#Meltdown Update Preview

1 messages · Page 18 of 1

grim gyro
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my 32 oc ml ship struggled to break through a couple of decently supplied non oc ls but dismantled anything with armour

stuck roost
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I don't think you are supposed to use mining lasers in battles

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Though I'd admit it's infinite fun

grim gyro
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add some dilation pumps

split nexus
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aight thanks

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like how much ?

grim gyro
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idk maybe 6 or 8?

split nexus
#

DAMN

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okay i'm doing horrible

split nexus
grim gyro
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like this

split nexus
#

do we also need amplification pumps ?

grim gyro
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depends if you want to melt stuff or kill shields

stuck roost
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@grim gyro Are you sure of your claims? Last update greatly nerfed TRL power against shields

grim gyro
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oh damn

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idk then

stuck roost
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Nobody did extensive testings so far

split nexus
stuck roost
stuck roost
grim gyro
#

im glad of it though

stuck roost
#
  • Thermal Resonance Lance:
    • Increased base heat pool (1,800/s→2,250/s)
      • Rebalanced Shield Overload:
        • Now builds up to max value over 3 seconds (was instant)
        • Reduced base value (50%→4.4%)
        • Reduced value per amplification (1.25%→0.6%)
        • Reduced value per dilation (16.5%→10%)
grim gyro
#

hell yeah

stuck roost
#

-# duscird method for sub points is really horrible, you got to spam spaces

grim gyro
#

you can use ">+space"

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bleh

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although that looks weird

stuck roost
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Please use #bot-commands if you have testings to do (or even better your private server)

next urchin
split nexus
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can we make the Thermal Lance shoot indefinitely ?

lost sapphire
#

Yes so long as you have enough cooling, crew, and power supply

vague aurora
#

Big enough of a fan to cool those overheated plates down, though?

#

Yes, they have sustained damage and a very low one at that. Even combat-oriented ion beams struggle against shield.

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Also why the heck was mining laser NERFED??

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It already had pitiful damage now it's worse.

lost sapphire
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Iirc it was strong in domination

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Some said too strong

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It was "a roof mounted HL, and that's not right"
-# or something along those lines

vague aurora
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Glory to the roof mounted heavy laser!

tame comet
frigid flax
frigid flax
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Oc mining laser + trl should shred things at unnecessary speeds

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Shields did hard counter it though

hollow gull
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@grim gyro @tranquil wedge im pretty sure mining lasers are bugged against shields and sometimes do not damage them

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i posted about it above, should have submitted a bug report in hindsight but I think celeste saw it anyway

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this

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something to do with when a shield is taken down, and then goes back up

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the laser impacts the shield, but does not damage it, only dealing splash to other shields

vague dew
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like the "ghost pipe" on the ends of the vents

jaunty gyro
vague dew
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i mean raditors

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the dark part

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i stole the pic from the replyed message

jaunty gyro
#

Maybe yeah. It does make for a good contrast against the orange piping.

vague dew
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but how would it work with the structure pipes?

jaunty gyro
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No idea, I haven't used them much yet

gloomy raft
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fire extinguisher overclocking??

near flax
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faster fire extinguisher reload rate

narrow blade
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now why does this happen

gloomy raft
quasi jewel
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Weird

tranquil wedge
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Huh

near flax
quasi jewel
vague aurora
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So you're telling me overclocked small shield has a mere 15000 hp post rework?

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That is pathetic.

jaunty gyro
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I think the idea is to make it a low cost big shield that can be inside armor?

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Having the HP too high would make it just completely better than the big shield

jaunty gyro
dark lily
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Strictly visual

jaunty gyro
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Ahh, good to know at least.

stuck roost
quasi jewel
quasi jewel
stuck roost
#

Oh gosh that's really a weird behavior

quasi jewel
stuck roost
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Looking at the rule files I suspect it losses less battry per damage when overclock than not

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...shields does not really have set HP it's bound to their energy storage

gloomy raft
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anyone know if overclocked fire extinguishers themselves catch fire without cooling. whats the penalty?

high robin
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Aren't the heat weapons too OP ?

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how does somebody with out anti heat system work arround it ?

lusty zealot
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at least i hope not

lusty zealot
high robin
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they melt armor and they burn everything if you have a shield xD

lusty zealot
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they take a while to do that though

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and also compare based on cost, mass, space, crew, or material investment

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yeah a TRL with a load of pumps will be melting things a lot better than a deck cannon breaks them

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but it might cost like 20x the amount

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regular defences work just fine against them, though they are effective against armour i will give you that

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they won't immediately break it though, and they'll take a while to build up dangerous heat in shields unless it's a very big TRL

high robin
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with that i destroy shields xD

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i like the anti armor thing

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finally something to counter armor spam

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me is scared bout shields tho, you mix it with some disruptors and gg

jaunty gyro
gloomy raft
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what..😂

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so just so im clear

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fire extinguishers can be overclocked

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but if u overclock them without cooling them they self combust..

lusty zealot
jaunty gyro
# gloomy raft is that right?

They'll combust but they only generate heat if someone is actively grabbing a fire extinguisher to go stop a fire. So either you have to make the most hilariously inefficient ship possible where your crew is constantly running to stop fires, or, you have to have the mother of all fires happening on your ship and at that point the fire extinguisher igniting is not much of a difference.

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I'm not gonna do the math but even if you just had one OC extinguisher on a ship with no way to vent heat, your crew can just extinguish the fire instantly as it's starting

gloomy raft
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right i see.

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fair enough.

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thats still hilarious

jaunty gyro
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Extremely

gloomy raft
eager gyro
#

thats a nice meme

granite sapphire
lusty gulch
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What does OC disruptor do?

eager gyro
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peirces armor, and does a drain efect for a bit

lofty escarp
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do i post bug stuff here? for thermal lance previiiew?

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im not sure

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im gonna go try it on my own quickly

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this is on multiplayer

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oh its already been reported

vague aurora
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Let's ask the ethical question... How does one.... overclock a fire extinguisher?

narrow blade
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pipe

vague aurora
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I'm assuming you overclock the lil' fire extinguisher "factory" block so it can generate lil' extinguishers faster.

narrow blade
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you just like. tape a piece of pipe onto it and it magically connects to the heat network

stuck roost
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overclock the printer darling
not the tube itself

vague aurora
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I hope you don't actually heat up a literal extinguisher.

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Ice overclocking coming soon!!1!

narrow blade
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ok so you see the heat makes the atosm that make up the fire extinguisher move faster so that the atoms rearrange into said fire extinguisher fsater than usual

vague aurora
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Tinpotty stop giving people aneurism

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(I know you'll just reply with "no")

narrow blade
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nick please forgive me for my transgressions against public decency

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also its aneurysm

vague aurora
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Thou have been pardoned by the parochial council

narrow blade
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tysm 🙏 😇

narrow blade
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such peak shields

cerulean prairie
#

@everyone Thanks for testing the latest Meltdown preview! Here's a small patch to fix a handful of bugs from Friday's preview.

