#Meltdown Update Preview
1 messages · Page 18 of 1
I don't think you are supposed to use mining lasers in battles
Though I'd admit it's infinite fun
the thermal resonance isn't very good with shield either ?
no its great against them
add some dilation pumps
idk maybe 6 or 8?
do you have any good thermal resonance setup for example ?
no but you just need to connect both outputs to a pipe which leads to the trl
like this
do we also need amplification pumps ?
depends if you want to melt stuff or kill shields
@grim gyro Are you sure of your claims? Last update greatly nerfed TRL power against shields
Nobody did extensive testings so far
first time i'm trying it and it's horrible against shield yeah
lmao it's fine just don't give outdated information
Even with 6-8 amplifications pumps?
i didnt know they were nerfed
im glad of it though
- 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%)
- Rebalanced Shield Overload:
- Increased base heat pool (1,800/s→2,250/s)
hell yeah
-# duscird method for sub points is really horrible, you got to spam spaces
Though you could say according t these numbers you just need 1.5 times the amount of pumps of older setups + 5 to get rouyghjly the same efficency as prebuff
Please use #bot-commands if you have testings to do (or even better your private server)
Discord's formatting is very strange.
can we make the Thermal Lance shoot indefinitely ?
Yes so long as you have enough cooling, crew, and power supply
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.
Also why the heck was mining laser NERFED??
It already had pitiful damage now it's worse.
Iirc it was strong in domination
Some said too strong
It was "a roof mounted HL, and that's not right"
-# or something along those lines
Glory to the roof mounted heavy laser!
from what i know its damage was absolutely fucking cracked out of its mind
Not of real revelance but if you put a \ before a formatting tag it won't format
Example
text
> text
Yeah
Oc mining laser + trl should shred things at unnecessary speeds
Shields did hard counter it though
bro 😭
@grim gyro @tranquil wedge im pretty sure mining lasers are bugged against shields and sometimes do not damage them
i posted about it above, should have submitted a bug report in hindsight but I think celeste saw it anyway
this
something to do with when a shield is taken down, and then goes back up
the laser impacts the shield, but does not damage it, only dealing splash to other shields
like the "ghost pipe" on the ends of the vents
Can you remind me of what that looks like? I don't have the game open atm.
Maybe yeah. It does make for a good contrast against the orange piping.
but how would it work with the structure pipes?
No idea, I haven't used them much yet
fire extinguisher overclocking??
faster fire extinguisher reload rate
now why does this happen
ok, if its not cooled does it also catch fire?
unsure
Huh
i dont understand whats weird, could you explain?
The shield capacity of the oc small shield is no different from that of the ordinary small shield, but the ordinary small shield has been broken through more quickly
So you're telling me overclocked small shield has a mere 15000 hp post rework?
That is pathetic.
I think the idea is to make it a low cost big shield that can be inside armor?
Having the HP too high would make it just completely better than the big shield
Actually can someone explain the purpose of heat pipe structure? The mass and hit points are the exact same as normal heat pipe. They can't be shot through. I'm not sure I understand the reason to use them.
Strictly visual
Ahh, good to know at least.
Could it be it still transfer some damage to heat?
No
@stuck roost
Oh gosh that's really a weird behavior
Looking at the rule files I suspect it losses less battry per damage when overclock than not
...shields does not really have set HP it's bound to their energy storage
anyone know if overclocked fire extinguishers themselves catch fire without cooling. whats the penalty?
Aren't the heat weapons too OP ?
how does somebody with out anti heat system work arround it ?
by killing the enemy before they kill you, same as any other weapon
nah, compare it to deck cannons.
Those if you have shield spam or armor spam is fine. it will take a while for them to get u, but those heat ones are insanely strong
they melt armor and they burn everything if you have a shield xD
they take a while to do that though
and also compare based on cost, mass, space, crew, or material investment
yeah a TRL with a load of pumps will be melting things a lot better than a deck cannon breaks them
but it might cost like 20x the amount
regular defences work just fine against them, though they are effective against armour i will give you that
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
with that i destroy shields xD
i like the anti armor thing
finally something to counter armor spam
me is scared bout shields tho, you mix it with some disruptors and gg
I made a ship so extremely inefficient just to see, and yes. In fact, the fire can get bad enough to briefly start killing people in between the very fast extinguisher respawns.
what..😂
so just so im clear
fire extinguishers can be overclocked
but if u overclock them without cooling them they self combust..
but how long does it take you, and how much less investment could you need to destroy shields as quickly?
