#Meltdown Update Preview

1 messages · Page 15 of 1

light stratus
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Which trl isn't directly hitting

vocal trout
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most of the time youd want to shoot where the armor is weakest

light stratus
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Nah trl let's you cut right through the thickest armour straight to essential systems

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It's faster than maneuvering

vocal trout
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yeah… you made the weakpoint

light stratus
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#1370799036591898837 message

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You can see it I practice here

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Toughest part of the enemy ship with the most armour and space to go through

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No problemo

vocal trout
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this is what im alluding to

near flax
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if possible could i get a graph of current preview drag vs stable drag vs old preview drag

light stratus
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You can probably get the equation for drag in the game and use demos to graph it

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Oh there it is

vocal trout
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sometimes it helps to be a grimiore

near flax
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i assume 1 = 1m/s?

light stratus
vocal trout
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blue is stable yes

vocal trout
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id ask some people about what kui rambled about but im afraid they all dont play cosmoteer anymore

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this should be correct until the (surprisingly eqn dependent) stutter limit

rough dock
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This is already working pretty well even without crew assigned properly. I think we can still do better though.

coarse plaza
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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.

dark lily
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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

hollow gull
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so any spikes in heat generation (especially OC shields), will lead to components heating up

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heat exchangers should help since the pipes only move heat as it is generated, and cannot cool down the modules

coarse plaza
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oooh oke, I see. Thanks!

next urchin
coarse plaza
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Yeah, despite adding a heat-sink: the thrusters still light on fire.

Even though the heat sink gets emptied faster than it gets filled

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Its like the engine room isn't transferring the heat at all

dark lily
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Is the engine room overclocked?

tame comet
coarse plaza
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I am an idiot

dark lily
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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

coarse plaza
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Ah good, then I didn't completely waste everybody's time XD

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Welp, thanks for the help lads!

fallow spade
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I mean, everything should have a clear visual indicator that tells you whether it is overclocked.

light stratus
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for weapons, their behaviour distinctly changes and for thrusters they change flame colour and size

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ER doesn't have either a distinct visible behaviour change or any animation to it

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maybe change the ER colour to be more greenish, ala boost thrusters/overclocked thrusters in general?

woven aurora
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Would be neat if parts of it shifted or reoriented upon being overclocked.

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So that it would look like the machinery is doing something different

tulip nebula
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Changes the whole part entirely

granite sapphire
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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

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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

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including way better surface area efficiency and layout concentration which was one of the things that made tbr design hard

woven aurora
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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.

vocal trout
woven aurora
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Not specifically, just seems inconsistent with most parts

plucky fossil
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increase the beam spread in total even more

light stratus
lusty zealot
rough dock
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If only there were some sort of fat cell with glitchy mitochondria that I could use to keep my missiles warm.

frigid flax
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Damn meltdown has been out for almost a month now

granite sapphire
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any eta for oc ions being fixed? i cant really run them in this state

granite sapphire
prisma dock
bitter steppe
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The damage got doubled in addition to the tick rate

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just a small mistake adjusting to the speed changes

lusty zealot
# bitter steppe The damage got doubled in addition to the tick rate

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)

bitter steppe
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isn't that basically what I said?

frigid flax
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Aw man my ship deleter only deletes ship because of a bug :(

frigid flax
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#sotd-submissions message

lusty zealot
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the way you phrased it reads to me more like the damage being doubled wasn't the intended one

lusty gulch
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funny thing, pipe corridors are rounded, normal one just have an edge.

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could we get a MaxPipes variable similar to Doors?

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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?

lusty zealot
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?

lusty gulch
lusty zealot
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OC reactors only produce heat when actively producing power, they don't when they're full of batteries

lusty gulch
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but why in general does it flicker.

lusty zealot
vocal trout
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does it work based on distance priority?

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very much a celeste question

next urchin
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Heat goes in and is split more or less equally

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Radiators then pull the heat back out when they tick

vocal trout
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when they tick
which is… not instantaneous i take it?

next urchin
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Every 0.5s

prisma dock
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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?