  • Fixed ‘no component “Port_Up”’ crash on hovering a pipe blueprint over another part
  • Fixed area ‘splash’ damage not registering on shields moving away from the hit point
  • Fixed crash when attaching two Thermal Lance ports to the same OC part (due to duplicate inbound routes errantly marking a node as a subnetwork member)
  • Fixed salvaged parts (including asteroids) dropping fewer resources than intended
  • Fixed incorrect per-second Heat Generation stat values on overclocked ammo/missile factories
  • Fixed overclocked shields not producing heat for the damage instance that depletes their energy
narrow blade
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hi

near flax
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yippee!

narrow blade
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top 10 peak sundivers

deft tartan
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the patch couldn't come with better timing

rough shuttle
narrow blade
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yes...

rough shuttle
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Didnt know when people were casually mentioning it, thanks

plucky fossil
rough shuttle
narrow blade
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valuable asteroids in sun radius

plucky fossil
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try it and you will find out

rough shuttle
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are there many closer to the sun?

narrow blade
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idfk

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never bother actually going there

rough shuttle
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yeah me neither. a cheese of cosmoteer i found not to long ago also involves the sun, i came up with it myself but im 99% sure others have done it a lot

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like its so easy, but yeah, a cheese, so not fun to do really

narrow blade
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are hte shields still invulnerable to the sun

rough shuttle
narrow blade
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they seem to be

rough shuttle
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damn lol

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maybe no mods/walt saw it?

narrow blade
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i hate how the only way to get heat out of blocks is to heat exchanger it

rough shuttle
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i mean if it were easier, wont thermal reconance beams become worthless if another ship just has a lot of cooling

narrow blade
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i would think heat pipes would be able to transport heat that is on them???

rough shuttle
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maybe a bit? not to much

cerulean prairie
lusty zealot
narrow blade
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i dont think water is the most fitting analogy for heat

rough shuttle
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so maybe they could take away a bit of heat from themselfs, but not a lot.

narrow blade
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last time i checked wasnt metal like. heat conductive and stuff

pure salmon
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You wouldn't want the heat running through your heat pipes to spill out onto the surrounding areas though, right?

next urchin
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There are no one-way thermal conductors. If heat pipes absorb heat, they must also leak heat.

bitter steppe
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With one-way pipes and toggling launchers to allow heat to pass through we'd be one step closer to logic gates and computers LUL

flat skiff
#

what is medium thruster?

eager gyro
flat skiff
#

standard ok

next urchin
# plucky fossil why not

Because the only justification for heat pipes absorbing heat is that it makes sense, which it doesn't make sense

plucky fossil
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makes sense to me :(

tranquil cape
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i feel like a one way heat pipe would be possible in a scifi environment like this one
could even be explained like a switch: allows heat flow when the heat on one the front side is lower than back other but otherwise doesn't

narrow owl
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Heat always goes from hot to cold

tranquil cape
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counterpoint: this is a game that includes energy shields and self powering engines

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even if doing this costed energy its probably still feasibly explainable
"dynamo assisted directional heat pipe"

narrow owl
tranquil cape
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heat canister missiles would benefit greatly
there's probably not much else to it though

next urchin
#

Directional heat pipes are a separate issue to heat pipes absorbing heat

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Directional pipes are also not technically feasible because the thermal network isn't defined by flow, it's defined by accessibility

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So TCMs and radiators would be unable to pull heat through a one-way pipe

tranquil cape
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just do something jank like thermal missile canisters except the absorbed heat is then transfered to the network connecting infront from the behind one

granite sapphire
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they dont do anything jank

tranquil cape
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jank as in the entire idea not tcms

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though technically with friendly fire they are already useable as one way heat pipes

vague aurora
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Impressive how much armour you can pile in front of a shield, but this still feels like an ability best reserved to a medium shield, this feels way too unnatural for a small shield to be doing, and the armoured shield that use their shields to spread damage were so much cooler with the previous SS iteration.

lusty gulch
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Does the small get weaker when spread out?

vague aurora
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I really don't enjoy this bizarre large shield doppleganger.

vague aurora
granite sapphire
granite sapphire
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i personally am a huge fan of oc ss

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its a lot more interesting now imo to build with

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at least for smaller scale ships

vague aurora
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Also I see OC large shield was significantly nerfed.

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But has much of the same abilities as before.

granite sapphire
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its substantially worse now

vague aurora
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EMP resistance feels a weird thing to have, maybe just emp hitting it generates far less heat.

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You could cook an enemy system with emp spam easily

granite sapphire
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especially with oc caps nerfed; i think that might have been the single hardest hitting nerf more than any other

vague aurora
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What do you mean.

granite sapphire
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bc emp directly leeches battery so u need to give it seperate emp res to behave as it has double hp

vague aurora
#

33% like it saps that much less energy right

granite sapphire
#

damage resistance doesnt make it resistant to emp

vague aurora
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Yes obviously

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EMP doesn't deal damage

granite sapphire
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well, you seemed confused

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so i explained it

vague aurora
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Does EMP sacking energy heat it up?

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Produces heat I mean.

granite sapphire
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no

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unfortunately

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makes it very bad vs oc ls

vague aurora
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Hmm...

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Then the emp resistance is pretty unwarranted.

narrow owl
jaunty gyro
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I think it's a decent tradeoff for the increased size. It's not stronger but if you need that shielding in one specific spot it could be a lifesaver.

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and I don't do diagonal ships much but I hear it's great for those?

crimson osprey
# vague aurora Then the emp resistance is pretty unwarranted.

If OCLS didn’t have EMP resistance, EMP would be just as effective against them as they are against non-OCLS which seems weird since their shtick is being stronger. The EMP value changed along with the HP nerf in order to preserve EMP’s relative effectiveness against them compared to regular weapons.

vague aurora
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Nice.

grizzled sentinel
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idk looks cool,but useless

jaunty gyro
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Shield talk reminds me, might be a good idea to change the shield look in blueprint mode if overclocking is enabled. Like if you set the shield to overclock it should show only the overclocked coverage. Just to cut down on visual clutter.

remote wadi
#

I don't know if this is a preview issue or not but I was messing around with this thruster arrangement and randomly the crews assigned to power certain engine rooms just won't do it. That whole block will lose power and then later they'll decide to start powering it. The crews just sit in their rooms reading manga with the engine boosters right next to them unpowered.

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My best guess was an AI issue where they can't find the jobs or only check for jobs every X seconds/ticks and don't check for the engine rooms requesting power for the boosters frequently enough.

crimson osprey
remote wadi
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Even after the engine room runs out of power, the crew assigned to power it will stand there for a while not doing anything. I'm currently counting some crew at 1x speed not doing anything for 30 seconds.

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~37 seconds after the engine room and all boosters ran out of power, then they decided to power it up again.

crimson osprey
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What does the rest of your ship look like? You could be at the crew tasking cap

remote wadi
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It's basically just this engine block. 232 crew currently.

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I do think it must be a limit of queueing/handling crew tasks.

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That's the only thing I can think of that would make this kind of behavior.

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Too many permutations of power supply and demand to consider, each for over 200 crew assigned to do the power stuff.

crimson osprey
#

Try removing your capacitors and feeding your ERs directly from your LRs. That should greatly lower the tasking and might be more efficient anyway

remote wadi
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If I add fuel pods between the thrusters/boosters and the ERs, do the thrusters and boosters lose the bonus thrust from the ER? Do boosters even get bonus thrust from ERs?

crimson osprey
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Boosters benefit from adjacent ERs. Fuel pods don’t

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I’d suggest putting them on the outboard side, but if you’re crew capped it might not be helpful until you drop the capacitors

remote wadi
#

Just using LRs, no caps, if I use two fuel pods per row, they'll never lose power but it means I don't get the thrust bonus.

With one fuel pod per row, I think the thrust is increased but there's sporadic power issues.

#

I don't think it's suffering from job tasking though.

remote wadi
#

The outer MRT never actually gets power put in it. It just runs off the fuel pods for the first MRT.