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.
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
Extremely
in your hour of greatest need.
thats a nice meme
kill them faster, trl are decent against armor but very questionable even against entirely uncooled shields and the likes
What does OC disruptor do?
peirces armor, and does a drain efect for a bit
do i post bug stuff here? for thermal lance previiiew?
im not sure
im gonna go try it on my own quickly
this is on multiplayer
oh its already been reported
Let's ask the ethical question... How does one.... overclock a fire extinguisher?
pipe
I'm assuming you overclock the lil' fire extinguisher "factory" block so it can generate lil' extinguishers faster.
you just like. tape a piece of pipe onto it and it magically connects to the heat network
overclock the printer darling
not the tube itself
I hope you don't actually heat up a literal extinguisher.
Ice overclocking coming soon!!1!
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
nick please forgive me for my transgressions against public decency
also its aneurysm
Thou have been pardoned by the parochial council
tysm 🙏 😇
such peak shields
@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
hi
yipeee
yippee!
top 10 peak sundivers
heck yeah walt i just had a massive crashout over the mining loss bug
the patch couldn't come with better timing
Oh is that what sundivers are? ships that go within the suns radius?
yes...
Didnt know when people were casually mentioning it, thanks
a ship that "dives" into the sun danger
Why may i ask? any strategy? or just for the fun of it.
valuable asteroids in sun radius
try it and you will find out
Ive seen that but i see like.. 2?
are there many closer to the sun?
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
like its so easy, but yeah, a cheese, so not fun to do really
are hte shields still invulnerable to the sun
Havent tested but the bug fixes dont really seem to mention it..
they seem to be
i hate how the only way to get heat out of blocks is to heat exchanger it
i mean if it were easier, wont thermal reconance beams become worthless if another ship just has a lot of cooling
i would think heat pipes would be able to transport heat that is on them???
maybe a bit? not to much
The answer is that the sun heat is my bug not Celeste's bug and I was busy all weekend.
Oh okay! thats fair.
if you pour water on the outside of a pipe the pipe isn't going to move that water
i dont think water is the most fitting analogy for heat
not really the same.. if its cold inside the pipe and there is a fluid to transport the heat, the heat from the exterior will go into the pipe. heating it up, and the heat gets tranfered away, but to a limit ofcourse
so maybe they could take away a bit of heat from themselfs, but not a lot.
last time i checked wasnt metal like. heat conductive and stuff
You wouldn't want the heat running through your heat pipes to spill out onto the surrounding areas though, right?
There are no one-way thermal conductors. If heat pipes absorb heat, they must also leak heat.
With one-way pipes and toggling launchers to allow heat to pass through we'd be one step closer to logic gates and computers 
what is medium thruster?
this one
standard ok
why not
game logix
Because the only justification for heat pipes absorbing heat is that it makes sense, which it doesn't make sense
makes sense to me :(
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
The way heat pipes work irl it's not very feasible to make them flow heat only 1 direction unless you're spending energy to heat one side and cool the other.
Heat pipes irl are hollow copper with a high inside surface area and a small amount of water inside to evaporate, go where it's cool, liquefy, flow to where it's hot, and again.
Heat always goes from hot to cold
counterpoint: this is a game that includes energy shields and self powering engines
even if doing this costed energy its probably still feasibly explainable
"dynamo assisted directional heat pipe"
Energy shields are science fiction but they're not looking impossible to make.
Hyperdrives however
Also there not a lot of point in making a heat diode.
heat canister missiles would benefit greatly
there's probably not much else to it though
Directional heat pipes are a separate issue to heat pipes absorbing heat
Directional pipes are also not technically feasible because the thermal network isn't defined by flow, it's defined by accessibility
So TCMs and radiators would be unable to pull heat through a one-way pipe
just do something jank like thermal missile canisters except the absorbed heat is then transfered to the network connecting infront from the behind one
what? tcms dont do that
they dont do anything jank
jank as in the entire idea not tcms
though technically with friendly fire they are already useable as one way heat pipes
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.
