#Meltdown Update Preview

1 messages · Page 19 of 1

frigid flax
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what determines the amount of "health" that a hitscan weapon has?

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against oc flak

granite sapphire
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id assume its just proportional to damage

frigid flax
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thats what i was thinking

granite sapphire
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in any case ur prolly not out dpsing oc flak shrapnel in any reasonable concentration with hitscan aside from like cg from my testing

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cg through sheer burst volume

frigid flax
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what amount of flak did you test with

mild gazelle
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lmao oc flak is crazy

granite sapphire
frigid flax
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cant wait to bully ships

granite sapphire
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and cgs generally could get through better (tho losing a lot of damage per burst is not ideal either)

frigid flax
next urchin
frigid flax
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oh

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ok

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time to experiment with the new chaingun oc

narrow blade
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the world is ending

frigid flax
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Ok

near flax
tame comet
near flax
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oooooooh

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huh

tame comet
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the game really wants you to know about oc mrt

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the mrt feels lonely after seeing all of the non mrt oc setups

delicate bay
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I've noticed that normal mode flak struggle to hit fast targets. (like top speed EMP missiles) Is there a 1-2 frame/tick delay between getting a firing solution and a weapon firing? I've tested 8-12 flak set in a cross-fire on a diagonal ship and EMP gets through 100% of the time. The spread and area of effect of Flak is such that Flak should always hit what it aims at.

frigid flax
tame comet
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is it the ship not moving?

frigid flax
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not a bug its just that the mrt are tweaking after being oc and er

tame comet
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oh that mrt is having a heart attack

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its on fuckin 800 mg of caffeine

frigid flax
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is it meant for ions to bypass oc small shields?

granite sapphire
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they chain through them

frigid flax
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new change?

lusty zealot
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OCions have always done that

frigid flax
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no just normal ions

granite sapphire
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probably not then

frigid flax
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cause i was wondering

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why are my shields not shielding

granite sapphire
frigid flax
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no

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i used battle helper

granite sapphire
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cause it doesnt look like its doing damage

frigid flax
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its taking the damage

granite sapphire
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idk, i think safe to say its unintended

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it also looks wrong tho, no hiteffect

frigid flax
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sometimes the shield works sometimes it doesnt

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odd

frigid flax
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flak oc is so funny against smaller ships lol

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even just one of em can shut down their entire frontline

next urchin
frigid flax
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i like this ship :)

remote charm
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I like it too

marsh aurora
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OMG. Shield Radius is now buffeable???

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YEAH!!!

twilit matrix
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Wait, you've been wanting that for a long time!

marsh aurora
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Its time to simplify my code. I had 8 different radius for my modular shield. This will take quite a lot less space

mild sonnet
tame comet
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instead of smaller radius its larger radius

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i personally do not like it

mild sonnet
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ohhhh okay

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are they just as strong as non oc shields or are they stronger

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like before

mild sonnet
near flax
tame comet
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its pocket large shield

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i personally liked it when both were smaller arc but stronger

mild sonnet
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awh damn... thats no fun, i loved having reaaaally powerful shields but i could also see big shields being good, before you had to like give your shields 50% of the ships space if you wanted good protection

tame comet
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ls have more lategame potential and ss feels so much nicer and great for closing weak points but it's a bitch to pipe

mild sonnet
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so yeah, big shields are nice. but it would be nice to have the strong and small ones aswell

tame comet
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the new ones its like why use larges ever

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when i can just spam these

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shields gate damage iirc

mild sonnet
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do the large ones get even bigger?

tame comet
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no they get smaller but double their health at the cost of generating massive amts of hea

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t

mild sonnet
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i suppose its more fine then?? like if you need strong shields, its still there

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for like an ion beam ship, protecting the barrel.

near flax
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at this point it's confirmed that the hyperdrive OC is gonna be a blink drive
imo there needs to be some way of rewarding high hyperdrive efficiency with reduced heat generation

here's my opinion on how it should work
when teleporting the generated heat is divided by hyperdrive efficiency and then spread equally to all hyperdrives on the ship
all hyperdrives should need to be overclocked for blinking to work

tame comet
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my only problem with the new oc ss is that its just a ls with less health and armorable

mild sonnet
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blink drive? like teleport whereever without a beacon or smt?

near flax
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yup

mild sonnet
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thats awesome!

tame comet
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oc hyperdrive is a blink drive probably

near flax
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short distances

tame comet
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i cant wait to get migranes trying to not only do crew stuff in career but also piping

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tbf the ships ive built have not been terrible headache wise

mild sonnet
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the main thing that i love with oc is that small ships can be strong (at the cost of like costing as much as a bigger ship)

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since i dont really like the concept of just expanding the ship to make it better.

tame comet
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theres a lot you can do outside of expanding iirc, but i understand what you mean

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a lot is an overstatement actually

mild sonnet
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yeahhh

tame comet
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its mainly different weaponry and more crew. deck guns and missiles eat crew really damn fast

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but thats it

mild sonnet
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yep

gloomy raft
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genuinely, can someone explain to me the logic behind fire extinguisher overclocking that can contribute to additional heat problems rather than just giving us a different tier of FE's that cost more or in perhaps lil bit larger room?

near flax
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@next urchin just an fyi, currently disipation is high enough that if OCSL has empty space on the top and sides it doesnt need any cooling

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unsure if this is a behavior you want to patch out but i dont really see a problem with it, just informing not complaining

little yew
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Is there a rate limit to how fast a pipe can transfer heat out of a component?