#

But this design did solve the task limit issue 👍

And requires about 100 less crew.

crimson osprey
#

Good deal. This is no longer a tasking or meltdown issue, so happy building!

remote wadi
#

Now to overclock the whole thing...

gloomy raft
#

wait hold on

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last time i tried meltdown there were markers for attaching pipes to each item

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now they are gone

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did the whole game move to heat exchangers only when i wasnt looking??

lusty zealot
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pipes only attach to actively overclocked parts now

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for visual clarity

gloomy raft
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😦

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so i have to set it to catch fire before i pipe it up?

plucky fossil
lusty zealot
plucky fossil
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i thought it looked ok before and now it looks less good

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and the graphic changes more

gloomy raft
# lusty zealot ?

im trying to experiment with stuff. and under some circumstances this change means i have to turn the thing on tup properly no?

#

other question

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some weapons dont seem to have overclocked stats

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are they still being worked on or are the tooltips just missing?

lusty zealot
lusty zealot
gloomy raft
#

yeh

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some are there some arent for some reason

gloomy raft
lusty zealot
#

you sure you're not just hitting ctrl when you've already got the overclock stats toggled on?

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it does persist between hovering over different parts

gloomy raft
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the ion beam emitter doesnt have one for example

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doesnt even ask me to hit ctrl

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other stuff has it but not everything

lusty zealot
#

that's odd.

oh wait i see what's happening, it seems to be an issue with the new sub-tab system

lusty zealot
#

it'll open up a sub-tab showing ion emitter and ion prism, the overclocked stats on the emitter should show up from there

gloomy raft
#

ooooh

lusty zealot
#

you just found a bug, thanks

gloomy raft
#

nice

lusty zealot
#

feel free to stick that in #1019741923893858305

gloomy raft
#

how do i get these pipes to curve to the heat exchanger?

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(im assuming that weapons and other modules dont act as heat transfer)

lusty zealot
#

pipe crossings can only be straight

gloomy raft
#

oh thats what ive done.

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cheers

lusty zealot
#

you'll also need to rotate the exchanger so its port attaches to the pipe rather than the laser

lusty zealot
gloomy raft
#

other than it taking shadow damage, what means do i have of knowing whether something is adequately cooled during overclocked use?

lusty zealot
#

seeing if it catches on fire

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if it doesn't, all good

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there's also a heat generation/dissipation/storage thing by the stats in build mode

gloomy raft
#

so i keep being told to repair this for zero credits. but how do i know that the cooling wasnt enough in the first place?

bitter steppe
#

add a thermal battery

lusty zealot
#

pipes do not

gloomy raft
#

noted

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it would be nice if during testing i could be told the net heat transfer of an individual module

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as opposed to just an overall score for the ship

lusty zealot
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like, how much heat the selected parts are generating?

gloomy raft
#

yeh

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not just generating

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in vs out

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so the stats will say this is how much it generates but if ive got heat exchangers in an area it'd be nice to know what is happening in practice for each module

lusty zealot
#

mmm, that could be handy

gloomy raft
#

yeh so like this lil test bed for example. ion generates 1k exchangers remove 900 but the reactors whilst hardly used are also OC'd and i have no real way of knowing what the effective rate of cooling during various usage scenarios is without doing maths or rigorous testing (both of which i could do but dont always want to). I also dont know if stuff in range of the heat exchangers is cooled by them even when its piped up or not.

#

not sure if this is intended but heat exchangers seem to operate on nearby items that are also piped up

bitter steppe
#

Heat Exchangers absorb heat from the hull. If you're generating more heat than you can dissipate, or more than a heat exchanger is able to absorb, the heat overflows into the part that generated it instead

#

So even if something is piped up you can exceed your thermal and dissipation capacity and get heat overflow

#

with a thermal battery you have a bit of a buffer to allow your radiators some time to vent the heat and heat exchangers to absorb excess heat

#

Heat Exchangers also have some thermal inefficiency, so they generate more heat than they absorb

gloomy raft
#

yeh i added more radiators but it turned out its cos the generators were not piped up and the increased power load from the reactors pushed the exchangers over enough for fire. thanks

#

is this intentional? the oc beam on the left was touching the test target until i turned it to junk for fire testing then now it sort of hovers awkwardly nearby.

eager gyro
#

yep it does lightning strike efects

gloomy raft
#

yeh thats fine im just surprised the beam just stops in space first

eager gyro
#

example, (slightly out dated tho since they dont do nealy that much damage now)

gloomy raft
#

this is what i was expecting it to look like when it hit a target

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i have no issue with the lighting effect

frigid flax
#

how do multiple TRL connected to one heat system interact with dilators and amplifiers?

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do they split it evenly or does one take all the buffs?

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tested it out and it seems like that 2 TRL's will act like the buff parts twice

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this should be fully powered but 2 TRL uses double the power

next urchin
jaunty gyro
frigid flax
#

finally

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and ill use tcm to dispose of the heat 🔥

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ignore the one amplifier thats not connected

next urchin
next urchin
#

It's modelled after the ion nebulae

frigid flax
#

so if i have 5 of em i only get like 50% of the buff?

next urchin
#

I'm sure someone has done the calculations

#

(I have, but I don't have the graph on hand)

frigid flax
#

does that diminishing value also apply to power consumption? i assume not

next urchin
#

No, power is a direct multiple

frigid flax
#

ok

#

thx

near flax
#

ive done some playing around with tcms in domination, they dont really have any noticable offensive effect, to the point that the first ship is often better that the second ship purely based around a cost/effectiveness ratio

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it may be due to the fact that the tcms are side mounted

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but it could also be indicitive of a larger issue

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imo tcms should have different heat absorbed/heat inflicted amounts and/or tcm acceleration and turning needs to be tuned a bit

lusty zealot
lusty zealot
#

the TCM's heat dissipates too fast for it to be effective as an offensive tool

delicate moss
#

converting damage into heat is a really, really cool concept!

next urchin
next urchin
lusty zealot
#

really? wasn't it 0.05/s to 0.5/s?

next urchin
#

It was increased to 3.3x and then decreased by half, according to the patch notes.

delicate moss
#

now, the heat is used to stabilize a larger arc and handle damage rather than the shield converting damage into heat

next urchin
lusty zealot
#

without continuous heat input i think it definitely is

near flax
#

turns out missiles just kinda arent that good in dom

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i still support the diffent heat absorbtion/heat dealt stats

next urchin
#

Given that dangerous heat starts at like 350 with low percentages, the passive dissipation is at most 0.14% loss per second

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Diffusion has a much bigger impact at 1% of the heat difference per adjacent tile

jaunty gyro
#

I think part of it has to do with the fact they're modeled after HE missiles, which are meant for saturation. Given the heat missiles require fuel essentially, it's harder to achieve a useful level of saturation, especially when you account for the amount that don't reach the intended target.

granite sapphire
#

is an oc cg rework ever gonna happen

next urchin
#

Yes. Next patch.

plucky fossil
#

yipee

tame comet
#

oh shit nice

frigid flax
#

have i made

tame comet
#

if yes: you may have fortten pipes

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fortten?