Does the small get weaker when spread out?
I really don't enjoy this bizarre large shield doppleganger.
Pretty sure it's the same hp
anything is usable as a one way heat pipe with friendly fire
same hp
i personally am a huge fan of oc ss
its a lot more interesting now imo to build with
at least for smaller scale ships
Also I see OC large shield was significantly nerfed.
But has much of the same abilities as before.
its substantially worse now
EMP resistance feels a weird thing to have, maybe just emp hitting it generates far less heat.
You could cook an enemy system with emp spam easily
especially with oc caps nerfed; i think that might have been the single hardest hitting nerf more than any other
? its just a maths thing
What do you mean.
bc emp directly leeches battery so u need to give it seperate emp res to behave as it has double hp
33% like it saps that much less energy right
damage resistance doesnt make it resistant to emp
No, but it doesn't get stronger
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.
and I don't do diagonal ships much but I hear it's great for those?
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.
Nice.
i love that you can build a bubble shield for the small ships
idk looks cool,but useless
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.
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.
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.
Hard to say without viewing your crew and power assignments
They're all identical.
The discrepancy isn't with assignments or roles (roles are identical for each section as well). It just randomly happens where both engine rooms next to each other will stop requesting power until they completely run out.
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.
~37 seconds after the engine room and all boosters ran out of power, then they decided to power it up again.
What does the rest of your ship look like? You could be at the crew tasking cap
It's basically just this engine block. 232 crew currently.
I do think it must be a limit of queueing/handling crew tasks.
That's the only thing I can think of that would make this kind of behavior.
Too many permutations of power supply and demand to consider, each for over 200 crew assigned to do the power stuff.
Try removing your capacitors and feeding your ERs directly from your LRs. That should greatly lower the tasking and might be more efficient anyway
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?
Boosters benefit from adjacent ERs. Fuel pods don’t
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
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.
They are effectively on the outside. I just stacked another MRT on the outside because the power will feed through to the fuel pods into those too without needing engine rooms on the other side
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.
Good deal. This is no longer a tasking or meltdown issue, so happy building!
Now to overclock the whole thing...
wait hold on
last time i tried meltdown there were markers for attaching pipes to each item
now they are gone
did the whole game move to heat exchangers only when i wasnt looking??
bad change ngl
why?
i thought it looked ok before and now it looks less good
and the graphic changes more
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
some weapons dont seem to have overclocked stats
are they still being worked on or are the tooltips just missing?
what?
pipes will automatically connect to overclocked parts when overclock is toggled
have you hit Ctrl to show the overclocked stats?
nvm power gens only generate heat relative to usage so my experimental builds wont just start cooking themselves. my b
every weapon should have an overclock
you sure you're not just hitting ctrl when you've already got the overclock stats toggled on?
it does persist between hovering over different parts
the ion beam emitter doesnt have one for example
doesnt even ask me to hit ctrl
other stuff has it but not everything
that's odd.
oh wait i see what's happening, it seems to be an issue with the new sub-tab system
click on the ion emitter there
it'll open up a sub-tab showing ion emitter and ion prism, the overclocked stats on the emitter should show up from there
ooooh
you just found a bug, thanks
nice
feel free to stick that in #1019741923893858305
welp im actually QA by trade so, you're welcome 😊 (that will be £34.99 by minimum rate j/k)
how do i get these pipes to curve to the heat exchanger?
(im assuming that weapons and other modules dont act as heat transfer)
pipe crossings can only be straight
you'll also need to rotate the exchanger so its port attaches to the pipe rather than the laser
with the exception of dedicated thermal parts (stuff in the thermal tab plus TCM launchers) you are correct
other than it taking shadow damage, what means do i have of knowing whether something is adequately cooled during overclocked use?
seeing if it catches on fire
if it doesn't, all good
there's also a heat generation/dissipation/storage thing by the stats in build mode
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?
add a thermal battery
ah. i see it. thanks
also do bear in mind that heat exchangers have a limit to how much heat they can exchange per time
pipes do not
noted
it would be nice if during testing i could be told the net heat transfer of an individual module
as opposed to just an overall score for the ship
like, how much heat the selected parts are generating?
yeh
not just generating
in vs out
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
mmm, that could be handy
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
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
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.
