doesnt store more tasks, probably for performance reasons
oh the limit is much lower than 2k tasks
iirc it's around 100 and something
less than 200
No like the amount of crew on the ship before they start losing brain cells
that depends on what's happening on the ship
I notice it in 1.5M pvp ships that have less than 200 crew usually
around 150
In elim PvP even tiny delays are noticeable, for anything less than hyper-optimized modules it doesn't really matter
The point where well-established modules with margins for sustain start to break is around 500-600 crew in my experience
thats funny
made another ship deleter
700k
bound to be nerfed when ion oc gets fixed
this will be a cabal ship when i paint it
things im waiting on:
-ocls nerf
-ocdc nerf
-octb nerf
-cg oc rework
ask me on ideas for any of these if ur lost devs
for OCLS the main idea's been to increase heat generated from damage, and we've been thinking of increasing the spread/beam width on OCTB (to make it less good at the focus required for flips)
not sure what to do for OCDC nerf and OCCG rework, though given the general popularity of the idea OCCG being some sort of shotgun would make sense
the acronyms are killing me
OCLS = large shield
OCDC = deck cannon
OCTB = tractor beam
OCGC = chaingun
I thiunk I just about got it
All of those have been proposed in the council at least
Dang 10k messages under 1 month
OCTBQIA+ 🏳️🌈
😉
No trl nerfed? I feel that if you're nerfing shields you gotta nerf trls too
Honestly idk if there needs to be too many changes, it seems like we're at a petty good balance rn
no oc ions nerf?
i dont think so? if we reduce shield effective hp trls effectiveness and importance will also proportionally decrease
imo at the very least the stuff i mentioned needs to be changed to have a healthy/playable meta bc theyre all causing major issues
ocls is absurdly strong and essentially enables ships that are effectively unkillable until their thermal stores are full. not fun to play vs and strips agency from enemies
ocdc is similarly stupid strong and incentivizes poor building due to not only being roof mounted but also now very long ranged resulting in very uninteresting alpha dc brick builds being their most powerful form
octb is absolutely absurd. 50% more force for a bit more than 1 radiator of heat is insanity especially considering how much easier being allowed to have less tb makes logistics
cg oc is clearly disappointing. it does literally nothing for your damage potential and just lets you do your damage a bit quicker and no other benefit, and this in of itself is barely even a benefit. its not even worth ocing imo.
Rn, trls strip shields stupid fast. If we make shields weaker, shields get stripped ever stupider faster
I think oc tbs should do produce a lot more heat
very uninteresting alpha dc brick builds
Is this what you mean?
these guys are very much not alpha
not alpha, but i wouldnt say its a particularly interesting ship
to tack onto OCTB debate, it costs dummy high amounts of heat to run OC engine parts, even more so when we use OC engine room. essentially the heat production is 4x high because the ER doubles heat production, and TB can counter all that with a lot more thermal and logistical efficiency. The infrastructure needed to move fast is far more complicated than the infrastructure needed to push/pull things fast.
maybe by even an order of magnitude, considering how TB can be places right next to the reactor
placed*
the wall
"sir, 87% of the ships in this game are just guns bolted together"
Welp, it took a while. But I finally made a not complete shite ship with the update.
Behold: The lasfire MK1-2
I'm quite happy with it so far. But i'm open to suggestions for improvements.
Seems like you have a lot of reactors and it doesn't look like it should need that much power.
i still havent gotten around doing effectsscale on all the damage and etc numbers on my mods

Overclocked capacitors on a small shield? Does it work?
OC capacitors have battery size of 3 remember.
Other than testign the power usage, i think the ship look great btw
OCDCs are horrific, they've a higher range than base railgun, and has 90% of its speed, a PD turret barely has about 0.4 seconds to intercept it and that's not taking into account shot inaccuracy and time it takes for it to even point at the shell.
You'd need 3x PDs just to shoot down a single OCDC shell assuming all shots land and all turrets are firing the moment it enters range. Of course I understand the point of PD/Flak is that it's only meant to reduce incoming blows but that doesn't really matter when your enemy has 6x OCDCs behind 6x layers of armor
ocdcs only downside is it has half* dps. it gians almost every other stat 
Not even, even though the fire rate is halved it's still got a 60% boost to damage.
This is definitely the biggest weakness of the build. But with all the heat-pipes I struggled to make efficient pathing for the reactor. So I eventually relented and added multiple medium/small reactors
It seemed to work quite well. The battery size isn’t a major hinderance since OC capacitors also get a bunch of extra capacity. And the resulting shields can take a lot of punishment. At leas; until we throw EMP into the mix.
But at that point the 3-battery size is also preferred for a quicker recharge.
All that being said: I haven’t done a whole lot of testing with standard capacitors.
why are the lasers doing nothing to the shield in the 3rd gif
in second gif, even a singular laser is draining the same shield
it seems to be really inconsistent
sometimes the mining lasers obliterate the other ship, sometimes they don't go through a singular small shield
I even focused all of the lasers on a singular shield at the end and they didn't even drain the shield??
but a minute ago the lasers wiped the shields near instantly and killed the ship in about 4 seconds flat
wait
is this a damage falloff thing?
how would the game be balanced with multipule ships when radaitors gotta be used for heat based ships?