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forgotten

frigid flax
#

fixed it the second you replyed

lusty zealot
#

god i love OC flak

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oh, you're shooting at me? no

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that reminds me i wanted to make a suggestion post

frigid flax
#

time to make this look good

next urchin
frigid flax
#

yessir

next urchin
#

We love castle themed ships

tame comet
frigid flax
#

just in case

next urchin
lusty zealot
#

onyx watch (:

frigid flax
#

i feel like nick would be able to pull this off really well

granite sapphire
#

ow is peak

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i feel the biggest issue is that its hard to translate the aesthetic in a particularly dynamic way onto a 2d canvas

languid basin
#

FtD mention!!!!

delicate moss
languid basin
#

SD vs Centauri Imperium who wins

delicate moss
#

imperium no doubt, those nuke volleys carve through anything

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SD'd largest craft wouldn't be able to get out of the way

languid basin
delicate moss
#

hmm, true

languid basin
#

but with how slow FTD craft are yeah the imperium could probably throw enough ships to get through and close the distance

frigid flax
#

i forgot factories need power 😭

languid basin
#

how 😭

frigid flax
#

too much mindustry

next urchin
#

SD space craft are built to fight planetary forces, though

next urchin
frigid flax
#

usually i just place a power node and call it a day

granite sapphire
#

oc deck cannons still desperately need a nerf imo

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their gimmick of shooting slower for more damage per shot needs to be dialed back somehow

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also they probably need to produce a bit more heat

next urchin
granite sapphire
#

they are problematically overpowered in domination still

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and just still strong in elim

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mostly because the trade off for burst damage is almost always incredibly powerful and worth it in these modes for obvious reasons

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and the projectile speed and range increase is very op in dom

next urchin
#

Interesting. We'll see as the patch matures a little. I've got other stuff to work on before going at another broad balance pass

granite sapphire
#

where their effective range and speed makes them undodgable and play like railguns

#

the most stupid part of their playstyle is how ppl make their ships fully spin and set the dcs to fire on target and they basically act like railspinners

#

no micro and makes the ship basically unkillable railspinner

lusty zealot
#

i do think OCDC projectile speed should be fast, but i wouldn't be against toning that down a little bit. they're a little too close to rails right now i think

frigid flax
#

monstrosity

granite sapphire
#

guys this might be crazy but what if we reworked how ocdc works entirely

#

like what if they have self propelled lightly homing bullets

#

gyrojets

#

the current tradeoff isnt rly interesting and is either overpowered or just boring

lusty zealot
#

they did have a volley-fire for most of the council-only testing

#

it was balanced quite well, could potentially be worth revisiting if the current OCDC is really found to be unworkable

granite sapphire
lusty zealot
#

though it might be too close conceptually to OCSC

granite sapphire
#

doesnt that show something problematic

#

in terms of basic design

next urchin
granite sapphire
#

i think volley fire also seems rly op tho im not sure

plucky fossil
#

make them splash damage

#

and diverge shots a bit

lusty zealot
#

could be worth increasing OCDC spread to be the same as or more than base DC?

plucky fossil
#

arc like

granite sapphire
#

i think we should ditch the alt pen mechanic, tone down shot speed, and instead let them fire like lightly homing shots that accelerate over time

plucky fossil
#

alternate can have arc go straight forwards due to less burst

granite sapphire
#

if we want the ranged artillery gimmick without the stupid alpha burst and oneshot potential i think thats the best solution

lusty zealot
plucky fossil
#

big problem imo is just that it has pen and it can concentrate

#

that is why i say give splash

granite sapphire
#

would also be alot cooler

lusty zealot
plucky fossil
#

doesn't fix issue that it has pen in the first place and instakills anything lightly armored

granite sapphire
#

im not playing elim again until they get improved anymore i think

tranquil wedge
lusty zealot
next urchin
#

I literally answered the question 10m ago when Yuuki last asked

granite sapphire
lusty zealot
#

ah

granite sapphire
#

ill see what u said 1 sec

lusty zealot
#

thought you meant like, what it would be

granite sapphire
#

well yea kinda

#

but next patch is good stuff either way

#

asl as its happening

granite sapphire
#

interesting

plucky fossil
#

no the lines are just the edges of the arcs

granite sapphire
#

holy spread

plucky fossil
#

well obviously not that far

#

exaggerated to show my point

#

the middle 2 borders are parallel and they spread from that

granite sapphire
#

sounds a bit silly

#

i think a spread of multiple shots can be justified as a method of saturation bombardment but not like that

frigid flax
#

get atomized lol

granite sapphire
frigid flax
#

flak spam is so funny

#

whatja gonna do, shoot at me?

lusty zealot
#

i love OCflak

quasi jewel
#

I'm a little curious.How is the performance of OC flak and OC chain guns in pvp now?

tranquil wedge
#

Well I have a decent oc cg rammer

#

But nobody believes me when I tell them

lusty gulch
#

Is the networkrouter system only for heat or could it be used for other 'fluids'

next urchin
#

Depends how you want it to behave.

#

The implementation is very specifically a directed graph, not a fluid simulation

quasi jewel
#

I think OC flak maybe can't use in pvp,but it's intersting and can be used in pve.But I don't understand how to use OC chaingun well

tame comet
#

something im interested in is making flaks overclock offensive oriented instead of defensive because fuck flak is satisfying to shoot but it sucks ass as a weapon

quasi jewel
#

Agree

granite sapphire
# tranquil wedge Well I have a decent oc cg rammer

i mean cgs are regardless always gonna be good in their niche i think unoc cgs are still barely viable in this meta mostly bc of how important unadulterated dps has become, but i just dont think current oc cg is worth running or on the same level as almost every other oc

#

ill send some of my prototype cg designs later

#

i made an unoc cg trl cruiser

lusty gulch
next urchin
lusty gulch
next urchin
#

The pipes don't have any storage

lusty gulch
#

I mean whatever makes them shows glow

granite sapphire
#

is it just me, or are oc fe crew really stupid? observing their behavior they seem to really hesitate between fires and go back and forth without really doing anything

#

in general the crew seem incapable of properly collaborating to extinguish fires

languid basin
#

We need better fire training for the crew

#

We need better training for the crew in general lmao I watched a guy bring hyperium from across the ship when there was one literally a door over

near flax
#

imo OC deck cannons should have at least the same DPS as non OC deck cannons

#

the reason the balance feels off is cause in elim the main thing holding it back was its shot speed and now that it has a good shot speed the amount of damage it has is shining through

#

heres what i would change
dps 4,080 --> 6,000
shot speed 360 --> 240

jaunty gyro
#

I will say, while it looks very cool, the shot speed on the OC deck cannons is a bit problematic for me. Sometimes it seems so fast that I can just about tell if my ship is firing or not in all the chaos of battle, even on low speeds.

glass stump
#

I already adressed this in another post: #1383689467356774500 message

#

Now we got a new patch which straight up lowered oc dc dps by 20% and surprise surprise, pvp players are still as unhappy with oc dc balance as pre- patch. The issue they have is not solved by dps values but by alphastrike and projectile speed itself.

verbal torrent
#

how'd you get the OC ion hitbox to work?

glass stump
# near flax imo OC deck cannons should have *at least* the same DPS as non OC deck cannons

I agree, it’s pretty cringe that OC DCs are essentially worse than standard DCs in close-range combat. Ideally, I’d like to see them match the dps of normal DC's, but with slightly improved accuracy and faster projectile speed. To balance this, their projectile speed, damage, and/or projectile health could gradually fall off beyond the standard DC range of 190 meters. I imagine the reason the devs haven’t tried something like this might be due to potential performance issues.

dark lily
#

Deck Cannons' main limitation is the ability to actually land hits. Overclocking them gives them precision via shot velocity, allowing them to actually hit targets. If you raise their DPS but lower their precision, you're returning them to their previous status and taking away the ability to hit targets at range, which is what the OC gives them.

