#Meltdown Update Preview
1 messages · Page 16 of 1
have you tried them since the last update that fixed the bug that was making them deal 2x damage?
I'm not an ion guy, didn't even know they were bugged tbh only watched the tournament highlight 
Still the ion gimmick is worth it not because of the damage but because it prevents overkill
imo
they make it great at aoe but total garbage at dealing with armor which is what unoc ions are great at
I'm the kind of guy that's basically trying to fight OC without OC currently
The number one most valuable OC in my opinion is capacitor
OC Capacitor my best friend and lover
oc caps are disgustingly good but i still think they're fine
OC Capacitor is the Large Reactor we have at home.
Yeah I kinda like that caps don't require command points, it helps encourage alpha strike builds which are fun imo
They're not. Trust me. I got shield setups tanking way above their rating just because I slammed 2 OC caps between the reactor and the shields. instant pick up is no joke but I don't want that part to be nerfed.
Tbh, I have no idea how occap should be nerfed.
48 power and size 2 batteries would still be great but unremarkable, and less valuable in career, though they would work better with small reactors and shields as they don't waste a 3 size battery for a .5 energy need in the shield.
maybe they shouldn't be nerfed tbh
since rads are so expensive
One downside to them is that they can strain reactors when crew tries to fill them quickly
I don't think that they should be nerfed because they technically do nothing. It's not realistically possible to assess their strength and deam it too high, because they only work with things in tandem
It's not dissimilar to PD where it's really good at it's job, but when it's not relevant is a waste of credits
oc caps are fine since they're an intermediary if you can keep them refilled and caps do the exact same thing
its just a stronger cap which costs 10k and 5 command points
Exactly, you have to consider things with the perspective of the attached heating costs
What if we just made the pick-up 0.5s (medium reactor like)
It's a nerf and also a slight buff, it will consume marginally less power, but also make breaking shields using them easier
I don't agree a change is necessary at all personally. I've not seen any evidence that suggests the contrary either
it's not necessary but you have to agree it's crazy strong
its really strong if you use it as an intermediary power souce and not an alpha, and strong if you use it as an alpha, but i don't think it needs a nerf
I feel the interaction with shields is a bit cheesy strong. pick up time is what I feel always kept shields in check from being unbreakable.
expensive and is a patchup for botched or tricky logisitcs for the former and unsustainable for the latter
my pvp ship uses oc caps because it takes too long for the lr to reach the ions. it has 100% uptime. i could totally cut the caps and rebuild it because i do not need it
this isnt a oc cap thing in particular either
my gfs ship uses regular caps because lr takes too long. went from 40% uptime to 98% with just two caps near the guns. caps can be decent for tricky logistics and they do not need a nerf
I need to eat a capstick brb :3
Do you mind if I send some of the ones you’ve sent in the Tidepool? So people don’t have to scrounge around
wtf you somehow have a girlfriend who likes this game????
Those are bait so people come to the Tidepool 😛
Just search messages posted by saris containing pictures
pls nerf
As Markty said, there's a few I've posted on the main server. One even got ship of the day!
nah girlfriend is balanced. nerf boyfriends
But that's beside the point of this thread
the fuck is the tidepool
stop attacking me
you don't want to know cirno
how many times
I had to beat you
I haven't even passed sakuya yet
-# skill issue for the only fairy who can't take a life from me
-# yes I still die to midstage fairies
Some midstage fairies are just unfair
wait if oc thermal radiators are getting more command point usage, then what happens if you overlock cockpits

Yet, anyway
I assume it's this one: #ship-of-the-day message
Very nice ship!
I bet it looks even better with the heat pipes glowing.
How is 8*2 CP cheaper than 4*2+5
Unless DiffEqs have fried my brain, that's 3 less CP for the OC set
8 * 2 = 16 and (4 * 2) + 5 = 13, I think.
it doesnt prevent overkill
the value of the gimmick is no falloff and the autoaim
and the chaining is rly good vs shields
i think the chaining does help alleviate overkill though
it's not just hitting 1 block at a time max
bug report
When firing at railgun launcher, beam does no damage to actual railgun, but heat can transfer to surrounding blocks.
wait no? it does damage?
im so confused.
ok so it just appears railguns have much better heat capacity than other items.
added a few banks of uhhh
amplifiers
That doesn’t even look like Cosmoteer anymore lol
:)
(this is impossible in vanilla without cheats, due to the crew command limit)
maximum heat appears to be a diamond insead of a circle?
idk
this seems weird.
parts lose heat faster the closer they are to the surface, and the TRL works via propagation through tiles rather than aoe
is that... runedelta........
Delta isn't a rune, it's a Greek letter derived from Phoenician. Easy mistake to make, though - they're both ancient writing systems.
Deltarune is the name of a popular videogame
I am unreasonably upset that you described this as a diamond rather than a flame shape 😭
it's OBVIOUSLY the top of a spade
But yes, the TRL heat gets a bonus to distance in the direction it hit (maybe the inverse of the collision normal specifically, can't recall)
I would agree.
im being a dumb fuck and saying deltarune because it looks like lancer from deltarune, who uses the spade symbol
@pale python your taking too long...
tryna tile stuff rn, what do yall think?
What is the Tidepool? 
i think the capacitors may be a bit redundant
is that a green background i see? 👀 💚
also your reacotors arent connected to the heat system. those pipes are cut off
-# letting them figure it out is the funniest way
i had my ship explode because i forgot to pipe heat to it several times
I'm a little more certain that this is a bug. lol
what is a bug?
dilators increase the visual width of the beam to correspond with how it increases the area of effect
I think they're referring to the heat gen stat
the 0/s heat generation
oh
Not a bug, just not implemented yet because it requires Part Networks, which don't run in BP mode yet
yea idk seems like
the heat generation doesn't exist.
unfortunate
that it does
so uh for some reason
we have really good uptime
but wer'e not getting rid of enough heat, apparently.
those reactors aren't connected to the heat system
well i mentioned your reactors arent connected
heat can only pass through heat parts
heat cannot pass through non heat parts
TRLs, TCM launchers, pipes, radiators, thermal batteries
would have some very strange implications if heat can pass thru overclocked parts
and pipe bridge
that's counted under 'pipes'
i don't remember, what was walt's stance on collision damage?
probably not
iirc
To cast my vote, radiators getting CP may be an interesting choice. I’d like to see how it pans out, honestly. (We’ll see if the CP value needs to be adjusted or not)
This revision makes me feel quite a bit better that OC weapons aren’t going to completely overpower the meta.