yep it does lightning strike efects
yeh thats fine im just surprised the beam just stops in space first
example, (slightly out dated tho since they dont do nealy that much damage now)
this is what i was expecting it to look like when it hit a target
i have no issue with the lighting effect
how do multiple TRL connected to one heat system interact with dilators and amplifiers?
do they split it evenly or does one take all the buffs?
tested it out and it seems like that 2 TRL's will act like the buff parts twice
this should be fully powered but 2 TRL uses double the power
Yeah I've been meaning to do this since I made it possible with showing ports and changing heat generation stat values
Glad to hear it's in the works at least! 👍
finally
and ill use tcm to dispose of the heat 🔥
ignore the one amplifier thats not connected
It's not quite 2x. There's an efficiency loss. Haven't represented it in the stats yet, but I think 2 ends up being more like 1.8x total buff
The issue with it hitting is that it implies the beam itself is doing damage, imo
It's modelled after the ion nebulae
so if i have 5 of em i only get like 50% of the buff?
You'd get like 60% (random number) of the buff for each beam, so more in total but less per beam
I'm sure someone has done the calculations
(I have, but I don't have the graph on hand)
No, power is a direct multiple
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
it may be due to the fact that the tcms are side mounted
but it could also be indicitive of a larger issue
imo tcms should have different heat absorbed/heat inflicted amounts and/or tcm acceleration and turning needs to be tuned a bit
@tranquil wedge i think was doing that
i think it might be because of the increase to passive heat loss speed that happened a while back
the TCM's heat dissipates too fast for it to be effective as an offensive tool
I agree, I'm a big fan of the old OC shield for largely the same reasons and I hope it's brought back
converting damage into heat is a really, really cool concept!
It's currently only about 1.6x as fast as it was before that patch.
Both shields still do that, and the large shield OC is the same as it was
really? wasn't it 0.05/s to 0.5/s?
It was increased to 3.3x and then decreased by half, according to the patch notes.
yeah, but without the "damage efficiency" it doesn't feel the same
now, the heat is used to stabilize a larger arc and handle damage rather than the shield converting damage into heat
Oh, that's the passive dissipation. 0.5/s is really not that consequential in combat, I don't think
without continuous heat input i think it definitely is
turns out missiles just kinda arent that good in dom
i still support the diffent heat absorbtion/heat dealt stats
Given that dangerous heat starts at like 350 with low percentages, the passive dissipation is at most 0.14% loss per second
Diffusion has a much bigger impact at 1% of the heat difference per adjacent tile
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.
is an oc cg rework ever gonna happen
Yes. Next patch.
yipee
oh shit nice
is the left and rightmost flak overclocked
if yes: you may have fortten pipes
fortten?
forgotten
fixed it the second you replyed
god i love OC flak
oh, you're shooting at me? no
that reminds me i wanted to make a suggestion post
time to make this look good
Is it getting castle paint? It should get castle paint
yessir
We love castle themed ships
is there an example of castle themed paint? im curious now
just in case
In Cosmoteer, I'm not sure, but From the Depths has plenty. They have an entire castle-themed faction
onyx watch (:
i feel like nick would be able to pull this off really well
ow is peak
i feel the biggest issue is that its hard to translate the aesthetic in a particularly dynamic way onto a 2d canvas
FtD mention!!!!
Sir..
SD vs Centauri Imperium who wins
imperium no doubt, those nuke volleys carve through anything
SD'd largest craft wouldn't be able to get out of the way
If they can even get close, combat in FTD usually ranges in 1km-3km
hmm, true
but with how slow FTD craft are yeah the imperium could probably throw enough ships to get through and close the distance
i forgot factories need power 😭
how 😭
too much mindustry
SD space craft are built to fight planetary forces, though
They need power in mindustry, too, though
usually i just place a power node and call it a day
oc deck cannons still desperately need a nerf imo
their gimmick of shooting slower for more damage per shot needs to be dialed back somehow
also they probably need to produce a bit more heat
As in, still after their like 15-20% damage loss in the last big patch?
yes
they are problematically overpowered in domination still
and just still strong in elim
mostly because the trade off for burst damage is almost always incredibly powerful and worth it in these modes for obvious reasons
and the projectile speed and range increase is very op in dom
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
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
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
monstrosity
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
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
like the whole discourse here has been "ok we know we have to nerf them but if we actually nerf them to being balanced that would probably make them boring and uniniteresting"
though it might be too close conceptually to OCSC
It was the same in terms of speed/range. Only difference would be they couldn't be used in a spinner, I guess?