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Wouldn't that be much more interesting possibility wise?

tranquil wedge
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I think that would make for really boring prism setups

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Like the thing new players do would be optimal

prisma dock
eternal ibex
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The heat setup for a long straight line of emitters can hardly be called “complicated”

prisma dock
eternal ibex
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Not really

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It's a line

prisma dock
prisma dock
# eternal ibex Not really

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.

eternal ibex
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it's a freaking line

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this is why combination falloff exists

prisma dock
# eternal ibex Not really

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.

prisma dock
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Anyway. Here's the post in the ideas and feedback section. Please think about it carefully, before you vote.
#1380851648192057436 message

light stratus
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like no?

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OC weapons don't change their usage at all

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they don't change their form factor either aside from piping

prisma dock
# eternal ibex it's a freaking line

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.

light stratus
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what change is HOW they attack

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OC ions fulfill an aoe attack rather than a single target attack

prisma dock
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My god

light stratus
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(the problem of which is that TRL is doing the same but is a support weapon instead of primary)

light stratus
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not exactly analogous since TB is the only pure support weapon in the game

prisma dock
prisma dock
light stratus
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DCs don't change much due to increased stun

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again, its mostly the attack that changes significantly

eternal ibex
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OC ions are worse at precison aiming and making a hole in armor but have more total DPS that is better at removing armor

light stratus
prisma dock
light stratus
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like uhh, OC LC and OC SC you chuck in a ship and the logi is pretty much the same

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OC DC logi is similar too

prisma dock
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Why do people in this community always have to be so forcefully contrarian??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

light stratus
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the combination for ions is logistical, not an attack

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its completely fine that it has the same binary addition logic

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pretty much all OC weapons have the same usage (as in: logistics) to their base weapons, except for piping

prisma dock
prisma dock
woeful abyss
light stratus
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you already have to change ion cores to attach piping

prisma dock
light stratus
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done

woeful abyss
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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

light stratus
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changing the interaction of OC ions and combinations is logistical

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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 LUL

prisma dock
# woeful abyss well, different does not means it's interesting the way I see it is that either ...

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.

sharp root
prisma dock
light stratus
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im actually playing the game 🤷‍♂️

woeful abyss
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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

prisma dock
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(ignore the omni core for this argument)

light stratus
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you increase damage output but lose directionality of said damage. Dealing more damage, but over a wider area

DPS isn't everything

vocal trout
light stratus
prisma dock
vocal trout
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id rather have the challenge of wiring my prisms extremely densely than making lines that would make a credit card jealous

woeful abyss
vocal trout
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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

prisma dock
# light stratus you increase damage output but lose directionality of said damage. Dealing more ...

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.

light stratus
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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

prisma dock
woeful abyss
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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

vocal trout
light stratus
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which for OC is in cooling systems

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i dont get your point at all

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OC ion does more damage, with aoe, and distinguishes itself from normal ion by requiring piping and cooling systems

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you can't just chuck ions directly next to an LR

vocal trout
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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?

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id rather have the lightning chain count depend on how many you combine into a single prism (if it doesnt already)

prisma dock
prisma dock
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(but also maybe its not too much - balancing would have to be used of course)

prisma dock
light stratus
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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

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there

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you're welcome

light stratus
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orders of magnitude "similar" to base CG

prisma dock
vocal trout
# prisma dock Then what was this phrase "would make a credit card blush" (or whatever it was)....

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

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sorry for the mathdump lol i just dont find 3:1 ions interesting over harnessing power of an ion storm

eternal ibex
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blueprint/icon for TCMs still implies there are 3 missiles per launcher when they only have 2

vocal trout
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hop on gimp and figma rn

prisma dock
# vocal trout funnily enough if you increase it to 90% the combination loss is so small that i...

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?

vocal trout
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lemme look up if there are statements by walt about why theres a combination falloff

prisma dock
vocal trout
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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

vocal trout
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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

prisma dock
# vocal trout

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?

vocal trout
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this would make ions scale far better but consume more surface area - terms ive last seen used only in old-game-balance

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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

prisma dock
# vocal trout https://forum.cosmoteer.net/d/9279-cosmoteer-release-candidate-0-14-10-rc1-ion-b...

(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?

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And we could just keep the lightning too

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(just maybe tone down the very high dmg a bit to account for the increased dmg when combining)

vocal trout
prisma dock
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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".

vocal trout
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there we go

hard orbit
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Crew sometimes appear to carry partially filled batteries from an over clocked large reactor. Is this supposed to happen or is it a bug?

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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.

vocal trout
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proof of crew operating on a brsin vomposed of molasses

light stratus
vague aurora
jaunty gyro
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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.

glass stump
# prisma dock (How far we've come since classic...) I think it'd be best to keep the 2:1 combi...