If they're worse in close range combat, then don't use them in close range combat. Is it worth taking away them actually working at long range when you can just un-overclock them? Nothing prevents you from doing this in active combat.

crimson osprey
#

Currently, I'm of the opinion that OCDC stats aren't so much of a problem. Not anticipating how many can be fielded effectively is a problem. Prior to meltdown, you rarely saw more than 10 on a ship (if you even saw any) but now people can field 16 or more. The effectiveness of a burst weapon rises dramatically with the numbers of it you can field. OCDC platforms don't need to be fast so they can focus more heavily into weapons and defenses than what we're used to seeing. The stats of the weapon are also conducive to focus fire. I think it may be a better solution to look at ways to reduce the sheer numbers of OCDC turrets we're seeing without gutting them in smaller use cases.

lusty zealot
#

increasing their spread could be a good way to reduce their ability to focus. keep the projectile speed high (though a slight decrease probably wouldn't be catastrophic), so they can hit the ship they're targeting, but have enough spread that they likely won't hit the same spot on the ship too many times

lusty zealot
glass stump
# crimson osprey Honestly, same dps and slightly better stats is the kind of overclock I'd like t...

Most oc weapons have "slightly increased stats" with a twist on their projectile, sl turning hitscan, hl gaining aoe and so on. The most common tradeoff oc weapons have is gaining more dmg potential for less accuracy.
The issue is that the "twist" dc's gain is range, accuracy and projectile speed. We went from them having slightly higher dps than normal dc's to them having slightly less to now having even less dps but the issue still stands. I think fundamentally having a deckmounted projectile weapon with projectiles that are so fast that pd and flak can barely interact with them is an issue that needs to be adressed. Further reduction in dps won't solve that.

remote charm
#

oc just having better stats is just as boring imo

crimson osprey
# glass stump Most oc weapons have "slightly increased stats" with a twist on their projectile...

A goal of overclocks is a change that fundamentally effects the way the weapon is used, opening up doors for new builds. Not all are there but OCDC and OCrails are a great example of that, having inspired completely new archetypes. I'm going to oppose any changes that stand in the way of that like nerfing a weapon to "meh, slightly better"

A side note, OCDC was the only overclock that actually had less paper DPS than the non-overclocked version out of the gate.

As for your last point, no, reducing DPS until the weapon is irrelevant would definitely solve the issue of the projectile being hard to shoot down, because no one would care about it.

remote charm
#

have a little twist

glass stump
pure salmon
#

Is there a way to prioritize heat transfer to go to thermal canister launchers BEFORE radiators? It'd be nice if excess heat was expelled only after all connected launchers had their heat stores filled

lusty zealot
#

thermal canister missiles are a new missile type

#

you pump heat into them and throw it at enemies

glass stump
crimson osprey
next urchin
#

I'm still considering priorities - it's not off the table. I have minor concerns about the performance implications (it'd require an extra resource operation), but it's probably not a huge deal. Just wary because the networks are in a computationally good place at the moment

granite sapphire
#

you can run exchangers and fe for fire control if youre worried of heat spikes

next urchin
#

TCMs also actively draw heat from non-TCM storages

bitter steppe
#

When I plan to run TCMs for more than just active venting, I always run lots of thermal batteries.

#

If you consider that each TCM is 7500 heat, that's 1/2 of a battery. If you want to rapid fire TCMs from multiple launchers you'll either need a way to generate a TON of heat at once or just have a bunch of thermal capacity, hold fire for a bit to build up heat, then fire to dump it all at once

frigid flax
#

magma heat ship

#

i think the paint is pretty fitting for the weapon choices

lusty zealot
#

ooo, nice

delicate moss
#

so.. is there any way to counter TRLs that focus almost solely on dilation, causing the heat to just go past armor and burn everything?

tame comet
#

heat exchangers i think?

delicate moss
#

well yeah, but if the dilation is enough it can go past heat shielding you may build

#

I was thinking of making a boss ship with dilation focused TRLs but I don't want to accidentally make something that is impossible to beat without using dilators everywhere

lusty zealot
#

or just kill them first because dilation will spread out the damage a lot

#

can also do spaced armour

#

TRLs don't have an AoE, they just propagate along/through parts

#

any gap will cause them to have to go around

delicate moss
#

ah interesting, aight

#

kinda torn if I want em on my boss ship then.. ig I'll have to see

lusty zealot
#

worth a try

vague aurora
#

For fire management can I suggest a 1x2 fire extinguisher compartment that can hold three FEs but has 20-25 second respawn time for each of them.

#

That's something I have always wanted to see in the game.

#

Very simple qol addition like how hybrid structures and large HD was.

cerulean prairie
#

@everyone New Meltdown Update preview build! Thanks for your testing and feedback!

Balance:

  • Reworked Chaingun Overclock:
    • Lower max fire rate
    • Low-spread 4-shot burst
    • High damage explosive shots
  • Flak Array (Overclocked): shrapnel field now blocks hit-scan weapons

Other:

  • Heat Pipe Crossings now go dark without command, like other corridors
  • Added missing Scorched behaviour to Thermal Resonance Lance
  • Fixed scorched parts still requesting resources and crew
  • Added missing Electron nebula modifiers to the Thermal Resonance Lance
  • Fixed Thermal Resonance Lance updating pump buff values only after firing for the first tick
lusty zealot
#

yippee

frail anvil
#

Fire

verbal torrent
#

unpowered heat pipe crossings are the best change

fickle patrol
#

OC flak is now the ultimate stalling device

verbal torrent
#

was abour to say that's another utility for it now

near flax
#

no dom crew reset button :/

verbal torrent
#

also JUST now noticed dissipators might make ramming valid(??)

lusty zealot
#

?

near flax
#

dissipators?

verbal torrent
#

radiators

near flax
#

gotcha

#

ramming has been a valid strat for a while imo

lusty zealot
#

and radiators are far from a great ramming weapon

tranquil wedge
tame comet
#

also flak oc blocking hitscan is fucking wild

verbal torrent
#

how "objectively correct" are OC large reactors and power capacitatord in ships that previously ran the non-OC version (and can fit heat pipes)?

lusty zealot
#

depends what you need them for

tame comet
#

cost wise? its pretty steep from what i know

#

in terms of logistics yea what theta said

lusty zealot
#

the answer to so many questions about this game are 'it depends'

tame comet
#

oc larges dont incraese pickup time further right?

tame comet
lusty zealot
#

also cmon steam give me the update

tame comet
#

reload steam. always does it

lusty zealot
#

usually verifying file integrity works in my experience

#

yeah even reloading steam didn't give me the update

tame comet
#

did walt forget the update XD

woven aurora
#

It has EXPLOSIVE shots

#

fun

verbal torrent
#

do lance modifiers apply to thermal pipes or only to lance module?

woven aurora
woven aurora
woven aurora
#

yup

verbal torrent
#

oooooo

tranquil wedge
#

steam is not giving me the preview update :(

tame comet
#

thats because i think walt forgot to send it

fiery hollow
#

did you on windows you can use windows+shift+s to take a picure on your screen instead of using your phone

tame comet
#

no one else is getting it too

lusty zealot
tame comet
verbal torrent
#

missile launcher + missile factories

tranquil wedge
#

that would be tragic

lusty zealot
#

since the last meltdown update all modular parts use the sub-tab system

tame comet
#

oh gotcha

lusty zealot
#

that includes launchers with all their factories, and armour as a category

cerulean prairie
verbal torrent
#

thermal canisters don't have a factory evidently (somehow the heat makes the canisters), someone pointed out to me

tame comet
#

they do i think

verbal torrent
#

oh

woven aurora
#

they just need heat to fire

hollow gull
#

unacceptable that he forgot to push it, I booked my 5 seconds off of work and i didn't get to play. had to lie to my wife, children and girlfriend to get that time to myself and now i can't try the new update preview. really disappointed

tranquil wedge
#

lets goooo

lusty zealot
#

it's just that the launcher also needs to be piped up to shove the heat in

verbal torrent
#

just expected it to be right after mines rather than emp

near flax
#

favorite screen time <3

#

means theres new stuff

regal sand
tame comet
#

i should try it

near flax
#

i think the other fish and jyuuki will be happy with this

#

why are there so many fishes in cosmo theres like 4-5 at this point

tame comet
#

i dont even know if i count i just started fish reacting as a bit

#

who did that

woven aurora
#

the cg turrets seem to move a little between each burst, is this intended?

tame comet
#

they're nervoussss

remote charm
vague aurora
#

I love how flak shrapnel cloud was given a defencive role, plus I think this is the only active defence that stops hitscan.