i think volley fire also seems rly op tho im not sure
it would have less brutal instant burst due to the volley spreading the damage out over time
could be worth increasing OCDC spread to be the same as or more than base DC?
arc like
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
alternate can have arc go straight forwards due to less burst
if we want the ranged artillery gimmick without the stupid alpha burst and oneshot potential i think thats the best solution
would keep it able to be used at range but make it more of an inaccurate battleship-style 'bombard that area' than the current which is a bit close to rails' focus ability
big problem imo is just that it has pen and it can concentrate
that is why i say give splash
would also be alot cooler
increasing the spread would reduce the ability to concentrate
doesn't fix issue that it has pen in the first place and instakills anything lightly armored
news on occg rework?
im not playing elim again until they get improved anymore i think
Yea but Id have to add a line of. Code to get excactly that graph
i'll leave it to celeste to decide whether to reveal what she's thinking
I literally answered the question 10m ago when Yuuki last asked
sorry i didnt read
ah
ill see what u said 1 sec
thought you meant like, what it would be
no the lines are just the edges of the arcs
holy spread
well obviously not that far
exaggerated to show my point
the middle 2 borders are parallel and they spread from that
sounds a bit silly
i think a spread of multiple shots can be justified as a method of saturation bombardment but not like that
get atomized lol
aesthetic pipes 🔥
i love OCflak
I'm a little curious.How is the performance of OC flak and OC chain guns in pvp now?
Both are pretty much unplayable
Well I have a decent oc cg rammer
But nobody believes me when I tell them
Is the networkrouter system only for heat or could it be used for other 'fluids'
Depends how you want it to behave.
The implementation is very specifically a directed graph, not a fluid simulation
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
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
Agree
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
Basically having the same behavior but handling a different resource would be fine
Then yes. You could even hijack the heat network. It's only 'heat' because that's what the resource storages/inputs/outputs have as their ResourceType
Well I would have to add separate Storage sprites for the mods resource to all affected pipes or?
Storage sprites?
The pipes don't have any storage
I mean whatever makes them shows glow
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
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
ah ok. fair enough.
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
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.
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.
how'd you get the OC ion hitbox to work?
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.
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.
Honestly, same dps and slightly better stats is the kind of overclock I'd like to avoid. That would be a wasted opportunity
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.
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
and if you get close enough to focus that well, you'll likely run into issues of your cannons firing from different angles so lose focused penetration that way
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.
oc just having better stats is just as boring imo
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.
have a little twist
Yeah but it would not solve the issue because the new archetypes you praise would die too if their dps gets nerved into irrelevantcy. All I want is having more interaction between oc dc and anti projectile defense (pd and flak). For more detailed description between the current archetypes please take a look at: #1383689467356774500 message
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
You miss my point 😅
where are those again?
thermal canister missiles are a new missile type
you pump heat into them and throw it at enemies
I agreed with your point, I was just trying to add more context and nuance. So if you feel I missed your point, it might go both ways. 😅
Currently there aren’t any heat allocation priority settings. A work around is to hotkey and toggle off vents as needed while using heat storage to hold onto excess heat, but the micro management can be risky
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
well, heat actively in your system will always be sent to tcms before storages, but heat left in storages will be vented if tcms are full. the easiest solution is to run no storage and very few radiators, as tcms have a decent bit of native storage that you can rely on if you must
you can run exchangers and fe for fire control if youre worried of heat spikes
TCMs also actively draw heat from non-TCM storages
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
ooo, nice
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?
heat exchangers i think?
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
shield
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
ah interesting, aight
kinda torn if I want em on my boss ship then.. ig I'll have to see
worth a try
Also a bit more range for OC DC would be nice, inaccurate faraway bombardment weapon is a niche Cosmoteer really lacked and might as well embrace it. In exchange for shot speed nerf random spread increase could also work.
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.
@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
yippee
Fire
unpowered heat pipe crossings are the best change
OC flak is now the ultimate stalling device
was abour to say that's another utility for it now
no dom crew reset button :/
also JUST now noticed dissipators might make ramming valid(??)