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.

light stratus
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Thermal resonance lance has it's own page for modules

jaunty gyro
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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.

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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.

prisma dock
prisma dock
light stratus
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I am able to make a blueprint that has lance modules

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maybe its just that they aren't displaying lance modules and you gotta use blueprints to make ships with them atm

jaunty gyro
granite sapphire
granite sapphire
jaunty gyro
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They were not, last time I checked (which to be fair was over a week ago)

granite sapphire
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id assume jat got confused because you can only see the pumps in the part list by selecting the lance turret

granite sapphire
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i used them in career

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you have to select the lance turret in the menu which opens a submenu of part lists that shows the pumps

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imo not particularly intuitive and doesnt make sense but i assume its to reduce clutter

jaunty gyro
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Huh, so it is.

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Yeah that is definitely not very intuitive at all.

light stratus
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ahh figured that was the problem

torpid harbor
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There’s a bug, I’ll send savefile and more context in a few hours when I’m back at desk

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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

remote charm
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yeah ive experienced that as well

torpid harbor
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plaus has solution (edit: workaround*)

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good stuffs

tranquil wedge
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Huh I thought I saw this already being reported but I cant find a post. Ill quickly do it I guess

narrow owl
languid basin
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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?

sharp root
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it will prioritize direct ocnnections before dumping through the ER

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so in this case itll max out the radiator, and if there is still heat to be dumped, itll go through the ER

languid basin
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Noted. Thank you for your assistance.

sharp root
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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)

mild gazelle
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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.

near flax
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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

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i would like to see a that base number somewhere inbetween this build and the prev build

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iirc its linear per speed or something like that

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i remember someone at some point made a graph of stable vs current preview vs old preview

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but ive spent like 10 minutes looking and i cant find it

light stratus
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it goes pipes > ER > exchanger

fathom torrent
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What’s the password thingy for meltdown?

twilit matrix
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It's pinned as well.

mild gazelle
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floaty = fun piloting

fathom torrent
vocal trout
near flax
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i thought exponent was top speed

torpid harbor
lusty zealot
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i think it's basically just rng

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don't quote me on that though

light stratus
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but I wouldn't know what determines the priority

lusty zealot
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the game is deterministic but also has RNG elements

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iirc it essentially prepares a list of random numbers and then runs through them one by 1 whenever something 'random' needs to happen

light stratus
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wait so like how doom does it? LUL

lusty zealot
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-# (not quite that, but it gets the point across as an example)

lusty zealot
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especially ones which have a replay function that works by essentially just copying what happens in the game (like cosmoteer's .recs)

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Forts is another example of a game that does that

light stratus
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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

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like using time signatures

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instead of game engine

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and done in real time

lusty zealot
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yeah i'm pretty sure cosmoteer uses the second method to generate the 'lookup table' per game

vocal trout
tranquil wedge
grim gyro
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nooooo

narrow owl
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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

grim gyro
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yeah slow unresponsive ships are the last thing i want

regal sand
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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)

upbeat sequoia
# languid basin If I have my thrusters set up like this and the leftmost thruster fires, will th...

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.

light stratus
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i knew it was pipe > er > exchanger

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but the priority between different exchangers is a different story

regal sand
vocal trout
regal sand
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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

vocal trout
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i suppose it also depends on the heat source

regal sand
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Which heat source do you think partial coverage won't allow to suck heat?

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Because I've yet to see any case where heat isn't sucked at all from even 1 tile of coverage

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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

eternal ibex
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even with half(?) their intended fire rate, overclocked small lasers are insane

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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

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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)

regal sand
# eternal ibex also - why do small laser turrets have -5 penetration resistance? that's more th...

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%.

eternal ibex
# regal sand Penetration is per cell traversed. Laser turret only get penetration resistance ...