Oo the radiator command point requirement is very interesting.
Could you please rebuff the tb hypercharge slightly? 200k was too much but 50k barely has an effect.
100k is fair for it.
no, that's -47 cp, if you consider that you could have bought a cockpit
i must have forgotten some mathematical law
Then it would be 8k cheaper what
I agree, you don't have to buy the weapons all over again, though you do have to pay for the cooling infrastructure. But for example my 180k ship lacks engine power and cp, I could overclock the engines, but I can only oc like two (standard with exchangers) of them, though I'd have to sacrifice 3 cp somewhere else. The only value I would get from ocing my engines is better reaction time and slightly increased top speed, for 10k credits, this is not worth it at all.
5cp might be cheap on bridges, they are not on cockpit.
Oh that's very intresting! Thank you for your testings!
And the weapons ? To pay for the cooling I would need to sacrifice 1/3rd of my weapons, to overclock half of whatever's remaining, and I wouldn't get twice as much value
That also explains the somewhat penetrration effect
What I'm saying is that ocing with 5cp rads feel unnecessary gatekept to non cockpit ships
im so confused
even pegging the cost of cp to the cockpit's cp efficiency exclusively oc thrust is mathematically cp efficient im p sure
Why what why are you all good when radiators got a 25% price increase and now you're whinning on 5 control points?
If you didn't want the extra thrust, then you wouldn't want more thrusters, OC or not.
1 radiator supports 3 and a bit standard thrusters. Standard thrusters get 300% thrust from OC. Standard thrusters are 2 CP + 1.5k credits each.
1 radiator + 3 standards = 14.5k, 11 CP, which is equivalent in thrust to
9 standards = 13.5k, 18 CP
1k more expensive for equivalent thrust, but that's ignoring:
- less mass
- less space
- the "and a bit" on the end of the 3
also leaves you with 7 more command for other things
I'm curious as to why it recived this changes, what archetypes or ships type was aimed and what it actually affected but adding control rooms and removing a few parts should never cause any issues
Admittedly also doesn't include pipe costs ^
It was aimed at reducing the insane CP and crew effectiveness of OC, that's all
well that makes sense, I think the changes are justified!
Now I hope it did not nerfed too badly Anthraxx & Quiximo's broadsiders
I was there to mourn with them
Nah, drag rollback already did that
😭
Ok let's say I want to overclock this ship (dropped project for my 180k tourney)
I want to overclock the weapons
I have more than enough cp. I want to overclock blasters for AOE
650*1.78 = 1157 so 1 rad for 2 blasters.
I have to sacrifice a bit more than 2 blasters to overclock 2 blasters. Is it worth it ? Arguably, yeah. AOE on 2 blasters means you're potentially shredding armor like no tomorrow. That works for heavy blasters, because their gimmick is strong.
Overclocking cannons here is also worth it. It's cheap, and battery compensates for the lack of proper cooling
Though
the 8k of oc guns isn't really as good a 8 non oc guns
But lads
There's no situation where you're winning using OCSB
Or OCSD
regular disruptor is just more cost effective
and for the price of the radiator you could just upgrade to heavy blasters
the gimmick isn't even worth it anymore
And for ships tight on cp
It's even worse
2 hb are 4 cp
If I'm already on cp cap, there's literally no point in ocing anything
I believe several people were raising concerns with small blasters being broken when subjected to them in combat
well they have like 2.5x dps
The logistic hell is not worth it
Let the OCSB user have it
I mean, this gun is really big. Why would a small ship be able to handle it?
Man these items are gonna be really hard to balance.
Hmmm.
not talking about TRL
Oh, ok
5cp rads is a whole tenth of what a cockpit can handle
I guess the balance point should be where high efficiency setups are more powerful than simply adding more weapons, but it requires having a good design.
@cerulean prairie serious suggestion, make thermal batteries the ones with a high CP cost. Burst DPS is what matters more in this game anyways, so having a radiator on a compact ship isn't even neccessary, you could just use it after combat if thermal batteries require no CP
Or, for realism sake + balance, radiators take only 1 or 2 cp and thermal batteries take 5 or so.
(If you think about it, keeping the heat capacitors evenly filled would take some processing :)
Nah, batteries don't deserve the high cp cost. Competitive ships mainly use rads
Because the batteries just don't last long enough
they used to take on heat spikes
Competitive ships mainly use rads
For now-
Also batteries are pretty damn bulky
they can significantly increase the ship's cost if you have to protect a ton of them
Weight?
Space
No they light
4 tons
same as corridors
Alr
it's really the space they take
No, both ports don't need to be connected
...I feel like that's gonna get abused lol
not really. Having chains of batteries isn't really strong. It's not useless, just not strong
They fill up fast
Good lord this is insanely difficult to balance.
I love doing this but man it's so complex.
every money you put in batteries is money not put in a radiator, at some point batteries just become unnecessary. Because the less rads you have, the more battery you need. So if you got a small 100 heat surplus, you use a battery, but if you have a 2000 surplus, then batteries are going to fill up too fast to be useful.
you can afford 4 batteries for a single radiator. if you have a large surplus just spam more batteries so you can absorb it better
thermal batteries are very powerful
but yes, radiators should have the cp cost not batteries. precedent wise it doesnt make sense for a passive storage module to incur a cp cost and its fine balance wise to give radiators a cp cost
I'd be probably happy with 3 or 4 cp instead of 5
5 cp is fine
overclock is very powerful and was too cp efficient imo especially for smaller ships
@everyone I hear you like meltdown previews, so have another meltdown preview!