Little suggestion — for chaingun, I think it could be cool if overclock increased the turret speed, by ''loosening the bolts'' of the turret or something, and maybe also buffing the shell?
Feel like the overclock isn't really playing with chaingun's preexisting gimmicks well enough.
I really liked more ''free'' chaingun orbiter ships that had very loose and quickly rotating chainguns (which existed in the chaingun preview build), but then they nerfed it by cutting CG turret speed in half.
More rotation speed would be a cool gimmick. But even if that isn't added on top, I already like the "infinite" fire rate.
are you sure itd be good if we just make it a + on its stats
super long CGs are fun
You mean the turret rotation idea from Nick? I don't think that would be an op thing to add.
why?
just adding better stats
Currently OC CGs have potentially infinite fire rate. That's pretty cool already and not just a "stat buff". It has design implications. Adding more turret rotation on top of that would just make it even more creatively cooler.
Having a single CG where you might otherwise have 4 separate ones instead is also pretty different.
thats not diffrent though
though i geuss not everything can be diffrent like that though
It is. It implies a very different ship layout. It means you can save cost and space enabling you to pair it up with other weapons that you would not want to before and so on.
Yes. That is the best kind of different. But the way OC CGs are different from CGs is also cool enough. And, as you rightly mentioned, there's also the question of how different can they even make something like a Chaingun conceptually. I feel like adding more turret rotation would make it more different in the sense that you're referring to - a new use, here as an option for orbiters.
yeahh, Personally I dont think every single thing should be overclockable for that verry reason that not everything can be changed like that but then again its however walt makes the update.
overclocking stuff like thrusters andlasers makes sense I suppose but its just kinda weird for stuff like scanners and etc
its still practically limited
due to magazine shell replacement speed eventually being overcome
past 80~ mags it messes up
Wait, do you mean to say it can be reloaded while shooting??? I must've missed or forgotten that.
no
OCing Sensor Arrays is very unique, since it's only the way to extend your sensors even further.
oh no, extending sensors.
Idk, verry boring way of making them better
past that range the chaingun will no longer reliably consume ammo in a linear fashion
so it stops shooting while some mags still have ammo in them
Ok ,then what do you mean by it getting messed up past 8 mags? The rate at which each mag is reloaded is constant, no matter how long the CG (assuming you have the same number of crew per mag and the same distance for each crew member to cover while reloading)
letting them send out bursts of energy from the sensor too other sensors too temporarily set the ship back too normal sensor range or smth would be WAY cooler.
i mean the movement of the shells down the chaingun while it is firing
not anything to do with crew
funny way of bullying kites 
Not flashy, but unique. I like it decently enough.
Can't think of anything better really
wtf???
How?
but only affecting other ships with a sensor on it would make it quite intresting
ill get a gif
I thought the animation of the shells moving through the mags was purely visial. I didn't think the individual shells actually had a speed at which they are moved forward.
But that's not useful at all...
If you are anti-kite, then you have to be a kite yourself, otherwise they will still see you since you're, you know, chasing after them and trying to close the gap...
That would severely limit the use of OC Sensors to just one archetype.
not really. I don't care about my sensor range, as long as my opponent is within it.
thats the point, if the enemy ship is in your sensor rnage
if it isnt
your gonna have issues
speeeen
But again, that would have to mean they are a kite themselves. Otherwise they will be within normal sensor range. And that means OC Sensors would only ever be useful for kites. That's bad. And that's not to even speak of what happens when both kites use OC Sensors. That's just annoying.
Wait, it just JAMS ITSELF???? xD
yes
ok... I semi-like that, even though I think it should be easy to fix code wise, right?
well it existing makes oc chainguns fire rate cap removal useless
or at least not as useful as it could be
Yeah. But, well, not completely useless. A 70 mag CG is still quite the cost saving compared to having multiple CGs with the same number of mags.
just a little disappointing for those that took it literally
yes. I think they should fix that.
Do the devs know about this?
im saying that itd be below normal vision range too force up close and personal fights if enemies also use sensors
i think i posted about it here before
idk if it got noticed
also brb imma eat reallll quick
Ah ok. Must've misread that. Ok, so you essentially want OC sensors to blind the enemy for a time when activated, kinda like OC TBs?
That might be interesting.
If its like that it allows you to either force enemies to get closer to keep dmging or survive the attack while waiting for their sensors to work again
it also allows you to do strategies that ussually takes blind enemies 
(stealthy ideas)
cause the enemy can only really see you as a red blip
Made an official bug report. Hope it gets noticed this time.
#1382062552183341056 message
Hey, so would anyone be able to explain how thermal lances work as you add more? Does a system with two lances have to divide all the same heat in half? Is damage output better if fewer lances are having to share the same amount of amplification/dilation?
Wait I'm not the only one having this issue? And it's a bug!?