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

regal sand
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Ah, yes that happen. There is a small gap between LB, HB and disruptors

eternal ibex
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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

regal sand
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maybe it could be possible to ask so close the gap by making the turrets slightly fatter

eternal ibex
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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

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That's gotta be pretty frustrating

regal sand
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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

eternal ibex
#

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

plucky fossil
plucky fossil
regal sand
eternal ibex
#

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

regal sand
eternal ibex
#

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

regal sand
#

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

vocal trout
#

being faster is still an option

regal sand
#

and if the opponent have a shield (and there are some that have it in the early game), LB sudently become weak

eternal ibex
# regal sand basic laser blasters aren't OP though

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

regal sand
eternal ibex
#

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

regal sand
#

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

eternal ibex
#

I'm bringing these things up to show that they are OP already and their OC is broken

regal sand
#

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)

light stratus
#

huh i wrote off small lasers

eternal ibex
#

small lasers are so funny

prisma dock
#

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?

tranquil wedge
prisma dock
tranquil wedge
prisma dock
# tranquil wedge 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

tranquil wedge
#

hm

prisma dock
regal sand
#

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

tranquil wedge
#

Oh I discovered something that really is a bug

eternal ibex
regal sand
#

yep

#

I haven't even started to count the heat management required for the TRL and Oc Engines & thrusts

prisma dock
#

Omg

#

I need 16 per side

#

big oof

regal sand
#

there are 20

eternal ibex
#

Happens to us all

eternal ibex
regal sand
eternal ibex
#

yep, but yaddah was burning without any of the thrusters in consideration so i didn't count them

hollow gull
#

are OC mining lasers working as intended?

regal sand
#

well, in the end he forgot to add radiators on each sides, so whatever

hollow gull
#

they seem to be really, really strong

regal sand
hollow gull
#

that's awesome

regal sand
#

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

prisma dock
tranquil wedge
mild gazelle
#

So in a way your ship is faster

narrow owl
#

and no it didn't make you faster

mild gazelle
#

With more drag you have more force pushing you to be moving and turning at 0 speed, making the ship more annoying to control

narrow owl
#

it's basically not fixed drag

mild gazelle
#

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

mild gazelle
narrow owl
narrow owl
mild gazelle
#

I can't go back to the previous build but I can assure you that low end drag was lower

mild gazelle
narrow owl
mild gazelle
#

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

narrow owl
narrow owl
mild gazelle
#

So it might not have actually made slow ships faster, just ships with the same investment in thrust faster, I'm not sure

narrow owl
#

Maybe it was easier to orbit because targets didn't rotate as fast instead ?

mild gazelle
#

Is there a way to look at old builds?

bitter steppe
#

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

bitter steppe
tacit peak
#

tbh

#

having to rethink every ship design I have is gonna suck wehn the update drops

main blaze
#

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)

quasi meteor
#

interesting

eager gyro
#

The limit is around 2000 crew, you can technically go higher but around +500 more they start taking a long time

main blaze
#

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

main blaze
#

iirc it's around 100 and something

#

less than 200

eager gyro
#

No like the amount of crew on the ship before they start losing brain cells

main blaze
#

that depends on what's happening on the ship

#

I notice it in 1.5M pvp ships that have less than 200 crew usually

vocal trout
eternal ibex
frigid flax
#

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

granite sapphire
#

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

lusty zealot
#

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

quasi meteor
#

OCLS = large shield
OCDC = deck cannon
OCTB = tractor beam
OCGC = chaingun

#

I thiunk I just about got it

lusty zealot
#

yep

#

the OC prefix just means overclock

tranquil wedge
vague haven
#

Dang 10k messages under 1 month

prisma dock
mild gazelle
#

Honestly idk if there needs to be too many changes, it seems like we're at a petty good balance rn

grizzled sentinel
#

no oc ions nerf?

granite sapphire
#

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.

plucky fossil
#

it's worth oc if it's convenient

#

i think

mild gazelle
#

I think oc tbs should do produce a lot more heat

mild gazelle
#

these guys are very much not alpha

granite sapphire
mild gazelle
#

yeahhhh

#

its winrate is too high

granite sapphire
#

good ship thi

#

tho

#

i can attest

torpid harbor
# granite sapphire imo at the very least the stuff i mentioned needs to be changed to have a health...

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*

cunning swift
cerulean hound
# cunning swift

"sir, 87% of the ships in this game are just guns bolted together"

coarse plaza
#

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.

hard orbit
#

Seems like you have a lot of reactors and it doesn't look like it should need that much power.

pale python
#

i still havent gotten around doing effectsscale on all the damage and etc numbers on my mods

upbeat sequoia
upbeat sequoia
languid basin
# granite sapphire imo at the very least the stuff i mentioned needs to be changed to have a health...