Balance:
- Large Shield (Overclocked): Increased heat per damage (0.5→0.6)
- Reworked Chaingun Overclock:
- Reduced max fire rate
- 4 ‘projectiles’ per shot
- Tractor Beam (Overclocked):
- Now only applies force to the target’s center of mass
- Reduced beam ‘spread’ arc (20d→5d)
- Increased Overload Pulse force (50KN→100KN)
- Disruptor (Overclocked):
- Reduced penetration (50→10)
- Can now penetrate parts
- Ignores 5/7 (~71%) of Armor’s penetration resistance
- Engine Room (Overclocked):
- Reduced heat inefficiency (+100%→+75%)
- Increase power distribution efficiency (+25%→+40%)
- Large Cannon (Overclocked):
- Reduced penetration (25→20)
- Armor is now 150% as effective at blocking shrapnel penetration
- Railgun (Overclocked): Fire interval timer no longer progresses while the rail is charging up for a shot
im so happy
when is the next postview
i love how this meltdown preview came LITERALLY RIGHT AFTER I TURNED ON MY COSMOTEER
nuh uh, i hate meltdown previews
i want to cry in a corner now
meltdown previews murdered my whole family
Disruptors 🔥
🔥
ER changes will be nice
POV:
holy shit now I HAVE to make a carrier with TB OC
what the hell is that disruptor oc
CG rework is great, previous on had issues, disruptor is odd i'll have to play it, ER buff is huge (dunno if it matters to my use)
Maybe increase the fire chance a little for OC LC since the pen is a lot worse?
lmao
i stopped playing 4 nozzle when rampdown came out
in a good way ofc
Chaingun rework lets goooo
anyways, back on topic
im glad that ERs will be useable again
Wonder if its good
alright so im going to like
absolutely despise the new disruptors
and also love them or smth
ers look fire now
Maybe finally they have a use outside of killing shields? It'll be fun to see either way
won't it like, pen through armour to hit components behind (reactors, shields?)
oc lc was really OP, it does not need any compensatory buffs
yes
it was super OP at 10% fire with pen, but now its 3% fire basically no pen
OC LC on its way to ignore two layers of armor and set all internal blocks on fire :
the issues with it have been fixed
you have clearly never seen the absolute cinema of stacking like 20 of them for "stop."
omg finally... i wont be able to light a ship on fire as mutually assured destruction
OC LC should still shine when hitting lightly armoured areas
you have power? N O .
What is the difference between small and big cannon (overclocked) ?
uhh small is 3 burst and big cannon is shrapnel ig
Small becomes an autocannon
small oc shoots a burst of 3 shells and big cannon shoots a shrapnel shot
One of their past experimental OCs was essentially a shotgun and they actually did a significant amount of damage lol
-# pew
pew
SC OC has 3 fire burst, LC OC has shrapnel. Basically SC OC is just better SC, while LC OC is different LC
So that why poeple use small cannon
Ty
well now they should be fixed
it should no longer be as rng whether they go through shields when their stats suggest they should be able to stop them
this sounds amazing
the wall of disruptors was no longer a meme
OC disruptor sounds lit
piercing disruptor sounds fancy
EMPruptor
being able to access shields behind armor seems cool
oh right... that
im scared of watching it go through my armor and tickling my reactor till it explodes
lol
unless the damage is still 0 then itd slowly tick it down by 200 per second
i managed to open mindustry like the genius i am
time to reenable the 5 mods that i have been using forever and they are still somehow not exploding
also oc cg seems kinda funny
casual 4x damage
oh no i think its not actually 4x
reduced firerate i see i see
I think that’ll be worth it cuz it was unbalanced in both directions
i have a lot to say about chaingun itself but it seems super fun now
Definitely
does it still consume 1x ammo or is it 4x
brrrrrrt
why would 0.25x ammo consumption ever go wrong
speed is life
:)
oh, Anti. I noticed people these days are using a more simplified MRT setup. Is the old one you gave me outdated?
or is it just not widely used.
i have no idea what setup i even gave you
also oc tb using center of mass seems really fun for pulling someone into a ram
is the change just x4 projectiles x0.25 fire speed from old cg oc? i dont think thatll be rly helpful tbh
or is it a more complex change
Half fire speed
well relative to the old chaingun overclock
from base?
Yes
i dont think thatll be good at all
No more inf speed cg?
same issue as the previous oc
base 2x smh
i think their intention is to make it more of a surface weapon?
so itll spend 4 bullets per shot (a full mag) but fire at half the rate of fire?
has anyone logged in to test it yet? or just read the patch notes?
Did I forget to put the spread stat in lol
4 projectiles per shot?
it just spends its damage faster. so it seems the same issue as old chaingun overclock unless im misunderstanding
this is ALL YOUR FAULT
i suppose ill test it tomorrow but if the damage efficiency/potential of the gun and its behavior are not changed i dont see how itll fix the issue with the chaingun oc
I love cosmoteers
this is 8 occgs
oh yea thats not 4 merged together
So pretty
i get even more walls of bullets
my favorite thing with old chainguns were the complete wall of bullets
wouldn't want to be too optimistic until you log in to verify the effectiveness
cosmoteer melee weapon real...
At least it's obvious once you fire it 😇
it really isnt im just seeing half the bullets hit a wall
big spread, but 4x bullets means faster ramp speed 
Smh should use smart bullets
fire
oh yeah, disclaimer: they may not be compatible with traditional rammer barrels on account of the increased spread
The horror on the ships face after i spend 4k
per minute firing chaingun shots that arc
120000 dollars to fire this gun for i forgot
It's past 2077 guys
my career buddy watching as i eat 4x the ammo and leave behind half the salvage
Chaingun but with a big brain
Braingun
a-10?
True
gun that can fly
there was a mandela effect i think
balance boutta be so pissed
by 1/2x rate of fire is the fire rate while its ramping up just divided by 2 across the board to the max rate?
Curving beams would go crazy
people thought it was 12 seconds but its like 10 or 8
i thought it was 10 seconds
from looking at it the max firerate seems to be 10 instead of 30
could be wrong though
Chaingun? I barely knew her
-# [LAUGH TRACK]
??
yeah
it takes four hundred thousand credits to fire this weapon for twelve seconds - heavy tf2
and theres another video that it references, it takes 120000 to fire a different gun for 10 seconds
I gotta figure out what new things you can do with bullets and hiteffects more in depth
what
oh so its rampup time is halved, but i was wrong, its 5 instead of 30
I dont think you can have secondary width on bullets can you
id still verify with your own eyes
Oc ion Secondary width will be very useful for my bomb teleporters so they actually spawn a bit away from target instead of fixed distance back
it might have been the gun that can fire at 8 million rpm or whatever that stupid number was.
so over
jesus
it went from the second mode "zoop" to the fastest mode which was literally just like 16 barrels all firing at once with a "pop"
I kinda forgot how exactly the flak overclock works
8 cgs btw
can u take a screenshot with the whole ship showing it firing on a concentrated area?
im curious how bad the spread is
uhh no it cannot fire on a concentrated area
well just aim it at one spot
im getting that impression
half the bullets will get blocked by the copious amount of armor
especially these 2 chainguns
mouse tb no longer optimal :(
well, im not hopeful. will test tmr
@granite sapphire as you wish
cant believe were getting ptsd in cosmoteer before flamethrowers
Nope - only needed it for ions
I think the Flak shrapnel cloud hit stuff is pretty interesting
me in a vault trying to steal precious jewels
flak oc is cool, its a shame we dont see it much in pvp. i think its pretty strong personally
ive seen it shut down oc rails and ocdc
One day when there's some way to spawn bullets without killing a projectile... i can dream
what if... hear me out... cg oc just fires all bullets in a big shesll
So I already found a bit of an exploit with the OC chainguns
Since the rampup value is preserved between overclock/non-overclock, what you can do is ramp up for 5 seconds using the non-overclocked chaingun then turn on the overclock to achieve max shotgun ramp with way less mags than intended
micro is simply immaculate
I'm confused about OC disruptor, I'm testing it and it doesn't seem to penetrate anything
ok so imo a gun should not be able to be oced WHEN it is firing
im capitalizing random stuff for no reason btw
more time at max ramp but still the same damage right?