#

Very very coo!ll

vague aurora
next urchin
#

I guess they think they've stopped firing because their last shot was a while ago

hollow gull
#

OC MRT should work like a vacuum cleaner switch where it sets it to suck instead of blow so you can reverse
pros???
cons???
profit???

tame comet
#

we ignore the fact that isnt how that works CompleteFailure

hollow gull
#

your vacuum doesn't have a blow setting?

eager gyro
#

thats kinda the oposite of how a vacume works

remote charm
#

first we need to add air to space though

hollow gull
#

thick nebula which the game takes place in

#

or something sci fi explosion

next urchin
#

I've never come across an actual vacuum with 'blow'

tame comet
hollow gull
#

it may be more common for handheld or work vacuums, for outdoor/plaster and debris

tame comet
#

im american and have literlaly NEVER heard of that

tame comet
hollow gull
#

the fan just spins the other way, so bigger ones can have it too, but you wouldn't use your household vacuum for brick dust or plaster (I hope)

also modular means stronger suck

languid basin
next urchin
granite sapphire
#

cg otw

hollow gull
#

it was a joke and would be terrible balance obviously

delicate bay
# frigid flax how do multiple TRL connected to one heat system interact with dilators and ampl...

My guess is that the total pump or dilator bonus per TRL is divided by the number of TRL's in the network raised to the power of 0.67. I.e. bonus / N_TRL^0.67 Similarly the power consumption of pumps and dilators is multiplied by N_TRL^0.67 and the waste heat output of pumps and dilators is multiplied by N_TRL^0.67 + some factor dependent on the number of pumps/dilators in the heat network. So with 2 TRL's in the network everything changes by a factor of 1.59. With three 2.09, and with 10 by 4.68.

gloomy raft
#

why does this slowly catch fire?

tame comet
gloomy raft
#

it didnt when the chains werent there but even when the chains arent firing this now self immolates and i dont know why

eager gyro
#

the radiators at the botem do nothing

tame comet
#

gotta pipe the reactor directly

jaunty gyro
#

Yeah definitely don't use the heat vacuum thingies for something like a reactor

tame comet
#

probably fine for an SR

#

how much heat does an SR produce per second?

eager gyro
#

basicly 800

tame comet
#

exchangers are 900 or 500

eager gyro
#

ooo, overclocked shells have a look to them

tame comet
#

that is absolutely petrifyign

next urchin
frigid flax
#

Oc flak stops hitscan?????????

#

Now this is epic

next urchin
#

If that was really a guess, that's impressive

tulip nebula
#

Cant wait to see railgun's 4 bullet thingy

eager gyro
#

chaingun

tulip nebula
#

Ohhh,, woops

#

It was a chaingun

#

Ieevkebduenw

gloomy raft
languid basin
#

Does OC flak work against normal flak? I mean it should, flak is a hitscan.

jaunty gyro
#

actually is there a specific list of things that count as hitscan for the purposes of OC flak?

eager gyro
#

mainly being pd, mineing laser, ions, flack and chaingun

eager gyro
#

probibly also works on thermal lance

#

¯_(ツ)_/¯

granite sapphire
#

p sure it doesnt on trl bc trl doesnt do damage

#

requires testing tho

eager gyro
#

nevermind doesint stop pd

#

or flack

tame comet
#

no... not pd...

jaunty gyro
#

anti-point-defense point defense would sure be something

tame comet
#

the overclock for pd allows pd to shoot down pd

granite sapphire
#

if 2 oc pd collide they produce a thermonuclear explosion

delicate moss
#

wait nvm, that's just anti-point-defense, not also point-defense

eager gyro
#

okedoek so:
Flack: no
PD: no
mineing laser: yes
ions: yes
chainguns: yes
Thermal lance: yes

granite sapphire
#

flak being no is funny but makes sense

tame comet
#

flak as offensive viable???

#

i was gonna say pd as offensive viable but some t1 ships literally use pd as offense

eager gyro
#

i guess that means this things only weakness is what its armed with

tame comet
#

i also just realized how probably not terrible OCPD is starting out

delicate moss
#

the fact that PD and small thrusters both can work completely "powered" by heat and not crew is nuts, like, you can legitamitely build 2-crew fighters with a later-game ship and they can be actually economical as they swarm the enemy

#

if I had more free time I would try doing a carrier run (I might anyway)

granite sapphire
#

oc small cannons are pretty good though

#

1 crew

delicate moss
#

like, a small cannon requires a crew to staff it and a crew to load it. put two on a fighter and now the thing costs 6 crew instead of 2

#

almost all weapon systems in Cosmoteer require staffing to run and more staffing to supply, but the OC PD requires neither

granite sapphire
delicate moss
#

I should look into them tbh

eager gyro
#

oc flack seems to be broken, it only blocks the hitscan shots and nothing elce

#

it can still shoot the things down, just the shrapinal pool doesint

granite sapphire
#

rip

polar knot
#

Did changeguns get a nerf?

remote charm
#

did changeguns get changed

polar knot
#

Aw

tame comet
#

"nerf" is a bit of a stretch considering they explode now XD

polar knot
#

Oh?

#

I’d love to test that out

tame comet
#

yea they fire in a 4 round burst and shoot explosive shots

#

they also have almost no spread

jaunty gyro
#

Anyone with the game currently open able to gif or record that?

frigid flax
#

I'm so excited to start a new playthrough when this update releases
Can't wait to obliterate enemy ships with a sun's worth of heat

granite sapphire
polar knot
granite sapphire
#

yea mostly my suggestion

polar knot
#

I got so mad when they increased the spread earlier

granite sapphire
#

a bit different from my recommendations, but close enough to the essence

#

i still think larger bursts would be cooler, not just 4 shells, but this seems like a nice rework

#

@craggy heath we have to start building cg again

#

giga high focus core time

lusty zealot
craggy heath
lusty zealot
#

i do somewhat worry that the new OCCG seemingly being all explosive damage will actually put it at an effective DPS disadvantage due to some slices facing away from the opponent

granite sapphire
#

thats probably pretty bad then

#

i assumed that stuff was adjusted for already

#

its basically half damage against surface if you just left the damage as is

tame comet
#

i think the bullets have the same dps themselves but i dont think it counts the explosion

#

i think its 18,000 on both, but one explodes which can probably lead to variable damage

lusty zealot
#

i'm not entirely sure, i haven't done comprehensive testing, but from my very quick tests it was dropping shields a little slower than base CG

#

the listed DPS is the same but yeah i don't know how the explosions factor into that