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

tame comet
languid basin
coarse plaza
coarse plaza
hollow gull
#

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?

tacit peak
#

how would the game be balanced with multipule ships when radaitors gotta be used for heat based ships?

vague aurora
#

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.

prisma dock
tacit peak
#

are you sure itd be good if we just make it a + on its stats

prisma dock
#

super long CGs are fun

prisma dock
tacit peak
#

not op

#

just boring?

prisma dock
#

why?

tacit peak
#

just adding better stats

prisma dock
# tacit peak 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.

tacit peak
#

idk, I liked how they did the OC of the TB

#

how they make it completely diffrent

prisma dock
tacit peak
#

though i geuss not everything can be diffrent like that though

prisma dock
# tacit peak thats not *diffrent* 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.

tacit peak
#

the TB entirely changes the use of the module

#

that s what I meant with diffrent

prisma dock
# tacit peak the TB entirely changes the use of the module

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.

tacit peak
#

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

remote charm
#

due to magazine shell replacement speed eventually being overcome

#

past 80~ mags it messes up

prisma dock
remote charm
#

no

prisma dock
tacit peak
#

Idk, verry boring way of making them better

remote charm
#

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

prisma dock
# remote charm no

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)

tacit peak
#

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.

remote charm
#

not anything to do with crew

tacit peak
#

funny way of bullying kites LUL

prisma dock
#

Can't think of anything better really

tacit peak
#

or just send them to something lower than normal range for like

#

5 to 10 seconds

tacit peak
#

but only affecting other ships with a sensor on it would make it quite intresting

remote charm
#

ill get a gif

prisma dock
# remote charm 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.

tacit peak
#

actually

#

imma make that a suggest

prisma dock
tacit peak
#

also disorientating

prisma dock
# tacit peak anti kite

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.

prisma dock
tacit peak
#

thats the point, if the enemy ship is in your sensor rnage

#

if it isnt

#

your gonna have issues

remote charm
tacit peak
prisma dock
# tacit peak your gonna have issues

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.

prisma dock
remote charm
#

yes

prisma dock
# remote charm yes

ok... I semi-like that, even though I think it should be easy to fix code wise, right?

remote charm
#

well it existing makes oc chainguns fire rate cap removal useless

#

or at least not as useful as it could be

prisma dock
remote charm
#

just a little disappointing for those that took it literally

prisma dock
prisma dock
tacit peak
remote charm
#

idk if it got noticed

tacit peak
#

also brb imma eat reallll quick

prisma dock
#

That might be interesting.

tacit peak
#

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 LUL

#

(stealthy ideas)

#

cause the enemy can only really see you as a red blip

prisma dock
jaunty gyro
#

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?

light stratus
# remote charm

Wait I'm not the only one having this issue? And it's a bug!?

light stratus
light stratus
#

Lances do not fire heat

#

They produce heat

remote charm
#

if it was a feature it would be really disappointing

light stratus
jaunty gyro
crimson osprey
jaunty gyro
crimson osprey
light stratus
#

It's also happened to me so I don't think it's specific

crimson osprey
light stratus
#

It's how everyone has described it

#

And it makes the most sense

crimson osprey
#

Well, it's not how it works

light stratus
#

So then power draw of the modules increases?

crimson osprey
#

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

light stratus
#

So it's like combining ion beams then

crimson osprey
#

Sorry I meant first TRL

jaunty gyro
#

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.

crimson osprey
#

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

remote charm
#

this is assuming the entire thermal system is connected right

jaunty gyro
#

Yeah so far I've mostly done single, big connected systems

crimson osprey
remote charm
#

thanks

crimson osprey
#

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

jaunty gyro
#

Seems like in general it's better to go for higher dilation than amplification?

glass stump
# remote charm

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”?

crimson osprey
prisma dock
#

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.

glass stump
remote charm
crimson osprey
# glass stump Has someone written a comprehensive article (in the wiki or something)? Would be...