Lance modules evenly divide their buffs between attached lances
i assume so
if it was a feature it would be really disappointing
No way is it a feature
Yes I know, it's just a simpler way of saying amplification and dilation every time.
Send me the ship file in question?
Wuh oh.... Yeah that would explain it certainly.
thx
It's also happened to me so I don't think it's specific
How did you come to that determination?
Well, it's not how it works
So then power draw of the modules increases?
Pumps increase 1-1 for the first~~ pump~~ TRL and have a diminishing return for each additional pumps. It's pretty steep though while the drain increases quickly, so generally going over 2 starts to get less than optimal. Going over 4 is never worth it
So it's like combining ion beams then
Sorry I meant first TRL
So is it better to have more lances or more pumps/modules?
Well, obviously the number isn't 1 to 1 since you can stack way more modules, but you know what I mean.
Going over 4 TRLs is never worth it. Pumps also have a diminishing return, but you need a TON of pumps for that to really become relevant
this is assuming the entire thermal system is connected right
Yeah so far I've mostly done single, big connected systems
Yes, this is per system
thanks
Multiple systems become a better option at very high pump amounts, but most people won't build things big enough for that to become relevant
General rules for building TRLs: For debuffing shields, use 1 TRL + as many dilation pumps as possible. For debuffing armor, 1-2 TRLs plus mostly dilations with some amps. For main weapon melting, 2-4 TRLs with as many amps as possible and a few dilations
Never go over four TRLs on the same systems without a very good reason
Seems like in general it's better to go for higher dilation than amplification?
That's hilarious, but is that jamming intentionally? Have the devs said anything in the spirit of “it's not a bug, it's a feature”?
That depends on your goal with the weapon. Debuffing favors dilations, although amps still matter. Killing with TRL alone requires mostly amps
Guys, since we had a somewhat controversial discussion over the ugliness of heat pipes, how they ruin or at least clash often with ship paint and how to fix it...
I've found what particularly annoys me about the heat pipes and maybe this can be useful for solving the issue.
Look at these circled areas. (Note - this is not the final look of the ship, but just a demonstration to highlight the problem) They look fine as long as the heat pipes are dim without any heat flowing through. They barely mess with the illusion of depth at all. But look at how effectively they nullify the depth-illusion once the heat flows through them. That is because, while the dim pipes had their textures "under" the paint decals, the heated pipe glow actually lays itself "over" the decals and it makes everything look flat.
If we can find a way to change this while still keeping pipes relatively visible to indicate what is happening to the ship's heat system, then I feel like the largest chunk of the reason why heat pipes are ugly will be solved.
(left is unheated, right is heated)
Here's a gif, so you can see the change and how it destroys depth gradually as it heats up.
Has someone written a comprehensive article (in the wiki or something)? Would be interesting to know.
I still don't understand what the TRL debuff on shields actually does besides heating it up very slowly.
I also heard once that multiple TRL in one system increase the energy consumptions of the pumps, but that sounds like bs given that the tooltips have set amounts of energy usage, right?
you could just paint around them, no? as people do with reactors and control rooms for instance
So part of why there isn't an article floating around (other than it being very new) is that everything in the preview is still subject to change. TRLs are very likely the most nuanced and complicated weapon in the game and people are understandably confused, but until things are a little more solid, there may not be a comprehensive document. When one does exist, the math probably won't be present since that is likely to make things harder rather than easier to understand
Probably quite difficult given they have to criss cross large areas of a ship
yeah not that it's easy
Oh no, not this argument again. Reactors and Control Rooms, or Barracks don't run all over your ship into every or at least many corners. You can thus neatly incorporate these single spots of breaking up in the paint into your paintstyle. But heat pipes go everywhere and they are thus much harder to incorporate - rather they limit you way more than any other ship part with texture.
without starting that argument again haha. sure painting around them can work out but imagine everyone head to paint around every walkway because of a very obscuring rooftop texture. ^^
maybe changing the opaqueness of the glowing pipes would already change a lot. that would be nice since the devs would not even have to make a new, less opressive rooftop texture. whoever made the current one definetly cooked. they do look cool, its just a shame that they conflict so much with the painting process.
Also, I feel like with this insight into what in particular is the problem, we might be able to come up with a solution, rather than discussion endlessly how annoying the problem actually is. Can you maybe think of something we could do to the glow in order to make it behave like the dim version of the pipes, while still "glowing"?
Yes. I've heard that these textures we have now are not even the final "good" version we will get once the dedicated graphics people of the team get to finalize the textures. If that's the case I must say that the current pipes look relatively good for what they are. If what you say about opaqueness can be done, then that would be a huge step forward.
Yeah, I guessed that being the reason for it. So, if you don't mind, any chance of explaining the shield-draining debuff to me?
What does Shield damage power cost even mean exactly? 😅
Does it mean if an Ion laser that also hits the shield, that would deal the equivalent of one battery as damage, it does that much damage + 1,3%*16,5% per dialation pump?
or am I way off?