#

and either way if it is actually at a disadvantage it'd be a fairly easy stat change

#

concept-wise i think this is the best CG OC

tame comet
#

you should make one that deals 2,000% damage if theres any active pipes or overclocked weaponry on a ship thats awesome trust glueless

tame comet
#

people on the planet wondering why a supernova happened for 3 seconds

lusty zealot
granite sapphire
granite sapphire
lusty zealot
#

i don't actually know

lusty zealot
lusty zealot
granite sapphire
#

if its just 1 or 2 shots being fired per tick i doubt its anything like a shotgun

lusty zealot
#

anyway i like 4-shot bursts, i think it makes sense both mechanically and thematically (as the CG has 4 barrels and does everything else in 4s or multiples of 4)

granite sapphire
#

im curious as to what purpose the aoe actually fulfills? but ig its like flak which is cool

granite sapphire
lusty zealot
#

plus every other kinetic weapon's OC gives it some way of hitting more stuff per firing (super-penetration for DC and rails, LC shrapnel, SC burstfire, flak shrapnel fields) so adding to that was a good idea imo

granite sapphire
lusty zealot
#

again i don't precisely know how it works so i can't say if it does give more damage potential or not, and if it doesn't stats can be changed

granite sapphire
#

im worried about the dps stat being unchanged

#

def a good idea to give them some damage potential upside tho for sure bc cg never gaining damage potential (and even technically losing it bc accuracy loss) was one of the main things making them so weak

#

dealing the same damage per burst made it hard to justify ocing cg

lusty zealot
#

my actual proposal was to have the OCCG use 1 whole ammo per individual shot (so a mag per burst) but with much higher damage per shot (like 1500 on impact with a 1k damage 2.5m aoe explosion), and lower fire rate

#

i think that could have been interesting

#

though changing ammo use from OC would apparently require some janky workarounds on the coding side so understandable that celeste went with something different

#

and also, i believe that while the DPS may not be increased or be lower, each shot does do much more damage so it is more damage per burst/per ammo

granite sapphire
#

space bolter

mild gazelle
#

Is it intended for there to be no sound when overriding a non oc part with the same oc part in bp mode?

next urchin
lusty zealot
#

i'd probably be more in favour of focusing on the impact rather than the explosion (as with my initial proposal) but that might make the explosion a bit superfluous

next urchin
#

Since it's directly fed, rather than being loaded over time from a storage

lusty zealot
lusty zealot
#

well i'm definitely in favour of that then

#

4th OCCG rework when

next urchin
#

As long as it's a partial rework, then we're getting closer lmao

lusty zealot
#

yeah i think the focused burst concept is something to stick to

next urchin
#

Too slow fire-rate starts to leave chaingun and become "autocannon", though, which I'm not necessarily sure is a zone the OC CG should stray into

tame comet
#

is an autocannon planned or is that already a thing in the form of an oc

lusty zealot
#

i think that's something it being burst-fire can help mitigate, because it still does fire very rapidly when it's firing

lusty zealot
tame comet
#

first thing i thought if

next urchin
granite sapphire
#

a casemate autocannon firing a projectile that leans a bit more into precision would be cool to have, if a bit functionally similar to cg/cannons

lusty zealot
#

what do you mean by casemate in this context?

granite sapphire
#

maybe a rear mounted modular autoloading system to contrast cgs horizontal mount

paper hemlock
#

To be fair though all cannons have pretty high HP and Penetration resistance for a weapon

lusty zealot
#

when you said that it actually got my brain thinking of something comparable to the casemate guns from airships, internal weapons (like roof weapons in cosmoteer) with fairly narrow arcs and generally worse performance than their surface mounted counterparts. i think a roof-mounted non-turreted rapid-ish-fire cannon could potentially have a place in cosmo

granite sapphire
#

i wasnt thinking roof mounted

lusty zealot
#

yeah i know that was my brain ricochetting off on a bit of a tangent

paper hemlock
#

It'd be cool to see something similar to GA(?) where it's a side-mounted turret that faces forward and has a narrow arc

granite sapphire
#

cram autocannon

#

like in ftd, specialized ammo types that let you fine tune what the shell does

lusty zealot
#

a cram cannon is a type of modularity we haven't had before

paper hemlock
#

cram cannon?

lusty zealot
#

a weapon type in the game From the Depths

#

big guns with the unique feature of 'pellet packing', essentially you shove certain types of 'pellets' into the shell and that changes what it does

#

explosive, frag, kinetic/reinforced

granite sapphire
#

its a type of cannon that essentially functions by "cramming" specialized pellets with different effects into shells. i think its modeled after a real world concept for an experimental munitions system, if i can find it

lusty zealot
#

and you can mix them to fine-tune what your shell does

granite sapphire
#

from ftd

paper hemlock
#

That's cool

#

I'd imagine it'd be like a DC in terms of turning a bunch of bullets into one mega bullet

#

The only problem I'd imagine is how you can tell what bullet types your enemy has

granite sapphire
#

in my concept theyd be visible on the roof texture

#

or maybe the bullet tracer

lusty zealot
#

different pellet packers could have different roof appearances and/or sizes

#

like amps and dilators for TRL

granite sapphire
#

jani's mod has a fully functional cram cannon implementation in cosmoteer iirc

lusty zealot
#

anyway this is getting a little off-topic for this thread probably make a #1019739575683399840 post if you have a solid idea for this

verbal torrent
#

any way to treat overclocked parts as different blueprint?

narrow owl
#

The icon seems to be lagging

pale python
#

Iirc it's an optimization

#

It doesn't need to update every frame yknow

lusty zealot
#

if so that's planned

hollow gull
#

is it just me or does the chaingun oc feel kinda weak for longer mags? at least compared to non oc

granite sapphire
hollow gull
#

yeah I was hoping it would enable some smaller chaingun ships to be fun

#

going to try that out later

tranquil wedge
hollow gull
tranquil wedge
#

That might make long cg much better than short again

hollow gull
#

actually

#

it doesnt matter because the OC damage is currently garbage

#

the OC is actually worse?? and I have to add expensive pipes and cooling on a weapon with only 2 slots for it

#

6 magazines don't destroy a singular large cannon with OC. That's pathetic

#

and on smaller ships, everything has a cannon

#

is this a bug? OC chaingun 6 magazines did 2/3 of a large cannon then ran out of ammo

granite sapphire
hollow gull
#

also it overheats really easily and really fast, icing on the cake

granite sapphire
hollow gull
granite sapphire
#

that being said i still think this oc can be good. it just sure as hell wont add much more unique playstyles or fix much of chainguns issues, overall

hollow gull
#

If I recall, Walt did say that if chainguns need a change, he would rather fix the base chainguns properly, than hope to resolve the issues with just oc

granite sapphire
#

my suggestion thread

hollow gull
#

maybe they are still planning to fix the underlying weapon, there are multiple threads that discuss base weapon really well, and your thread which has a lot of depth

granite sapphire
#

my first suggestion was to add burst fire as an alt firing mode, with a different unique oc, which i thought would be better. my second suggestion was a burst fire oc, but the bursts would be far more pronounced and impactful than a 4 shot burst with zero scaling

hollow gull
#

most OCs have good scaling built into the design

tranquil wedge
#

Oh sorry you are talking about the new thread

granite sapphire
tranquil wedge
tranquil wedge
hollow gull
#

to be honest, I think that the base chaingun has some design problems, and they are making it much more difficult to get a satisfying OC

granite sapphire
tranquil wedge
#

I think its much harder to find a balance than you make it seem

hollow gull
tranquil wedge
hollow gull
#

I already did, there's a whole thread, and more threads by others

#

the other weapons were big wins on OCs, large cannon just needed a power reduction, mostly balancing stuff

but this one weapon has had 3 iterations and none of them are quite right, and I think that means it's the weapon, rather than the OC concepts

hollow gull
# tranquil wedge You can always suggest changes

someone suggested a little shield dynamo, that scales with ROF, so that the chaingun could be surface mount
some players suggested a hitpoint change, because for the cost of 1 chaingun (18k hp) you could get 5 large cannons (100k hp, lol)