?
dissipators?
radiators
and radiators are far from a great ramming weapon
intresting! likeable.
some have used the radiators on their already decent rammers for extra dps and it kinda works
holy chaingun oc
also flak oc blocking hitscan is fucking wild
how "objectively correct" are OC large reactors and power capacitatord in ships that previously ran the non-OC version (and can fit heat pipes)?
depends what you need them for
cost wise? its pretty steep from what i know
in terms of logistics yea what theta said
the answer to so many questions about this game are 'it depends'
oc larges dont incraese pickup time further right?
i think thats what i like about this game a lot
don't believe so
also cmon steam give me the update
reload steam. always does it
usually verifying file integrity works in my experience
yeah even reloading steam didn't give me the update
did walt forget the update 
do lance modifiers apply to thermal pipes or only to lance module?
walt forgot to press send
The pumps affect lances attachd to the same network, if thats what you mean?
soo this'll work?
yup
oooooo
steam is not giving me the preview update :(
thats because i think walt forgot to send it
did you on windows you can use windows+shift+s to take a picure on your screen instead of using your phone
no one else is getting it too
@cerulean prairie did you forget to actually push the update
what are those other categories of the missiles and mrt?
missile launcher + missile factories
that would be tragic
since the last meltdown update all modular parts use the sub-tab system
oh gotcha
that includes launchers with all their factories, and armour as a category
HOW DARE YOU INSUATE THAT I WOULD EVER FORGET TO PUSH AN UPDATE THAT HAS NEVER HAPPENED BEFORE!!!
(i fixed it thanks)
thermal canisters don't have a factory evidently (somehow the heat makes the canisters), someone pointed out to me
they do i think
oh
they just need heat to fire
they do have a factory
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
lets goooo
it's just that the launcher also needs to be piped up to shove the heat in
just expected it to be right after mines rather than emp
... and that you have to reactivate your QoL mods then restart the game. Again
testing the new CG out and i fw it,
i should try it
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
the cg turrets seem to move a little between each burst, is this intended?
they're nervoussss
lot of recoil . tough to manage .
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
Oo I kinda like how they stutter in overwhelming barrage.
Hmm this didn't happen when I was testing it, but I was mostly testing it front on.
I guess they think they've stopped firing because their last shot was a while ago
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???
we ignore the fact that isnt how that works 
your vacuum doesn't have a blow setting?
thats kinda the oposite of how a vacume works
first we need to add air to space though
I think blow settings on vacuums is a very American thing?
I've never come across an actual vacuum with 'blow'
not even an american thing, i think
it may be more common for handheld or work vacuums, for outdoor/plaster and debris
im american and have literlaly NEVER heard of that
idk how to put this to you but a thruster is a bit bigger than a handheld vacuum
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
What would even be the point of this? You're putting a giant weakpoint in your frontal armor
I've used both and not seen it, but the only work vacuum I've used was not very good (genuinely I think the old manually pumped vacuums would've been better. This was like a really bad broom)
cg otw
it flips the thrust direction so you can reverse
it was a joke and would be terrible balance obviously
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.
why does this slowly catch fire?
reactor isnt piped
it didnt when the chains werent there but even when the chains arent firing this now self immolates and i dont know why
the radiators at the botem do nothing
gotta pipe the reactor directly
Yeah definitely don't use the heat vacuum thingies for something like a reactor
exchangers are 900 or 500
ooo, overclocked shells have a look to them
that is absolutely petrifyign
Were there pipes where the cgs are
This is at least roughly correct, yeah
If that was really a guess, that's impressive
Cant wait to see railgun's 4 bullet thingy
chaingun
no i figured it out. its cos i turned the lasers back on i think.