Shields are coded to provide an amount of HP per energy. So a small shield for instance has 15,000 HP and 6 batteries. 15,000/6 = 2,500 HP per battery. TRL shield debuff lower the amount of HP shields have per battery. So a big TRL debuff could cut that in half for 1,250 HP per battery, making shields not only have half the HP but also making them significantly less energy efficient
I see and since the debuff does not stack it would make more sense to have one strongly dilated TRL vs multiple small ones.
Is cutting the effective maximum shield hp in half just an example, or is that a hard cap for the debuff for balancing reasons? Because if my math is correct, you already reach 50% with just 5 dilation pumps + base stat and would in theory reach 100% with 11 pumps already, but of course, the latter is not reflected in the game (for good reasons).
I’m not sure on the math, but it definitely doesn’t seem possible to cut a shield’s hp by 100% which would essentially nullify it. It is possible to go over my example of a 50% reduction though and the results can be pretty gnarly
Yeah, I can imagine it being pretty gnarly. Just a small setup of mine already reaches 1/3, which is honestly way more than I expected. I assume somewhere around 50% must be a soft cap with diminishing returns, and there is definitely a hard cap before reaching 100%. Otherwise, a huge TRL could make it so a single small laser shot could 1-shot a large shield. 
I might test this out later
Anyone feel that large and/or huge radiators may be necessary? You have to devote a truly absurd amount of outer hull space to radiators as ships get larger.
thermal canister missiles fuming rn
They are a decent way to get rid of heat yeah but it's not super sustainable
You also don't have to overclock absolutely everything
But what if I wanna?
Then suffer the consequences
it would be fun for some overclocks to need heat to function
like. large cannons would heat up shells as a overclock but take like 300 heat per shot
so they would just be a less efficient tcm
I liked the idea of diamond factories using heat
wouldnt compressing a massive amount of carbon... make heat???
I made a suggestion about the material (non ammo) factories making heat
I still really hope this happens, but my standpoint was more about balance than realism, since material factories are already obscenely strong in career
I ran some tests, and surprisingly, I couldn't find a hard cap. Just extremely diminishing returns. With 120 dilation pumps and 90 amp pumps, a shield’s effective HP is reduced by about 97%, which means a large shield that normally has 45,000 HP drops to just 1,286 HP, and can be downed with three laser blaster projectiles that otherwise wouldn’t even drain a single battery.
Wait if I place heat collectors near a oc engine room will the heat collectors get heat from the thrusters or from the 100%+ extra heat engine room?
it will get the heat from the ER, not from the thrusters. so you pay double tax
aw man
unsure if this is known but TRLs dont factor into the heat calculation
agile fella
Sensor’s range increase is fine for me, and I wouldn’t dismiss it as a simple stat boost, notably for 4 reasons:
→ it allow to see a whole asteroid field, allowing a single probe ship to let your mining ship to queue up every interesting asteroids inside it
→ it allow to see further than the maximal weapon range of even railguns and EMP
→ it allow to see at ion maximal range within gaseous clouds
→ it allow to prevent unfavourable engagement inside electron cloud (where radar isn’t working)
When a stat increase have consequences that are so varied and numerous, both in and out of combat, it cannot be simply dismissed as a boring stat boost.
It also make ideas like that of a non-combat ship accompanying your fleet in combat far more viable and interesting tactically. Even a small, fast but unprotected probe ship (potentially with a hyperdrive beacon?) can now give vision and intel for your fleet (more than merely their position) without fearing receiving a rail shot or EMP in the face (which would doom it in both cases).
Jamming with Oc Chainguns can be prevented by simply putting mags in both sides. However, even then it has a cap in how fast it can shoot, and in both case it seem to me that it is related to restrictions due to animation. It’s quite common.
Oc Chainguns with mags in both sides cap at around 0.3s to empty one mag on each side, so around 106 bullets/s. At that threshold, the CG animation seem to be unable to keep up with consumption, resulting in a weapon that shoot slower than intended.
I had mags on both sides, but yeah the jamming happens when one side runs out
It's not a bug it's a feature 👍
I paid for infinite fire rate, I'm going to get my infinite fire rate
is there a bug with OC TB and OC DCs?
dealing way way less damage than I think they should
this is the damage done by OC TB boosted OC DC volley
this is the damage from a normal OC DC volley
just seems like it loses most of the penetration or something?
idk im not really testing well enough to tell a difference, just that OC TB OC DC doesn't feel like its doing all that much
so uhh
Hold on I know that ship
imagine this but with the 10% fire chance and not 3%
its a nice wide target ;)
I have an idea for buffing sensors array but it's kinda complicated...
Type away
Okie, give me a moment
So uhh, basically what I have in mind is making oc sensor array change how the ship receives ping and increases visibility range
I was thinking like... instead of "circle of visibility" widens, there's going to be a "cone" spinning around + the default visibility range, as the "cone of visibility" spins around, so is the sensors of pings is, the ping pops up and disappear quickly as the sensor spins around, for me, I think the range increase 50% more than normal SA but unlike normal SA, the ship has no 360° visibility
Man, im bad at English
I can’t wait to be on 8x and get the enemy spotted ping every 0.5 seconds 
Like this?