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

jaunty gyro
remote charm
#

yeah not that it's easy

prisma dock
glass stump
glass stump
prisma dock
# remote charm yeah not that it's easy

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"?

prisma dock
glass stump
#

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?

crimson osprey
glass stump
#

I see and since the debuff does not stack it would make more sense to have one strongly dilated TRL vs multiple small ones.

glass stump
crimson osprey
glass stump
jaunty gyro
#

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.

narrow blade
#

thermal canister missiles fuming rn

jaunty gyro
#

They are a decent way to get rid of heat yeah but it's not super sustainable

crimson osprey
#

You also don't have to overclock absolutely everything

bitter steppe
#

But what if I wanna?

regal wharf
#

Then suffer the consequences

narrow blade
#

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

paper hemlock
#

I liked the idea of diamond factories using heat

narrow blade
#

wouldnt compressing a massive amount of carbon... make heat???

delicate moss
#

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

frigid flax
#

cosmoteer gore

#

what happened to the old oc small laser

#

got replaced?

glass stump
frigid flax
#

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?

glass stump
frigid flax
#

aw man

near flax
#

unsure if this is known but TRLs dont factor into the heat calculation

frigid flax
#

agile fella

regal sand
# tacit peak oh no, extending sensors.

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).

regal sand
# light stratus Wait I'm not the only one having this issue? And it's a bug!?

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.

light stratus
languid basin
#

It's not a bug it's a feature 👍

light stratus
light stratus
#

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

narrow owl
light stratus
#

imagine this but with the 10% fire chance and not 3%

light stratus
tulip nebula
tulip nebula
#

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

eternal ibex
#

I can’t wait to be on 8x and get the enemy spotted ping every 0.5 seconds LUL

tulip nebula
#

YES

#

Sonar

tulip nebula
#

It only updates the ping when the cone crosses

paper hemlock
#

lol

tulip nebula
#

Lol

tulip nebula
vocal trout
light stratus
#

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

paper hemlock
cerulean prairie
#

@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 NetworkPort components to create routes to/from network components referenced by RouteEndpoint and RouteSource instead 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)
  • 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
light stratus
#

YAY I CAN NOW OC TB NUKE HARDER

plucky fossil
#

finally factory art update

tacit peak
#

Mhh

#

not bad I supose

light stratus
#

(and also OC TB nuke at all)

delicate moss
#

yippie!!

tacit peak
#

then again

#

nerfing the ION beam oc

#

good

#

I appreciate that

light stratus
#

well, its still 2x what it was two patches ago before speed changes

delicate moss
#

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

plucky fossil
#

a bit sad that it plays and builds so similarly to he misse

cerulean prairie
#

Only so many ways to make factories different.

mild gazelle
#

I can confirm oc tbs are much weaker to flip now lol

pale python
#

yea

remote charm
#

improved part network performance 😍

plucky fossil
pale python
#

i like it

vague aurora
#

Though I think it's far too similarly looking.

delicate moss
#

wait wtf that's genius

vague aurora
vague aurora
#

.,.,

#

Ohhh nevermind

coarse plaza
#

lol

vague aurora
#

They got changed?

delicate moss
#

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?

vague aurora
#

Because previously they were iron and sulphur

#

,_,

#

When will we get cash money missiles, they should be built out of gold and sulphur

delicate moss
#

Bedazzle your opponent in glitter and vastly increase the chance of surrender

coarse plaza
vague aurora
#

Lol.

#

Sucker cannons.

coarse plaza
#

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

quasi meteor
sharp root
#

rod from god

coarse plaza
eternal ibex
#

small laser fix ohhhhh boyyyyyyy

#

career is so fucking dead LUL

coarse plaza
#

It looks cool as fuck.

We can actually have star wars looking battles now lol

eternal ibex
#

doubled fire rate with 0 counterbalancing

delicate moss
#

I love the OC small laser, minibeam go pew

coarse plaza
#

Pew pew

#

Now we just need a green colour

eternal ibex
#

i cannot wait to make a feedback post about small laser overclock being OP again

delicate moss
eternal ibex
#

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

paper hemlock
#

How much heat do they generate per shot?

coarse plaza
#

90

#

So a single radiator can deal with 12 <-- ignore that. Its dumb

paper hemlock
#

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

eternal ibex
#

So one radiator can handle 3

90 * 4 = 360/s * 3 = 1080/s <1100/s dissipation

eternal ibex
#

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

coarse plaza
#

Yeah... Haven't yet found a use for heat exchangers funnily enough

dark lily
#

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

eternal ibex
#

Try now with literally doubled DPS

eternal ibex
#

Also, when fighting the thermal resonance lance, exchangers can drain the heat it applies on your ship and allow you to vent it out

sharp root
#

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

coarse plaza
vague aurora
#

My game randomly closed whilst playing pvp
and it gave me this log file

#

:<

mild gazelle
#

plaus is making a new post

#

everyone in the game crashed

coarse plaza
#

RIP

sharp root
vague aurora
#

ALL 8 people in the game?