The threads have some detailed discussions on the weapons

#

my thread was about the identity of the weapon and the conflicting design ideas

#

such as how it is a modular weapon that you want to invest in, but it's only 18k hitpoints and surface mount, so if it gets destroyed, your whole weapon is ruined

..which conflicts with the shell and gun arc, and the wind up requiring you to stay on target (as a fixed weapon means it cant stay aimed unless you ram)

#

hell, I suggested considering a shared hitpoint pool with the magazines, so that it can scale a bit (but cutting the magazines would cut off the extra hitpoints)

tranquil wedge
hollow gull
#

which is a core weapon

#

outside of alpha rammers, in pvp, I'm mostly referring to career

#

The issues that J-Yuuki writes here plague the oc

#

inflexible layout. there is a singular slot to add a pipe. lol

#

and it generates too much heat to use heat exchangers

tranquil wedge
# hollow gull my thread was about the identity of the weapon and the conflicting design ideas

Yea the balance coincil recently discussed some ideas to make cg more viable as a surface weapon.
The issue is that they already were really good in pvp before meltdown and changes to stable weapons seem to be halted until meltdown sttles down.
Theta also had a nice suggestion of the shell extending with the gun and only covering part of it. That would be a lot of work for the devs though.
The other ideas all have issues but I hope we can do something about this some time.

hollow gull
#

Theta also had a nice suggestion of the shell extending with the gun and only covering part of it. That would be a lot of work for the devs though.

i had a pretty similar idea as well

tranquil wedge
#

Maybe theta got it from you idk

hollow gull
#

thank you

granite sapphire
orchid raven
#

tested oc chainguns, they seem like too much work for too little gain
(non OC on left, OC on right)

they seem to deal slightly more damage per ammo, but...

#

they go through that mag considerably slower, which really hampers their damage potential

#

the money you save from the less ammo you spend goes into the cooling instead

#

this is with 5 mag extensions

#

and with 3 radiators, the battery goes up to about half by the end of the mag

#

I feel like the OC needs a bit more Sauce to be interesting, right now it's just a slightly different chaingun which doesn't seem to be really worth it

#

maybe something like making it start ramped up and slow down instead to really embrace the short mag chainguns

#

or make it even more ammo efficient to go with undercrewed ships

glass stump
#

The heat generation seems quite insane. With the first oc dc we ever had in the same setup, one radiator and one battery would have been enough

orchid raven
#

yeah, 300/shot seems quite steep

#

considering the fire rate, the heat generation goes from 858 to 4500 in ten seconds

#

and a radiator being 1100/sec

#

and how it seems to hit the max firing cap with less mags due to the slower max rate of fire

glass stump
#

Is the spread lower than non oc cg?

orchid raven
#

yes

#

from 1,5 to 0,5

glass stump
#

That sounds like a lot. Could mean that surface cg can deal reasonable focus fire. Also means core cg's might be able to build even thinner barrels as a byproduct (I know nobody asked for that).

orchid raven
#

I feel like the damage area kinda goes against focus firing

#

if the damage is split between segments

#

so it's more accurate, only to have AoE?

tame comet
hollow gull
#

why is chaingun and mrt in phase 2 meltdown, weren't those added ages ago?

eager gyro
#

the overclocks need more work or something like that

hollow gull
#

also what is the difference between TRL and disintegration ray

granite sapphire
tranquil wedge
tranquil wedge
#

I might ask in #ask-walt actually

hollow gull
#

but your answer would imply that it's just because they were at the end of phase 1 and are completed

#

so actually this causes some confusion

tranquil wedge
#

MRT doesnt need a rework and nobody is trying to make one for them

tranquil wedge
hollow gull
#

it isn't crazy important to me or anything lol

#

just asking if they are in phase 2 of meltdown because the devs want to rework the OC more

#

which is implied a bit by putting them in the meltdown section

granite sapphire
#

super underwhelming

delicate bay
lusty gulch
#

Is Thermal Lance going to get an OC?

eager gyro
#

that would be the unsafe mode

bitter steppe
#

It once had an OC, but it just didn't make sense ultimately to have the safety mode and everything else TRLs do and then also have an OC as well

coarse spindle
#

Radiator oc when

near flax
#

radiator are actually constantly overclocked

mild gazelle
#

Radiator unoc when

hollow gull
#

when do we get a thermal battery OC that allows us to use it like a steam engine?

cerulean prairie
cerulean prairie
hollow gull
#

thank you for the answers, I'm excited for the roadmap ahead

cerulean prairie
#

@everyone Small meltdown patch. Thanks for testing! (And I swear I pushed the build live on the preview channel this time!)

  • Fixed overclocked Flak field not damaging projectiles
  • Added Heat Generation stat provider for Thermal Resonance Lance
  • Fixed locked parts showing Overclock tooltips
  • Fixed stacked parts not showing Overclock tooltips
vague aurora
#

Aye

lusty zealot
#

yey

vague aurora
#

By the way does OC flak shrapnel do damage to ships, projectiles or both?

tacit peak
#

allways appreciated

lusty zealot
#

and hitscan stuff now too ig

vague aurora
#

Also I am here to once again suggest a 1x2 fire extinguisher compartment with 3 extinguishers but 20-22 second cooldown for each.

#

To help with the fires.

lusty zealot
#

woe, shrapnel

narrow blade
#

just fire a trl into that it will magically repair the entire ship

lusty zealot
#

'oh, you're shooting me? no, no you aren't'

eager gyro
#

time to see if the ship i made yesterday functions now

lusty zealot
eager gyro
#

perfict

#

imagine trying to shoot someone but you cant becase its like atempting a driveby on earth from wall-e

lusty zealot
#

lol, lmao even

eager gyro
#

nice

pale python
#

i'm gonna take a look at the code

#

hope there's ways to have modded things and hitscans penetrate or if not availible, ignore it

eager gyro
#

intreagingly oclc is semi imune to the shrapenal, due to it instantly turinin into buckshot

lusty zealot
#

so probably

tepid charm
#

flak when it

#

flacc

eager gyro
#

pd and flack are the 2 things that cant get blockd, everthing elce tho can

tepid charm
#

flak ball ship meta

pale python
#

awesome

#

concerns have been lifted
but interesting that it sticks to ships it seems?

lusty zealot
#

inherits the velocity of the ship that fired it

tepid charm
#

ye

eager gyro
#

yep

pale python
#

wacky

tepid charm
#

fr

lusty zealot
#

it's so it doesn't just fall behind when you're firing at something you're chasing

narrow blade
#

did balance council and nitro booster get role gradients all of a sudden

bitter steppe
#

yep #discord-meta

frigid flax
#

this shit is too funny

#

whatja gonna do? fire at me? how about no

#

time to build the ultimate flak ship
def my new fav weapon

delicate moss
fading girder
#

can the flak debris field be damaged/destroyed? or do you just gotta wait it out/move?

tame comet
#

idk how much it is

frigid flax
#

its 2k