It only updates the ping when the cone crosses
lol
Lol
So uhh, yea, good for scout, snipers with support, bad at intense combat
me when i have 5 scout ships at 8x
issue with this is performance, ships are rendered at a certain radius around your own and unloaded outside of that. its why when you are at stations the game lags so bad, so many ships loaded at once, while a bit away from stations the lag isnt so bad
I wouldn’t think so, I’m not sure how the game computes where stuff is but I’d imagine it knows most ships positions and just changes said position instead of fully loading the ship
@everyone New Meltdown Update preview! As always, thanks so much for your testing and feedback!
Balance:
- Tractor Beam (Overclocked):
- Increased beam ‘spread’ arc (5d→20d)
- Increased force (60KN→70KN)
- Increased heat generation (1,400→2,200)
Other:
- Fixed Overclocked Ion Beam DPS being double the intended value
- Fixed Overclocked Small Laser firing slower than intended
- Fixed Nuke first stage linear velocity damping being unintentionally high
- Improved Part Network system
- Reworked
NetworkPortcomponents to create routes to/from network components referenced byRouteEndpointandRouteSourceinstead of registering their own nodes - Improved Part Network resource operation performance with large numbers of producers, consumers, and storages (eg. OC parts, Radiators, and Thermal Batteries)
- Reworked
- Fixed expanding explosions not affecting ships split on their previous tick
- Updated TCM Launcher art
- Replaced TCM Factory art
- Replaced Overclocked Heavy Laser hit VFX
YAY I CAN NOW OC TB NUKE HARDER
finally factory art update
(and also OC TB nuke at all)
yippie!!
well, its still 2x what it was two patches ago before speed changes
I still really hope the ship part factories emit heat someday
TCM factory looking good :) I'm curious though, is it going to get a unique roof texture? atm it's the same as the HE one
Actually wait nvm, there is a difference, it's just subtle
a bit sad that it plays and builds so similarly to he misse
Only so many ways to make factories different.
I can confirm oc tbs are much weaker to flip now lol
yea
improved part network performance 😍
the flight being so similar doesn't hep either
i like it
2 main pipes instead of 3 nice touch because heat missiles can be fit 2 in a launcher.
Though I think it's far too similarly looking.
wait wtf that's genius
One way to make them unique from HEs is I think heat missile should use copper and sulphur instead of iron and sulphur — Copper is more conductive, thus correlates to heat better, plus unique recipe from any other.
They do?
lol
They got changed?
honestly though idm how the factory roof textures look. They all look extremely similar to each other - but tbh, it could be cool if the roof textures all got updates to make them unique. Imagine if the EMP missile plasma ball stuck out the roof? How about the nuke core of a nuke factory? CPU lights for the CPU factory?
Because previously they were iron and sulphur
,_,
When will we get cash money missiles, they should be built out of gold and sulphur
Bedazzle your opponent in glitter and vastly increase the chance of surrender
Missiles that increase the % of resources you get from destroyed parts
Would work especially well on missiles since they tend to hit expensive but exposed enemy parts...
I'm writing this down.
if ever this coding thing works out it sounds like a funny mod
I want a missile made of solid gold that doesn't explode at all, but just pierces straight through them with sheer kinetic energy
rod from god
Golden rod from god
It looks cool as fuck.
We can actually have star wars looking battles now lol
doubled fire rate with 0 counterbalancing
I love the OC small laser, minibeam go pew
i cannot wait to make a feedback post about small laser overclock being OP again
please god colored ion beams please please please
lol was it that bad?
It was already OP with the firing rate it had while bugged
Now that the bug is fixed, its dps is quite simply doubled
The concentrated dps they can provide in mass is downright unfair especially since they are hitscan
How much heat do they generate per shot?
I don’t think you calculated that right
I can’t calculate it rn cuz I don’t know how many shots it has per second
If they fire one shot every second that’s true, but they fire 4 per second
So one radiator can handle 3
90 * 4 = 360/s * 3 = 1080/s <1100/s dissipation
Ooh right. MB
It’s worth noting that using heat exchangers to extract the heat will change the maximum number one radiator can handle from 3 to 2
Yeah... Haven't yet found a use for heat exchangers funnily enough
In a lobby yesterday they were seriously struggling to do meaningful damage to opponents in my experience
Even if their precision can make them a good choice for career, that's still a large investment in heat logistics
Try now with literally doubled DPS
Exchangers are really useful for draining heat from parts without creating weaknesses in your ship or needing to make difficult pipe connections that would interfere with crew supply lines
Also, when fighting the thermal resonance lance, exchangers can drain the heat it applies on your ship and allow you to vent it out
particularly for shields
as TRL will apply heat directly to the shield generator and that can end poorly very quickly if you don't cover those with exchangers
I figured. But the needed proximity to a heat-pipe + the limited absorption has made me always prefer heat pipes themselves so far.