#

Insane.

mild gazelle
#

apparently

vague aurora
#

Well my game frequently just implodes and self destructs so I thought it was a me issue.

#

My pc is afterall turning 13 years.

#

:

#

:>

sharp root
#

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

near flax
vague aurora
#

'' 'Zero' cannot be greater than -1615200000''
Real one 😔

sharp root
#

I wonder if its some underflow nonsense

#

or overflow

unkempt hazel
#

prob

modern socket
light stratus
prisma dock
#

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

rough dock
#

I think thermal canister missiles should use iron instead of copper because iron has a higher specific heat capacity.

lusty zealot
#

they used to do that, it's too similar to HE missiles

rough dock
#

Yeah. I know they used to. Obviously it was thematically correct in the first place.

lusty zealot
#

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

granite sapphire
#

what do they use now? sulfur plus copper?

lusty zealot
#

yep

granite sapphire
#

why not copper plus iron

#

why do they need sulfur? for propellant?

lusty zealot
rough dock
#

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.

plucky fossil
#

copper is better because it is the utility metal

rough dock
#

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.

tranquil cape
lusty zealot
eternal ibex
#

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

rough dock
#

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.

granite sapphire
rough dock
#

The coils are springs.

next urchin
granite sapphire
#

wires arent used in tranferring power because the power consumption of parts is far too great

tame comet
rough dock
#

Maybe the batteries just have huge compressed springs in them, and we transport all power as potential energy.

lusty zealot
#

canonically moving walkways do operate off clockwork

#

according to walt

rough dock
#

The reactors could just be big spring scrunchers.

near flax
lusty zealot
#

having the pipes between the outer bits and the middle bits have heat gauges would look nice

cerulean prairie
#

@everyone A new meltdown preview hotfix is available that should fix a bug that was causing a variety of crashes.

narrow blade
#

ok

lusty zealot
#

yipeee

sharp root
#

noob box lives on :3c

granite sapphire
#

why in the world did we INCREASE octbs force

#

like i get the theory of there being more beams but

tranquil wedge
#

To make it pull and push insteadof flip

#

I support the idea but the numbers seem to be off atm

granite sapphire
granite sapphire
tranquil wedge
#

It has always been very weak

granite sapphire
#

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

tranquil wedge
#

For an investment of 8 oc tb forcing the enemy to stay close is very fair

next urchin
dark lily
#

It may still be possible for people to pull off flips with only 20 degrees instead of just 5 🤔

next urchin
#

Probably, but you'd be doing so at either point blank range or with only a few of the beams hitting, I'd suspect

dark lily
#

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

granite sapphire
#

i suppose we'll test it. not hopeful

tranquil wedge
dark lily
#

It's really trivial to change the 20 to a 30 or a 40 or 50, there's no need to be negative

granite sapphire
#

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

lusty zealot
#

i don't think it needed the extra buff to beam strength yeah, keep it at +50% at most imo

next urchin
#

Valid

torpid yoke
#

not to be an idiot but what's tb?

light stratus
#

Tractor Beam

torpid yoke
#

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

lusty zealot
#

the turret traverse speed's already very quick

light stratus
#

imo I think OCTB should completely turn off the TB function and keep the burst

granite sapphire
#

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

light stratus
#

eh

#

its extremely powerful but as long as the cost is high

granite sapphire
#

it isnt though

light stratus
#

it doesn't deal any damage

granite sapphire
#

well obviously :/

regal sand
light stratus
#

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

next urchin
pearl mango
#

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

light stratus
#

tractor beam

pearl mango
#

ah ty

#

didnt know that was overclockable

vague aurora
#

It got an update mid-prerelease.

stuck roost
#

How come nuke got range?

tacit peak
tacit peak
grim gyro
stuck roost
#

ig

#

oh look! problems.

stuck roost
#

Overload being stuck in a loop and redshirt getting often lost between doors before operating tractorbeams last seat

next urchin
#

#1019741923893858305

#

Do they both reproduce when loading the saves?

stuck roost
#

Yes ma'am

tacit peak
#

more meltdown bugs

vocal trout
opal parrot
#

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.