Nevermind I forgot to OC it
good job man
when heavy radiator
TCM:
Why would you need a heavy radiator?
as a chaingun main, the potential issues i see even before testing it are:
- no change in damage potential. chainguns are already very good at spending their damage in a burst, its kinda their whole thing. allowing them to spend this damage even faster wasnt a particularly strong benefit which is why oc chainguns failed in pvp before this patch
- increased spread. focus is a very important aspect of chaingun cores as it allows you to deal incredibly good damage at medium ranges outside of a ramlock as a chaingun rammer, melting through shields and even armor with good aim. high spread will make this impossible and relegate oc chainguns to only work in pretty much ramlocks
- obviously, generates heat and requires cooling, which are massive costs
as a chaingun rammer main i simply cannot see how the upsides provided on the tin would justify all the downsides of using the oc.
i will test it tomorrow though. these are untested first impressions and i may be misunderstanding how the oc works
I like every one of those changes
you are getting quadruple dps though
chaingun rammers when they aren't the type of only chaingun ship
double right?
half rof and 4 bullets per shot
what if cooler block that uses hyperium
hmm then yeah not that great
did you even read my criticism? this would mean rammers ARE the only cg ship EVER
because the spread will be even worse
if it was quad dps i'd say it's good
bro forgot dc shellshock
Super Helldive Automatons
isnt the base firerate 30 and the oc firerate 5 or am i not seeing it properly
also the overclocked cg has a type on the rate of fire stat
I was there... malevalon creek...
boarding boutta be crazy when the enemy pulls out bullet hell attack
the potential issues i see even before testing it are
it is sending the enemy to heaven
OC SC fires in 3 shot bursts, when you stack em it sure feels like a stream
that happens every 3.6 seconds
OMG
ITS USING LIKE 100 AMMO PER SECOND WTF
that is disgusting
why does it say "penetrates operational parts" on oc disruptor
it won't penetrate uncrewed and/or unpowered rooms
iirc it pierces any powered and operated (if applicable) rooms, removing a quantity of energy from them in the process
like an emp
does it just... stop at a single unpowered pd???
probably
new pvp meta is probably going to be repulsive and abhorrent
is it worse than nuke boxes going 220 m/s?
well uhh nuke boxes going at 160 m/s with unpowered pd in every single block
cuz why not
nope
it just continues going
thisi s deeply misleading
OMFG WHY IS THE SHIP AI CHOOSING TO SHOOT AT A REACTOR BEHIND 2 SHIELDS AND 10 LAYERS OF ARMOR INSTEAD OF THE FUCKING CHAINGUN THAT IS ACTIVELY TEARING THE SHIP IN HALF
xd
omfg what did i even open
banging my fist on the table from anger issues causes this mysterious blank square
amazing
for some inexplicable reason the oc chainguns are way better at maintaining ramp while in their shell than non oc
so if you reload them really fast the extra rampup left over from the last volley is extremely noticeable
That's a nice feature
this was already possible with normal chainguns but it was less significant
It's not broken
Probably shouldn't open when there are no messages in it though
What messages even go in there?
Favourite crew death logs
Ah
YAYY THANKS WALT!
TB pulse is back!
It can pierce through armor as well, haven't tested how deep tho, at least one
Whenever I tested it on a small ship the lightning went right through
Very good for crippling reactors
very interesting disruptor change
Was drag changed in this preview?
Looks like neither manip beams nor crew EVA speed got reverted in the half speed reversion - manip beams actually go so fast that they have issues overshooting their target resource tiles
Except for the overshooting, I would actually prefer if this was not fixed. It's just a nice qol change that doesn't really have significant implications for PvP balancing as far as I can tell. Maybe someone will break it somehow but idk, I feel like the benefits for career are worth that risk
omg its an antithesis haiii
Results of my thinking & tests around Oc CG... this is bad.
-> Oc CG have more spread, so they got worse defense penetration/damage concentration potential
-> they start with a higher damage (same shooting speed but 4x more bullets) but normal CG end up with higher damage output once ramped up (20 bullets/s vs 30 shot/s) they have in theory more damage but it doesn't have gimmicks like Oc Ion, so the spread prevent to exploit it and much of it is lost against small ships and/or at medium-to-long range
As such, Oc CG are hard to justify, as normal CG get similar results with higher damage concentration, higher alpha damage and significantly lower cost.
At this point, just take CG with more mags
OC chainguns do have higher damage output, the fire rate in the tooltip is typo'd
It's 15/s not 5
Oh. In that case it's fine (corrected)
@next urchin do oc disruptors behave the same as when you streamed earlier?
Uhh similar, but think you might've left before I finalised it
As for the Radiator CP cost, you are already paying a significant price in weight, size, building limitations (holes in the armour, logistic) and credit/materials, so 5CP per radiator is too much in my opinion. 3CP would be probably be a better.
If the objective is to reduce accessibility in early career, maybe changing the radiator cost to have some tritanium in it would work? Reaching tritanium factories is much further in the tech tree than coils & hypercoils factories, and stations tend to not have much of it (let alone ship wrecks)
some of my ships stoped working cus of the coommand points so ye thats a small problem
I've been testing the OC Disruptors and I feel armor should be much more effective against it, it can penetrate 3 layers of armor while still hitting something.
ok all my main prev ships are fixed
If armour is effective against it, then it's entirely pointless because you'd be better off just shooting the exposed parts with an actual damaging weapon
Wohoo octb pulse buff
Air... did TP nukes get patched?