Does OC flak work against normal flak? I mean it should, flak is a hitscan.
actually is there a specific list of things that count as hitscan for the purposes of OC flak?
afaik all hitscan but trl
pd?
no... not pd...
anti-point-defense point defense would sure be something
if 2 oc pd collide they produce a thermonuclear explosion
that's called an ion beam
wait nvm, that's just anti-point-defense, not also point-defense
okedoek so:
Flack: no
PD: no
mineing laser: yes
ions: yes
chainguns: yes
Thermal lance: yes
ah i was wrong so it litrrally is all hitscan
flak being no is funny but makes sense
flak as offensive viable???
i was gonna say pd as offensive viable but some t1 ships literally use pd as offense
i guess that means this things only weakness is what its armed with
i also just realized how probably not terrible OCPD is starting out
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)
i dont think pure pd as a weapon is particularly economical
oc small cannons are pretty good though
1 crew
not quite, but the fact you can run the entire system with 0 crew is the big deal
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
oc sc use so little ammo they dont need loader crew really
I should look into them tbh
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
rip
Did changeguns get a nerf?
did changeguns get changed
Yea
Aw
"nerf" is a bit of a stretch considering they explode now 
yea they fire in a 4 round burst and shoot explosive shots
they also have almost no spread
Anyone with the game currently open able to gif or record that?
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
well hopefully not
YES
yea mostly my suggestion
I got so mad when they increased the spread earlier
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
issue with larger bursts is that fire rate is limited to 1 shot per game tick, which means that longer bursts take notably longer which could make for awkward downtime mid-firing, or bursts start to overlap and it just turns into a normal chaingun
foward facing has highest focus 🥰
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
does it.... have the same total damage?
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
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
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
you should make one that deals 2,000% damage if theres any active pipes or overclocked weaponry on a ship thats awesome trust 
people on the planet wondering why a supernova happened for 3 seconds
my proposal in the balance council chats for what seems to have turned into this had the idea of impact damage and then a separate explosion, that would have helped to mitigate/nullify this potential issue, though may have been more difficult from a developer PoV
could just fire multiple bullets per tick if need be
so there isnt any impact dmg right
i don't actually know
which has the potential issue of making it too shotgunny
this was not one of the OCs we had earlier access to, and i don't know how to read the game files
if its just 1 or 2 shots being fired per tick i doubt its anything like a shotgun
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)
im curious as to what purpose the aoe actually fulfills? but ig its like flak which is cool
well its a rotary gun, its not like it fires all 4 barrels at the same time...
explosives are cool, and another point of differentiation from base CG
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
i dont think its an advantage though, unless it directly grants more damage potential
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
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
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
space bolter
ahhh thats good
Is it intended for there to be no sound when overriding a non oc part with the same oc part in bp mode?
It'd be pretty easy to do, but I don't know what the correct between the two would be. Maybe they could get like 25-50% (of base) impact damage on top of their current explosive damage if they need it
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
I think CG might be the one projectile weapon it would work without jank on
Since it's directly fed, rather than being loaded over time from a storage
i think a mix would be a good call, maybe bring the damage up to ~1500 per shot total?
oh huh
well i'm definitely in favour of that then
4th OCCG rework when
As long as it's a partial rework, then we're getting closer lmao
yeah i think the focused burst concept is something to stick to
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
is an autocannon planned or is that already a thing in the form of an oc
i think that's something it being burst-fire can help mitigate, because it still does fire very rapidly when it's firing
in terms of fire rate i think base SC would qualify as that
first thing i thought if
No plans, but I'm wary of implementing a potentially cool weapon type in a less-cool way through OC
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
what do you mean by casemate in this context?
well, functionally not an awful lot past tanky and a small arc of fire
maybe a rear mounted modular autoloading system to contrast cgs horizontal mount
It's armored
To be fair though all cannons have pretty high HP and Penetration resistance for a weapon
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
i wasnt thinking roof mounted
yeah i know that was my brain ricochetting off on a bit of a tangent
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
cram autocannon
like in ftd, specialized ammo types that let you fine tune what the shell does
a cram cannon is a type of modularity we haven't had before
cram cannon?
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
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
and you can mix them to fine-tune what your shell does
from ftd
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
different pellet packers could have different roof appearances and/or sizes
like amps and dilators for TRL
jani's mod has a fully functional cram cannon implementation in cosmoteer iirc
anyway this is getting a little off-topic for this thread probably make a #1019739575683399840 post if you have a solid idea for this
any way to treat overclocked parts as different blueprint?
The icon seems to be lagging
like, in terms of career unlock?
if so that's planned
is it just me or does the chaingun oc feel kinda weak for longer mags? at least compared to non oc
the intent was to enable playstyles involving lower magazine counts, though it shouldnt be outright weak for high counts
yeah I was hoping it would enable some smaller chaingun ships to be fun
going to try that out later
Idk how you would achieve both
couldn't it just be given back the 1st OC bonus of more shots per shot at higher rof?