eager gyro
#

thermal canister missiles,

#

its in the missile launcher options

opal parrot
#

Interesting, thanks

pale python
#

i'm not sure what
RouteSource
RouteEndpoint is about

#

outbound routes should connect from... mmm

#

i think i get it

pale python
#

huh heat got updated too

cerulean prairie
#

@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
surreal pelican
#

Aw damn

pale python
#

radiator change is interesting

surreal pelican
#

Command point use is gona be a pain

pale python
#

wrong order now

mellow barn
#

How does that even happen

remote charm
#

makes sense though

pale python
#

in order of pinned

mellow barn
#

oh so Walt didn't pin the same one I did, I see

regal plume
#

oh my
radiator command points

cerulean prairie
regal plume
#

that is going to change things!

hollow gull
#

5 😭

regal plume
#

that's big

pale python
#

1 Standard thruster

near flax
#

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

delicate moss
#

Radiators using command points is painful but tbh a nice way to add to the cost of overclocks, I approve

mild gazelle
delicate moss
#

Other ship systems like PD also need to be "commanded" too so it makes sense. Radiator is more than a hunk of metal

olive thistle
#

what about radiators makes it so busted that it constantly needs nerfs?

mild gazelle
#

It's more making non-oc things worth it it seems

#

Making it be more of a question on whether you oc everything

mild gazelle
jaunty gyro
#

Jesus, 5?

mild gazelle
#

I think with the new tb oc changes it's probably better to run non OC TB rail 😦

mild gazelle
thin slate
jaunty gyro
#

Kinda funny knowing when my friend and I log back in our ships will all be immediately bricked lol

mild gazelle
#

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

eager gyro
#

the funny thing with radators now useing 5 points, is that it only afected like 3 ships of mine

coarse plaza
#

Oh boy. Command point requirment is gonne be a pain in the ass

tacit peak
#

its a good thing though

coarse plaza
#

I guess it makes sense from a balancing perspective

tacit peak
#

letsbe real

#

this is a good thing

coarse plaza
#

Probably

tacit peak
#

no more small

#

ships

#

having the most op stuff

coarse plaza
#

I just don't like command points in general :p

tacit peak
#

their like

#

the middle of all balancing

#

along side power

coarse plaza
#

Yeah, I understand that its overall important and good for the game. But that doesn't mean I have to like it :p

torpid harbor
#

would thermal capacitors also need command points? it serves a similar but riskier role

#

kinda feels like points between flux and vent in Starsector

torpid harbor
#

maybe 1 point is a fair thing since power (and storage) has indirect command point usage through crew

paper hemlock
torpid harbor
#

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

hard orbit
#

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.

last breach
#

i feel attacked for some reason

eternal ibex
#

5 command points for 1 radiator? i'm a fan

#

or rather, a radiator

torpid harbor
torpid yoke
#

good heavens i am going to need to fix a lot of ships

thin slate
torpid harbor
#

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

torpid yoke
#

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

torpid harbor
#

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

mild gazelle
thin slate
torpid harbor
#

feels like fast twitch slow twitch muscle combinations at this point

twilit matrix
grim gyro
dark lily
#

Me looking at a dozen of my ships that were at exactly 0 remaining command points:

narrow owl
#

When my goal was to save on the 10k price of a second cockpit

grim gyro
narrow owl
lusty zealot
#

built-ins-to-be

#

saris is working on the new faction

narrow owl
#

I hope we get sneak peeks

dark lily
#

There's been a few if you look around

bitter steppe
#

I think this ship might be cooked

grim gyro
#

i really hope walt goes back on this

bitter steppe
#

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

delicate moss
tacit peak
#

Id like there to be some diffrent cooling like water cooling

#

having to manage steam and water could be fun

grim gyro
bitter steppe
#

Doing that would increase the cost... again.

delicate moss
#

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.

grim gyro
#

either way 5 command points seems pretty high

delicate moss
#

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

bitter steppe
#

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

delicate moss
#

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

grim gyro
bitter steppe
#

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

jaunty gyro
#

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

delicate moss
#

I think it's fair tbh, you just need to build more command rooms

narrow owl
narrow owl
bitter steppe
# narrow owl 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

eager gyro
narrow owl
bitter steppe
#

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

next urchin
narrow owl
next urchin
#

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

narrow owl
#

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.

tame comet
narrow owl
tame comet
#

theres a lot happening with the chaingun

last breach
#

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

bitter steppe
#

that would defeat the purpose of overclock being something you can toggle on most part

last breach
narrow owl
#

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