I dont think so? maybe nerfed
Now that I've reflected on it I agree, I was mostly testing it on smaller ships so it pierced through the entire ship, I'd imagine on larger ships it'd be more manageable
With that buff? Potential penetration literally just doubled.
I may miss read that but its maybe a nerf to the puls on ships but not nukes
Wdym? Nuke TP uses scrap and by using a 100kn pulse the distance could be way further especially since this tech relies on one-tick calcualations
What is TP
ye but you propobly cant rotate ships with it any more so thats a bumer (the nukes are stronger but not the anti shilps)
if you self-detonate at the right time, you can blow up a reactor under enemy armor.
That's awful
oh
nukes are way more cost effective. I just wanted to see if you could do it with a reactor.
nukes detonate automatically
so you don't have to time it
Even then you shouldn't be able to teleport anything into an enemy ship
tfym? I did it
ye but reactors can penetrate much deaper
man that sounded weard
Shouldn't, That needs to be fixed
large reactor
small reactor
we're talking thousands of m/s here lol
the game can't update physics fast enough
that's why we call it a TP nuke
ah
and now, instead of getting a few meters of penetration with a large reactor
we could actually set it off behind several layers of armor
ye but try hiting the exact point you want on a ship
easy, I just need a ship that can handle the weight and tank enough shots to get close.
this isn't used at range
it's almost a melee weapon.
ALMOST
it can still do damage at range.
ah
btw, that's a perfect reactor tp. it was teleported right in the middle of the enemy ship.
oh
so reactor tp is strong agains 1 big target and not swarmers
yeah lol
if you can afford it
it takes a lot of supporting material
and pausing the game
no, the nuke version is just more cost efficient.
It takes a lot less to do some
reactor TP is just the maximum damage possible
ah
I tough it was good at swarms bad at single targer
@eternal ibex if you want to go into more detailed
no lmao
nuke tp basically uses some scrap with nukes targeting it to launch it at relativistic speeds at a single target. the nukes will explode inside and behind the enemy armor.
last time I saw it it shoted nuke like a shootgun
sure
is the reactor tp viable at all in pvp? because if not, and maybe this is a controversial opinion, but i think it is an unbelievably cool application of game physics and shouldn't be changed lol
Stop being creative!!!
shouldn't be changed lol
I don't think it can be without breaking everything
only if they allow game pause.
wait no
ok so
this specific version here
It isn't the "best"
range is really bad
but it's highly consistent
meanwhile I had a different iteration that wasn't consistent
but range competes with laser blasters
it still requires you to detonate stuff while aiming your ship.
It would be VERY easily kited.
yeah it really doesn't seem good at all outside of the extremely niche circumstances it shines in
it seems great if you can build a ship to support it.
It literally ignores armor.
wait can tp be used as a small ship acelerator? (like a hyper jump but insted of teleportation its a cannon)
i don't think so. One Structure block goes to those speeds for a significant while. A small reactor barely goes a tenth of that distance. A large even less.
oh
maybe shooting just the hyper beacon? (the thing you can hyper jump to)
youd probably end up jumping straight into a star but it would probably work
not if you aim it? lol.
shoot a beacon, a cargo, and a bunk. the cargo could have enough mats to build a CR, reactor and airlock.
ah
only problem is that the shot is "spent" and has to be rebuilt every time
bdw do you got any ideas for a ship that can beat a oc dc ship and costs less than 300 000 and preferibly isnt a oc dc ship?
cus I made like 10 diffrind ships and they all die to the same 3 dc ships and/or are to expensive
ummm I might raise the concern of mine fields zomming at 500m/s thanks to overloading tractor beams generates a lot of lag
Thaty is not a problem until it crashes the game like that
DC shop?
shop? I never sayad shop?
ye
huh let me test
ye kites are they way to got (I also tested and swarmers also work)
ye swarmers are much better than kites
+-25% heat
any ways I can go back 1 version ?
run overclocked large shields with good heat storage
primary weapon doesnt matter anything competent vs armor
welp I tried but it doesnt help every time
well it works on low amount of dc but if there are more than 3 than its a problem
make sure your response times to the shields are good and you have a LOT of storage. it should be a reliable counter. you will have to back off and disengage whenever your heat storages begin filling up
most of the time the problem is that somehow the medium reactor provides to litle energy and cus of it it shuts down but I will do that
overclock the reactor, or use an overclocked capacitor
or a large reactor if its within ur cost
sure I will do it later
No wtf
How did it end up like that 😭
did you accidentally put 75% instead of 175% or smth
It was 100% previously I think, I dropped it to 75%. Maybe I mixed up the semantics of the number lol. I'll check it on Monday
Ships should not be clipping into eachother just because they're going quickly. In fact, we fixed that with TB recently so I have no clue how it's happening here again
Funny and kinda sad thought that if all phasing were "fixed" it would break locking tech
outdated screenshot
want me to test/send my ship?
also, did you implement the distance-collider check to prevent it? that's the only way i know how but i also imagine it'd be laggy and resource intensive in this game.
It's just continuous collision detection
I believe locking is less about a failure to collide and more you putting the physics engine in a position where it can't figure out how to apply restitution to the colliders without causing them to clip
"Continuous" the game still has a tickrate though?
you can't detect more collisions than the tickrate
Calculus
well i'm not a dev so i assume you fixed it, yippee :D
so is locking dead?
I don't think so, but I don't know enough about the tech to say for sure
time to bust out the old sm64 quartersteps (jk it's a horrible idea)
This just fixed super high speed objects not properly detecting collisions
Afaik it hasn't affected locking at all, which is achievable at a very specific speed
oh?
i usually do my "locking"? in build mode
via slopes and charges.
I think your thinking of chaining
Ahh yeah, locking tech is different
lmao
shield pass has been fucking revoked
and it STILL has pen
wonder how far i can push this
i thought eb would get lightning
give ion pierce or splash and eb lightning :thumbzup.
it's like 100 per shot
Still work
god the game's music stuttering constantly when you do almost anything is the worst thing to listen to
I really hope it gets fixed at some point
nice to see
Stuttering?
I’ve never had that happen
greetings
do now heat pipes only carry a fixed amount of heat?
I am testing a OCd M.R.T system from my old preview ship but looks like that one of the nozzle always get overheated
I even put a direct pipe to get the heat out of it directly into the batteries/radiators but it do not seems to work
I mean, there is two heat exchangers to it and a pipe directly into it too
and the heat batteries still has enough space
Try connecting more pipes
do pipes now have a cap of how much heat they can transfer?