That might make long cg much better than short again
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
well i very clearly suggested a way in my thread, but i suppose with this specific current implementation it isnt...?
lol
i actually made multiple very clear suggestions that specifically outlined stats and game mechanics that could make this happen. however, they seem to have mostly gotten the same "ok, shotgun?" treatment of reading the thread title and implementing something vaguely reminiscent to the title of the thread, not an actual mechanical implementation of my suggestion in any way
🤷♂️ something about bursts? explosions are pretty cool i think
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
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
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
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
most OCs have good scaling built into the design
Your suggestion was the previous oc but different numbers?
Oh sorry you are talking about the new thread
like half the point of everything is numbers, if we doubled nuke's travel speed and quartered its max damage its a different weapon
I mean the numbers are simlar enough to make it function the same
I skimmed through this but the fixed fire rate seems like it doesnt benefit longer cg?
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
the size of the burst would scale with the mag count
I guess would benefit longer mags again then?
I think its much harder to find a balance than you make it seem
is there any chance that we get the base chaingun looked at and some changes?
You can always suggest changes
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
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)
I dont think you can conclude that. Its just hard to have the same weapon do something different
I can conclude that it's really hard to have the same weapon do something different when there is a singular viable use for it
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
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.
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
Maybe theta got it from you idk
ultimately, I think that everyone just wants a fun chaingun, and I trust you guys to find something
thank you
i feel like the reasoning behind my stats being more favorable for both playstyles was pretty clear
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
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
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
Is the spread lower than non oc cg?
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).
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?
i had the idea of spinal mags on the back, making surface use more viable
though totally fair that stable weapon balancing is halted
why is chaingun and mrt in phase 2 meltdown, weren't those added ages ago?
the overclocks need more work or something like that
also what is the difference between TRL and disintegration ray
overclocks/base part are in need of a functional rework
could have also added them to the end of phase 1. Doesnt make a difference
Thats a good question
I might ask in #ask-walt actually
the two commenters above are saying that it's because they're still in need of work
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
MRT doesnt need a rework and nobody is trying to make one for them
Why is it so important to you if its part of phase 1 or 2 xD
Its an arbitrary choice
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
Just coincidence imo
ocmrt needs some tweaking fs
super underwhelming
I did some simple tests, but it was mostly guess and check. So basically guessing informed by some "what would the devs do" intuition.
Is Thermal Lance going to get an OC?
that would be the unsafe mode
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
Radiator oc when
radiator are actually constantly overclocked
Radiator unoc when
when do we get a thermal battery OC that allows us to use it like a steam engine?
I had to put them somewhere in the timeline between phases 1 and 2 and felt they made more sense (retroactively) putting them in phase 2.
Maybe not enough distinction but my basic idea is that a disintegration ray does damage as a percentage of part health. It's just an idea though, I haven't thought much about it.
thank you for the answers, I'm excited for the roadmap ahead
@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
Aye
yey
By the way does OC flak shrapnel do damage to ships, projectiles or both?
allways appreciated
shrapnel field just hurts projectiles
and hitscan stuff now too ig
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.
woe, shrapnel
just fire a trl into that it will magically repair the entire ship
'oh, you're shooting me? no, no you aren't'
time to see if the ship i made yesterday functions now
the Dysfunction here is so much better now
perfict
imagine trying to shoot someone but you cant becase its like atempting a driveby on earth from wall-e
lol, lmao even
nice
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
intreagingly oclc is semi imune to the shrapenal, due to it instantly turinin into buckshot
seemingly it doesn't block other flak
so probably
pd and flack are the 2 things that cant get blockd, everthing elce tho can
flak ball ship meta
inherits the velocity of the ship that fired it
ye
yep
wacky
fr
it's so it doesn't just fall behind when you're firing at something you're chasing
did balance council and nitro booster get role gradients all of a sudden
yep #discord-meta
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
This shit reminds me of the [THREAT] from starsector lmao
can the flak debris field be damaged/destroyed? or do you just gotta wait it out/move?
they have a healthpool yes
idk how much it is
its 2k