RIP
usually piping heat directly with pipes is better, but heat exchangers can also pull the heat status effect out of blocks, which direct piping cannot do
OHH wow
ALL 8 people in the game?
Insane.
apparently
Well my game frequently just implodes and self destructs so I thought it was a me issue.
My pc is afterall turning 13 years.
:
:>
this has quite a few uses, such as defending shields and armor, but also adding redundancy, as if your system overheat briefly some heat status effect will be applied to your ship's overclocked parts, and heat exchangers can make the difference between those parts surviving or burning down
heres my log file
'' 'Zero' cannot be greater than -1615200000''
Real one 😔
prob
I also received a crash while testing a ship of mine against a built-in in creative.
Faster Than Light weaponry ;)
I have made a suggestion thread to make heat pipes clash less with paint while still preserving the communicative aspect of their graphics. What do you say?
#1382494314705321995 message
I think thermal canister missiles should use iron instead of copper because iron has a higher specific heat capacity.
they used to do that, it's too similar to HE missiles
Yeah. I know they used to. Obviously it was thematically correct in the first place.
copper is known as a good heat conductor, which makes sense to me given TCM launchers also serve as pipes and they'd need to have piping to whatever the heat storage bit is
what do they use now? sulfur plus copper?
yep
bc that's what EMPs use
It takes more joules of energy to change the temperature of iron than copper, therefore you could sequester more energy in the iron than the copper before it reaches an unmanageable temperature. Plus, iron is a far more abundant element in the universe.
copper is better because it is the utility metal
I think people are just mindlessly riding the copper hype train without really thinking about it.
The thermal cannister missile is an ejectable thermal battery. You want it to be cheap and to hold a ton of energy.
could simply make it diagonal
consider: this game is not exactly the epitome of realism
Both mines and HE missiles use iron/sulfur to be made, and copper really isn't that bad to obtain unless you are using all of it to create coils/hypercoils
Look, I can suspend my disbalief around a spacefaring civilization not inventing wires. That is totally passable. However, I draw the line at making thermal canister missiles out of copper.
wires clearly exist. what else are coils?
The coils are springs.
The specific heat capacity of sulfur is almost double that of iron
wires arent used in tranferring power because the power consumption of parts is far too great
-# emps are also kinda something even their factories so copper being used to make thermal missiles are nice too
Maybe the batteries just have huge compressed springs in them, and we transport all power as potential energy.
The reactors could just be big spring scrunchers.
it could have a thermometer in the art like the TRL
having the pipes between the outer bits and the middle bits have heat gauges would look nice
@everyone A new meltdown preview hotfix is available that should fix a bug that was causing a variety of crashes.
ok
yipeee
noob box lives on :3c
why in the world did we INCREASE octbs force
like i get the theory of there being more beams but
To make it pull and push insteadof flip
I support the idea but the numbers seem to be off atm
the push and pull was equally unbalanced
too strong or too weak
I dont think so
It has always been very weak
with oc tb pull felt like an inescapable vortex. i dont think its particularly fair, especially because strong pull will directly feed into stronger flips
For an investment of 8 oc tb forcing the enemy to stay close is very fair
Because it went from a 5 degree spread to 4x that. Double the spread of normal TB with +75% force
It may still be possible for people to pull off flips with only 20 degrees instead of just 5 🤔
Probably, but you'd be doing so at either point blank range or with only a few of the beams hitting, I'd suspect
Well the thing is that because of the force it's much easier to drag your opponents into range and you need fewer beams hitting, of course
i suppose we'll test it. not hopeful
Yea it is. I played a tbr yesterday and it was very broken
It's really trivial to change the 20 to a 30 or a 40 or 50, there's no need to be negative
i just enjoyed that for a small period of time tb rail wasnt oppressively strong as it always was. i dont think oc tb even needs any sort of buff to the base beam personally, and if it gets one it should be quite modest since it already gets an entirely unique function in the pulse
i don't think it needed the extra buff to beam strength yeah, keep it at +50% at most imo
Valid
not to be an idiot but what's tb?
Tractor Beam
oh duh
what if the oc didnt affect the power but the turret speed instead? seems like a fairly reasonable tradeoff imo
that should prob go in suggestions my bad
the turret traverse speed's already very quick
imo I think OCTB should completely turn off the TB function and keep the burst
i feel like its a bit absurd that octb got a lateral stat rework when it was one of the most overpowered if not most overpowered overclock in meltdown
it isnt though
it doesn't deal any damage
well obviously :/
It can. With friendly fire especially, but even without you can launch forcibly mines or canon shots at humongous ranges & speed (precision isn't the best though)
that isn't OC TB dealing damage
that's OC TB launching something else that deals damage
which is equivalent to normal TB usage, where you forcibly reposition enemy ships into favourable to shoot locations
it's too good at it.
is a 4x increase in spread, a 57% increase in heat, and a 16.6% increase in force really 'lateral', though?
i think heat missiles should be replaced by heat mines tbh
mines have less use scenarios so adding it as a way to dump out a lot of heat would make mines more interesting imo
what does TB stand for btw
tractor beam
It got an update mid-prerelease.