I think
Good for you for thinking
well, idk if it may be some clue but I just noticed that the heat exchangers who are close to the engines seems to not show the particles that they generally do when they are removing the heat of some piece
the engine just out of the blue starts to become overheated
I have never had any stuttering, how long has that been an issue?
bluetooth headset?
No. Your thermal system has a total system capacity, and if you generate more heat that you can dissipate without any available thermal capacity, the heat will overflow into the part that generates it
welp, I have atm 4.185.000 of heat storage, and as we saw on the batteries those where at roughly 80% or 800k~ of heat storage
do that means that it may be a bug?
when the batteries reach 80% of its capacity the MRT engines treat as if the batteries where full
Heat will overflow if more heat is generated in one game tick than there is storage so maybe if you have a lot of other stuff that is not shown generating heat that could be happening.
while the ship is on standby it has enough radiators to keep it cooled, in the test itself while there was other systems who was indeed overclocked, those systems always stay overclocked 24/7 while the ship stays at 0 heat so I do not believe that this is the cause
I mean, even if I shoot all of my 4 railguns it would generate like 5% of the heat batteries capacity
there still has 800k of heat capacity on the ship
Are the heat networks are connected? Are the thermal battery on the left connected to the thruster pipes on the right?
Yup
The entire system is connected to the main heat system of the ship
In fact, the system itself manages to easily store the heat from the M.R.T, but once it reaches 80%~ one of the engines (at random) acts as if there was no place for the heat to go
no, I have a wired one. give me a moment
I'll screen record this happening
@next urchin @hollow gull
This is what I've been experiencing basically
it also happens when loading and selecting ships, though to a lesser degree
can you post your computer system specs?
yep:
-CPU: AMD Ryzen 5600x
-GPU: Zotac Nvidia RTX 3070Ti
-RAM: 32GB DDR4
-Hard drive: Samsung 860 EVO SSD
Cosmoteer is the only game of a couple I play (all are indie and 2d) that has audio stuttering. More demanding games don't have it
that's beyond me. godspeed, hope someone else has a better idea
@narrow owl well I think Im done so where do I post it?
ok
oc chainguns are suprisingly laggy for some reason. also
(one burst of 32 chainguns)
it lasted like 15 seconds
ive started a meltdown campain
ok man
woo i broke something again
apparently oc boost's infinite heat/power scaling can just be...reset by toggling the overclock off and on again - it lets you re-overclock during the cooldown so the downtime is basically nonexistent
(gif to show the difference it makes)
the same mechanic can also cause some really funky things with shields, the reset can allow you to micro the oc on/off and catch shots outside the oc arc
i suggest that for boost turning off the overclock deactivates the boost
@crimson osprey does balance council get preview previews?
yes they have the betatest branch that they use to test the previews
I think this would be less missable as a bug report or balance council post
Yea we got the cg and tb oc a bit earlier for example
Huh never had that happen before and never heard anyone else mention it 🤔
I have no idea why it would do that
They get access to things I want brief opinions on before going live with it. Only by like a couple days at most though, if at all
iirc it happens to me as well but very rarely and briefly when I'm loading a save or doing other similar tasks
TRL + OC LC is amazing
i was kinda sad with the OC CG changes cause now TRL + OC CG isn't as great a combo (on my ship)
Even with the generous rifling, the OC CG spread still hits the sides of the rifle
it's a bit unfortunate for pre-existing designs with narrow barrels, or chainguns mounted farther back in the barrel, but I'm really liking this current design I'm testing with 4 OCCGs and a TRL to debuff shields and armor
Chainguns are one of the highest DPS weapons in the game at max ramp speed, the OC ramps fast and does crazy damage to shields but doesn't cut through armor quite as well as non-OC with less spread
im going to try out a forward mounted cg core
but i dont think purely ramming is a viable win condition any longer
so im not sure how a weapon with massive spread will function very well
on the other hand, this is the only OC that is incompatible with existing builds
the shotgun has little synergy with a weapon as delicate as a chaingun, especially when it has to be front mounted with no rifling
probably something similar to this?
I really don't like that aspect
no, forward pointing
im thinking an aimable cg core
with the current bugged rampup thing allowing u to keep ramp rly well it should be nice
i've been hoping to see some horizontal CGs other than alpha rammers
i still dont think itll be good tho lol
in terms of actual meta viability
people lament cgs inflexibility but then they ignore all suggestions that would genuinely encourage different building styles
can you elaborate on what could be done to encourage more building styles?
tbh I'd really like if they had another ammo feed on the center back
cg oc: greater shell retraction, turret rotation speed encouraging forward mounted guns which are generally not that great due to their lack of compactness
cg in general: alternative firing modes to allow them to be somewhat more magazine agnostic; literally all their design currently encourages as high mag counts as feasible
but idk how practical that is or likely to ever happen
greater accuracy instead of less accuracy because increasing their spread only further relegates them to a ramming role
in fact cg rammers almost broke free of being exclusively rammers as we innovated highly focused cores that allowed chainguns to be effective at medium ranges creating a category of cg ships that were more orbiters than rammers
I feel like the concept of chainguns really hasn't shone through, the idea of a weapon with a protective shell, with a very good gun arc, that can aim and have increasing power with a longer mag
..but in practice it is so delicate that you have to hide it in fixed most of the time, especially because with a longer mag you invest so much budget that getting it destroyed ruins your chances
but now thats bulldozed bc oc is even more "ram to win"
ive had multiple people mock me for my criticisms of the chaingun oc absolutely ignoring/missing the point that all the oc does is obviously further relegate it to exclusively ramming instead of literally anything else
I think that shotgun OC chaingun just forces them into a ramming role
I mean a really rigid ramming role
and one that's already packed with competition from every other cannon
you got a lot to fix then... theres a lot wrong with horizontal cgs in general and its why they're almost always mounted vertically
adding heat pipes to chainguns doesn't even really affect their weaknesses?
people can hope all they want xd
if your mags get shot then the chaingun is useless anyway
and the pipe has to run along the mags
you could protect them with shields?
oh no, i see your criticisms (from what ive seen) as totally valid, it doesr change how you use it still,its just mor damage with a bit more spread
have fun loading them
with what space
all we really need to do is actually implement my suggestion of the burst fire overclock where it gives the cg an alternative mode of fire where it fires tight bursts
instead of rampup
like the SC OC in a way?
this is why i suggested vertical mags on cgs so they could be mounted on the front easier and more justifably because rn they have zero space for efficient reloading. theres... a lot happening with the chaingun and it extends to the cg in general. outside of overclocking
that would genuinely encourage other uses bc with the higher accuracy and burst damage you wouldnt require a ramlock to deal consistent focused damage
but theres a reason my suggestion for the shotgun/burst fire involved a far larger number of bullets per shots with slower volleys. with only 4 bullets per shot its not really a significant functional difference past it dealing more dps over more area
#ask-walt message Here's what Walt previously said about bent mags, I don't think it's likely to change them even more by adding another ammo load point, but it might be worth asking?
adding bending mags or a rear ammo port wont fix chainguns inherent design issues in their current state. it would make them a tad more convenient to build but not much else
also forward facing guns would probably become objectively better with a rear ammo port
if this is referring to me. i do not want bent mags. bent mags ruin the balance of it. i mean you can either have it take horizontally or vertically. no bent mag bullshit. the shell is also a really odd choice and having the mags be able to come from underneath OR to the side (not and) would makethe shell more justifiable
ive had so many times where the shell provides no value outside of cosmetics
unless its like 95% or something (which is aids) then i dont see a world in which the cg shell provided any value
Wasn't referring to you? Just a response having to do with changing the chaingun or magazines that I found by looking up the last suggestion that was posted about "mags"
was just making sure. since i talked about mags and you also mentioned mags
#1329893024599375925 message
oh jesus yea bent mags are a nightmare
where JarHead had posted a link to the AskWalt response
imagine if you could load chainguns while firing like OC boosters
would make shorter mags with an all or nothing barrage playstyle work better
anyways my suggestion for making cg oc much better and more interesting remains the same. i recommend the burst scaling mechanic, with a burst fire that scales weakly with mag count. ideally the burst would have the same or even slightly more accuracg than non oc chainguns. the most important part that walt and balance council seems to have missed here: THE BURST NEEDS TO BE BIG! a spread of 4 shells is functionally negligible, not providing any meaningful burst damage and is almost exclusively a flavor feature. combined with the increased spread this is almost a downside mechanically.
i was gonna say oc weapons should change how you approach a weapon and use ocdc as an example but ocdc is kind of almost objectively better in every way so maybe not that one
effectively making shorter mags the same as longer mags, but you only get to fire once
i dont think this is a good game design decision at face value
that would be if you could reload while firing
why burst?
burst fire would provide a method of concentrating damage output outside of a complete ramlock which would open up more playstyles for chainguns
what distinguishes burst fire chainguns from say, a deck cannon shot
cgs rn are career holdm1 andys and pvp rammer
what?
do you want. a list
do you mean dc in general or ocdc specifically
no I mean that the draw of chainguns is that they are dps weapons, converting what is an automatic weapon into a burst of many smaller bullets
changes its role to something closer to a normal cannon
it's not very likely that they will ever get more accurate considering they are a hitscan weapon and needs something to balance that out
in that it would deal say 10000 damage and then have downtime
its not very likely that they will ever get the single most important attribute to allowing them to be more versatile and interesting?
clearly you must give them penetration 
see, the concept here is that when youre burst firing you actually have a lower rate of fire because youre firing in bursts
how much damage would they do per burst, roughly? and how long is a burst
the concept was roughly 12 shots per burst slightly increasing with magazine count
so that's 7200 damage per burst, but with no penetration
at some point you have to actually choose a lane on whether you genuinely want chainguns to be viable outside of the niche theyve been designed to fill in any way
shotguns
I just don't know about the shotguns
Lmao one of the two pirates attacking a station hailed me with surrender immediately after they came into view. The other one pounced upon me and almost destroyed the ship but I went no you fucking didn't and the shrapnel gun saved my life.
My ship is the peak of redundancy it turns out.
your ship went "IM FUCKING [title card]"
Yeah, doom mode activated.
Hey am I the only one seeing stuttering here?
(Meltdown snapshot)
Never seen this bug before.
I hope it translates to the savedgame
Also, was this fully in-tact condor that I just stumbled upon supposed to send me a surrender?
It could easily kill me
I have noticed surrenders have been super common in my latest co-op playthrough with the preview build, but, I guess you tend to out-budget ships in career a lot
Yeah I think that is a big problem with the game, it's super easy to out-budget your enemies.
Even if your ships are inconcievably efficient you'll usually just win by sheer size overmight.
i think it would be better to be split the time the part spends going from OC to normal between both state changes
so if its 5 second to swap from OC to normal it would instead be 2.5 seconds either way.
this would allow more strategies in how you micro manage stuff and would open up some more depth
I think this is generally a good thing.
if I look at the subreddit ships: most on there are super inefficient.
Add to that how the balancing of ships is very much a rock-paper-scissors system.
Most people in this discord (or even just the subreddit) are already more engaged with the game than an average player would be
I guess if it thinks he's outmatched, probably ?
Man OCs are OP. that's a macerator BTW
Do you have to OC an entire railgun or does just one spot work? If so which
i think you oc the launcher module or the base, basically anything that isnt the accelerators. im also fairly certain you dont have to pipe the whole railgun, just the base, but im also not sure of that. what i do know is that you only have to pipe one side of it (left or right)
im fairly certain its the launcher module and not the loader that you need to OC and it OC's the whole railgun
K, ty
Yeah it does, ty. Was trying to radiate the launcher and not the loader
Oh wait you said it backwards but still wroks! yay
Accelerator(s) included?
You can connect the rail to the pipes from any parts. Loader is the most used for obvious logistical reasons, but so long as any given module in your railgun is connected, the heat will be expelled from all of them
the... chaingun ship ?
It's very bad
I beat it with 2 heavy blasters by shooting the cg
not even oc
@unkempt hazel OC mining lasers have an area-of-effect damage system, they do their listed damage to any tile within their aoe
that's probably why you're seeing more damage than you may expect
everything still needs to be OC'd though, right?
ah ok. but it can beat a howitzer by ramming and getting around the side
OCing the launcher part toggles OC for the whole railgun
Yeah... that doesn't mean it's op
fair. i should test it VS somthing with a simalar cost
with manual controol it defeats a nighthawk
same with tatia
cant kill Buzzard but good at hercina
pretyy sure only the launcher is overclockable
I'm using the unstable beta but I don't see anything new? What am I doing wrong?
see the pins
you need to input a code
this one in particular #1370799036591898837 message
Name the new faction the Engineers or something like that, tinkering with experimental and dangerous tech
firebug
If the Cabal accidentally blew up the sun, these guys would do it on purpose
yes ! exactly !
hold on hold on, Cabal didnt blow up anything, that was propaganda started by Monolith
"IF"
is ts canon?
would I ever lie about something like that
i would so
i would not mind if this was a legitimate piece of lore
Mono doesn't have time for that, that would be the imps
how to change ship deefault attack angle again?
its in the hamburger menu for the ship
not savee it, how can i make the ship attacck broadside?
oh that i thought you were talking about the flight diretion
just hit save attack defalts
its a ship with more weapon on the side than frontal but the game keeps putting it as frontal attacking...
hold right-click and you can change where the ship wants to go
-.-
thats right click,,,.,.-,-.