How come nuke got range?
mhh?
Sure but heat missiles also lets people be more creative than just not having the,m
nukes have nuke range extension when dumb-fired now
Overload being stuck in a loop and redshirt getting often lost between doors before operating tractorbeams last seat
@next urchin should I ping you to get your attention on these kinds of bugs?
Yes ma'am
lol
Just downloaded the meltdown preview. What is the 2nd weapon mentioned in the original post of this thread? I see the Thermal Lance but no other offensive weapon.
Interesting, thanks
i'm not sure what
RouteSource
RouteEndpoint is about
outbound routes should connect from... mmm
i think i get it
huh heat got updated too
@everyone Another small Meltdown preview patch is now available. Thanks for testing!
Balance:
- Radiator: Added Command Point usage (5)
- Tractor Beam (Overclocked): Reduced force to previous value (70KN→60KN)
Other:
- Fixed Part Network resource inputs not updating their available capacity when resources are removed
Aw damn
radiator change is interesting
Command point use is gona be a pain
wrong order now
How does that even happen
makes sense though
in order of pinned
oh so Walt didn't pin the same one I did, I see
oh my
radiator command points
I realized I forgot to pin yesterday's hotfix right as you pinned this one.
that is going to change things!
5 😭
that's big
1 Standard thruster
im not sure if i agree with radiator command point usage but ill play around with it and form my opinions
my current concern is that it pushes people further in the direction of TCMs
Radiators using command points is painful but tbh a nice way to add to the cost of overclocks, I approve
Almost everyone playing pvp now just uses radiators anyways
Other ship systems like PD also need to be "commanded" too so it makes sense. Radiator is more than a hunk of metal
hmmmmm interesting
what about radiators makes it so busted that it constantly needs nerfs?
It's more making non-oc things worth it it seems
Making it be more of a question on whether you oc everything
Do you have a tb rail? It's interesting that you're so against them when I haven't seen you play one
Jesus, 5?
I think with the new tb oc changes it's probably better to run non OC TB rail 😦
Yeaaah I think its a lot too
i still think a hybrid of both would be better than a non oc
5 cp for 1 radiator ??????
damn
Kinda funny knowing when my friend and I log back in our ships will all be immediately bricked lol
I mean if I'm only using OC for a bit, it's not hard to have the TB oc
I just think investing in the thermal setup is not worth
Some of the objectives of this update was that you don't micro between OC and non OC, no?
If it's optimal to do that, then that's against some of the previously stated goals
I'll go hybrid
the funny thing with radators now useing 5 points, is that it only afected like 3 ships of mine
HELL YEAH
Oh boy. Command point requirment is gonne be a pain in the ass
its a good thing though
I guess it makes sense from a balancing perspective
Probably
I just don't like command points in general :p
Yeah, I understand that its overall important and good for the game. But that doesn't mean I have to like it :p
would thermal capacitors also need command points? it serves a similar but riskier role
kinda feels like points between flux and vent in Starsector
that being said, I’d hate to have more than 3 points since it’s a passive structure and doesn’t offer anything beyond burst storage. Plus capacitors don’t take command points either, and I’d never want it to either
maybe 1 point is a fair thing since power (and storage) has indirect command point usage through crew
Power Capacitors don’t use CP, why would Thermal Batteries
capacitors need manpower, and thermal vents kinda use 5 CP now
thermal capacitors can be spammed in lieu of vents
spatial cost sure, but it’s a workaround
then again, the spatial cost is pretty heavy considering that the design needs to accommodate its funky dimensions, we can leave as-is just fine too
Being able to daisy chain thermal capacitors to reduce the number of pipes you need is one of the funnier cost saving things with thermal systems.
i feel attacked for some reason
the added side bonus is tens of seconds of added thermal uptime, which in an exchange can be everything
good heavens i am going to need to fix a lot of ships
i meant having 4 out of 8 tbs oc on a ship not switching modes
I think radiator costs kinda balances things slightly, and gives non-OC components a slight bit more fighting chance (by way of overall OC nerf). At least in the competitive scene where every credit has its use. Now people would have to consider hybridizing more to stretch the usage, or to have quantized amounts of OC usage (ie constrained by a certain amount of radiator usage per bridge)
also is an indirect OCTB boost cuz it’s low radiator usage
i think it's ultimately a good decision, or at least a step in the right direction, because i've hit a point where i have no reason not to oc basically everything, which is almost certainly Not what walt wants
yeah I certainly don’t want to obsolete all of previous ships, since they’re super well built and had balance related improvements for years at this point. Plus I don’t want to obsolete my fleet either, the retrofits are something I don’t even wanna think about
non-OC should have its place
Hm, I don't see why that would work well/better. Could you explain further?
in theory u should still get good pull strenght from the normal tbs while benefiting also from the increased pushed strenght of the oc ones. Will bascially make bump flipping easier
feels like fast twitch slow twitch muscle combinations at this point
Oh, wow. Command point usage on radiators is really going to punish smaller ships.