Right click on the side, then shift click the settings icon
yeah and you can press R to rotate it after
then save attack defalts
I'm having some difficulty understanding the purpose or interactions of some of the new parts (bad at building so takes some time to test).
Are radiators necessary if you have a thermal lance or thermal missiles?
how does the "free" PD work, where is the energy coming from?
how do you determine how many thermal batteries are necessary and when do you use them?
Does the heat exchanger have to cover the entirety of overclocked weapons/engines etc to prevent fires?
When to use heat exchanger or direct piping, or both together?
If anyone could answer the above questions or link anything relevant id appreciate it.
Thermal Lance does not get rid of heat. Only TCM and radiator can get rid of heat
Thermal Lance has energy storage inbuilt
But other than that, no other heat mitigating affects (it does -100 heat but produces more than that)
Free PD work like small thrusters
You use as many thermal batteries are needed to take the instantaneous heat from the usage of OC parts, examples being shields, chainguns and DCs. They act as a buffer
Heat exchanger must cover the whole part
Use heat exchanger for low heat OC parts
Since it only takes 450 heat per exchanger and multiplies said heat
Awesome, thats really helpfull thank you
-# technically the TRL does dissipate some heat, but it's a very small amount easily overtaken by its heat generation when firing
900, since the reversion of halfspeed changes
Could you send some ship files my way so i could have a look at (more) optimal setups?
"But other than that, no other heat mitigating affects (it does -100 heat but produces more than that)"
in my defence i am occasionally stupid
Look at #ship-of-the-day
sotd isn't ship files
Usually the ship files aren't there, but you can dig them up from #sotd-submissions
why is it flickering?
it shows if theres even a tad bit of heat in the system
its contantly absorbing heat so
ah so thats why
It's like a status light, if it's flickering it's fine but if it's not then that's not good
set a manual rotation angle
@vague aurora did you ever give Plaus that swarm paint for 'helping' you in the FFA tourney? I'm curious to see them
is non OC chaingun laser accurate now? is this a bug?
really?
Meltdown Update Preview
oh whoops
But yes I did
possibly bugged chaingun accuracy in meltdown preview
what's the issue?
Chaingun hitting armour? ya sure it didn't before preview
no it has no inaccuracy
its a laser pointer
it really is a bootleg ion
yeah that, issue is chaingun NOT hitting armour lol
my my I cannot make the difference between laser and lesser
i thought it was a misspell 😭
It probably shouldn't, looks off
Heat should be radiated and only stored if there isn't enough radiator power
yeah i agree. it makes it feel like theres too much heat in the system
is there a possibility OC ER might be outputting 75% heat instead of 175% heat?
both thrusters were started up at the same time and are overclocked
it isn't exactly 75% heat outputted, but seems way less than intended either way
looking at the ingame stat, if you read +-25% heat as +(-25%) heat, it seems like it might be multiplying the heat it receives by a wrong stat lol
heat exchangers are just there so I could see the exact moment the thermal batteries maxed out, the reactors are not overclocked
Question : I'm trying to mod the chaingun, is ther an operational toggle for CanEmit/Non overclocked ?
OC ER definitely reduce heat. This setup created the same thrust for the same duration at the same thrust / heat, and the ER side creates less heat.
documented, aleady known
intresting! so i presume your now better with overclocking the engine rooms....?????
dont tell me this is an effect of half speed changes
it is in fact not
celeste meant to change it so that OC ERs have 175% heat generation from attached thrust, but accidentally put in 75% instead
So it is not intended!
right thruster overclock left engine overclock same thrust same duration
175% heat generation 
still a lot
but the tradeoff is being able to transfer heat through the negine room and you also gain power efficiency from OCER
even better lmao
what are the most funny, subtle ways to sabotage my friend's ship in creative?
I already tried rotating a heat pipe
remove doors to the fire extinguishers
now that's an idea
removing doors or unassigning logistics
Or alternatively, assigning logistics. How long will it take them to notice that their crew are getting power from the wrong reactor?
change random tile assignments in storages
change a random weapon to hold fire
swap around crew priorities so crew behave strangely
remove FE or CR power crew priority
writing these down
Almost 16k messages... wow
Maybe a needed change since fires have many more ways of starting and spreading... crew will just sit still and burn to death for no reason?
They might need like, a tiny bit of self preservation instinct
actually a bit comical I just lost over a hundred crew because they all ran into the same single tile of fire when they could've all walked around it in the very-not-on-fire hallway tiles next to it
the scream sound effect just played like over and over in a few seconds like a Youtube poop
willhem screamed of fire that day.
what if we could chain engine rooms with compounding energy efficiency. That would totally make sense.
tbf rn stacking engine rooms does increase heat gain by a bit which can be decent for TCMs
for some reason it decreses it
think its a bug
It will once again after the... how many change will this make for the preview? 11? The 11th preview patch?
12th curintly
uhm, u cant see stats of Parts but u can see the OC stats when not owning the blueprint for it @next urchin
is there a list of new parts/mechanics? i'm looking but can't find any info
nvm found it
does the flak buff change any important breakpoints?
(flak went from i think 2250 or 2500 to 3000 damage against projectiles)
Random idea: make some thermal components require raw gold.
huh
that is pure evil
Evil at it's core
are crew supposed to operate burnt down parts? I do not think they should
just in case it's a bug and not just an overlooked thing here's the save
I burnt this ship down and then sent two crew to take it over and they went straight to the cockpit and laser
Also it would be nice if doors got a texture for when at least one of the rooms they connect is burnt down, they stand out quite a bit now
Heh, in a fierce dogfight against a sprocket, where it ran out of ammo and my final bullet managed to set it ablaze.
Gotta love how AI can't cope with the new fires as well.
Why so?