Please just make radiators more expensive if you want a nerf all my ships are now broken 😭
Me looking at a dozen of my ships that were at exactly 0 remaining command points:
Me earlier that day : I need more engine power, should I overclock my engines ?
Cost : 10K, 5cp
Cost of a cockpit : 10k, -50cp
When my goal was to save on the 10k price of a second cockpit
Oh right your built-ins are screwed as well
There's no built-ins with radiators yet ?
There's been a few if you look around

I think this ship might be cooked
i really hope walt goes back on this
Unlikely, radiators were only 1 command point before, they needed some kind of increased cost
at least its not something crazy like requiring an operator
I disagree, in campaign you are limited by crew, not resources
Id like there to be some diffrent cooling like water cooling
having to manage steam and water could be fun
i would much prefer just making them more resource expensive
Doing that would increase the cost... again.
so even if OC parts are more expensive they would still remain a potent career cheesing device, which OC systems have been since this beta started. Giving it a command point cost is a great way to reduce career cheese and again leans into the whole "it shouldn't be just better" thing.
it would cost more either way, just less of a pain for players with existing designs this way
either way 5 command points seems pretty high
Once you get all of the ship part factories career is basically over due to your industrial prowess so I'm glad the radiator is getting more expensive in another dimension that's not crew
eh, an ion beam is 4 command points. 1 radiator basically sustains 1 beam and the lightning effect is worth the command pts
I would rather run 1 lightning ion for 9 command pts than 2 non lightning ions for 8 command pts, and this is probably extendable to other parts too
Also capital ships are going to get bigger command centers which I really love lol
Okay but... the fact that I was able to run this ship off 5 cockpits (or could have just done one CR
) was insane. Rather than increase the command points on pumps (to nerf TRLs) the intent was to add more cost to Radiators, without simply raising the price again, to offset the value they provide to all parts through enabling overclocking.
basically the point was overclocking is very strong and provides more value from whatever its attached to by enabling overclocks
the fact that this 1.5mil ship now costs 384 command points instead of 250 is completely rreasonable considering the command points an average 1.5mil ship generally uses
Leaning into the thematics again, imagine if you had to drive to work. Now imagine your car has some bonus, like a better AC, faster acceleration, etc, but now you also need to watch a brand new extra meter for overheating. Watching that meter for overheating will strain you more and will result in you being overwhelmed sooner. The same probably goes for command room operators too - they want to be monitoring the heat systems at all times
yeah i understand the direction its going and it seems fair but its just such a pain :(
Alas, I've had to completely redesign ships so many times now due to cost changes or complete mechanical reworks. That was before it even made it to the public preview, which is still subject to changes
why not like, 2 or 3 command points rather than jumping all the way to 5? For a lot of ships that's like a sudden and instant 100+ CP deficit
I think it's fair tbh, you just need to build more command rooms
damn they sneaky
Give pumps +1 cp cost and radiators -2 ?
Rather than increase the command points on pumps (to nerf TRLs) the intent was to add more cost to Radiators, without simply raising the price again, to offset the value they provide to all parts through enabling overclocking
i had like -200 on one ship i think 
Yeah but it wouldn't even nerf thermal lance if we tweaked +1 pump -2 rads because all the cp that get added cuz of the pumps gets removed by the rad cp reduction.
I feel 5 cp is too harsh for every other thing that uses heat. I think it's good to have cp on rads, but not that much
The point was to avoid affecting TRLs, the ship I used as an example only happened to use it. The command point increase was specifically aimed at radiators and increasing their cost
1 radiator generally provides more than 5 CP worth of value in OC performance
I think TRL deserve to be affected a bit though, they cheaper that a chaingun, provide invaluable utility and scale without needing more cr
Consider large thrusters, which are 4 CP and doubled in effectiveness by OC. You can OC two large thrusters with 1 radiator
Even with a 5 CP cost, you're positive 3 CP in terms of efficiency
but do they provide 50cp in performance ? because a cockpit is 10k and 1 crew, currently in the AI tournament I'm holding my ship doesn't use any overclock and I'm still first despite using pre-nerf prices of 8k/rad.
Of course I'm not suggesting 1 rad to provide 50cp of equivalent value.
But I don't think they should be nerfed because they make stuff more cp efficient, as they already cost the same as a cockpit.
chaingun is its own problem imo
true x3
theres a lot happening with the chaingun
etegrnuim egbf vunih egbrf uionsuinsgbf dsgbfd luisbgf lb ljkmgsimou lsgerbamniu sreoiglissrlngbsrnegorsgn9ursgtio so weird question: what if second type of ammo
and then hajve that ammo be related to overclocking
that would defeat the purpose of overclock being something you can toggle on most part

Currently radiators and ocing only serves to either save on crew by using less operators, or actually use the weapon overclock for it's gimmick, which may only be good because said gimmick is busted
8 blasters > 4 ocblasters + 1 rad and it's cheaper in cost and cp
if you balance it because ocION however then it makes total sense