near flax
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nope

jaunty gyro
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Question, if pipes are connected to both an engine room and one of its dependent thrusters, does that thruster still suffer heat inefficiency? So would the thruster on the left generate more heat than the thruster on the right or no?

near flax
jaunty gyro
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Ooh that's nice then

jaunty gyro
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Nice 😎

regal wharf
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New twin fighter reveal

coarse spindle
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Yeah finally a soulful built-in

frigid flax
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Fang fighter rework

dark lily
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I think I would receive death threats if I tried to remake the fanged fighter

eager gyro
coarse spindle
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You wish

regal wharf
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Listen it's not a "death threat" it's a "reminder of your mortality"

coarse spindle
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Just a friendly reminder that I am in your walls

flat skiff
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why is everyone here so chill with the idea that this community just throws out death threats?

near flax
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@next urchin does part heat disipation take place before or after heat exchangers absorb heat from a part

coarse spindle
frigid flax
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is it me but why do ships not fly straight

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they are shaking off prograde

tranquil wedge
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some ships have that issue yes

frigid flax
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time to try ocdc

lusty zealot
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i don't know how this happened

frigid flax
frigid flax
jaunty gyro
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Neat

lusty zealot
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very nice

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i should try rock style paint at some point

frigid flax
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my dumbass forgot to power the ammo factories

gloomy raft
jaunty gyro
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actually yeah based on the exterior.... how does one get power to the ammo factories?

frigid flax
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quick fix

next urchin
near flax
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I'd super appreciate if you could post the thermal update order

next urchin
granite sapphire
lusty zealot
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but which one happens first per tick, is what rift's asking

near flax
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subticks are a thing

lusty zealot
granite sapphire
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well yea i dont think its a very big issue aside from edge cases tho

near flax
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processes all happen within a certain order within a tick

near flax
granite sapphire
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should be testable also

tranquil cape
pale python
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fanged fighter bay

tame comet
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t18 ship is just like 20 fang fighters and they've been specifically programmed to immediately explode explosive charges upon seeing you

lusty zealot
narrow blade
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teethed fighter

coarse spindle
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Actually lux is fanged fighter 2

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I captured it, turned it into a fringe style and called it deluxe

granite sapphire
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is it intended for structure to affect passive heat dissapation's surface area mechanic?

languid basin
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How is passive heat dissipation calculated anyways?

granite sapphire
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passive heat dissipation is kinda stupid

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all the sc and small thrusters ar overclocked

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and it works fine

grim gyro
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i thought small thrusters didnt work

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standards do though

marsh aurora
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The ship editor changes are amazing! So much cleaner.
Also, I love the extended + widen small shields!

tranquil wedge
granite sapphire
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it costs 55k

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i have a version with fe on the sc that have zero fire issues just didnt feel it was worth

grim gyro
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i think standard thrusters are better

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this thing can run them all at max power indefinitely

granite sapphire
grim gyro
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true

granite sapphire
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also, it would probably lose very handily on a 1 on 1

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though that doesnt speak on the effectiveness of standard thrust

grim gyro
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i can run way more thrust if i want to

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i probably should if im running a reactor

marsh aurora
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What do you think about them removing the extra health of small shields and instead adding extra radius/arc?

jaunty gyro
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Tbh I've been liking it so far.

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makes it very easy to fill small gaps and weak points. They won't stand up to repeated bombardment but it's great for blocking stray missiles or blaster shots, etc.

verbal torrent
agile wolf
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OC Laser Blaster can be fired in the same manner for literally 0 damage. (Probably beating a dead horse, haven't checked)

jaunty gyro
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Casemates...

narrow owl
craggy heath
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How bad it is isn’t currently clear

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But nearly every low cost ship should run it optimally atm which feels really forced and not the best

hollow gull
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dear architects
please include a pimped out OC fanged fighter in new faction
best regards,
fanged fighter appreciator

narrow owl
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Get every faction a fanged fighter variant ;3

quasi jewel
languid basin
narrow blade
narrow owl
languid basin
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Waiter waiter! More Fanged Fighter variants please!

narrow blade
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cabal has armor infront of the cockpit... unacceptable...'

grim gyro
quasi jewel
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I don't save them

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wait a minute

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I think we need fanged fighter design contest

floral saffron
# quasi jewel

this is NOT a fanged fighter the cockpit isn't exposed enough

floral saffron
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whats the canon explanation for the fanged fighter exposed cockpit

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is it for visibility or something

grim gyro
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It's opponents are destroyed before they can even land a shot

floral saffron
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can we get a 2x upscaled fanged fighter

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toothed combatant

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its got a bridge instead of a cockpit

gloomy raft
languid basin
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a mawed murderer if you may

little yew
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Do the dilation pumps make the TRL spread the same heat energy over a larger area (less heat per tile) or do they increase the total heat too (equal heat per tile)?

vague aurora
narrow owl
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Question

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Is passive heat dissipation intended to be that strong

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I might have to change the ruleset of my tournament if it is

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someone made an OC part without cooling that literally never burns

near flax
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passive cooling is absolutely too high rn

dark lily
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What's wrong with passive cooling being too high?

near flax
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you can overclock parts with no cooling parts

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OCSL if they have 5 unblocked perimeter tiles can be fully cooled/nearly fully cooled passively

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similar situations for standard thrust and small cannons

dark lily
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Yes, I've made built-ins that employ that. But why is it a problem?

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You're still building your entire ship around the fact that it generates heat

near flax
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i think it's bad for game balance

dark lily
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Why

gloomy raft
near flax
# dark lily Why

you get overclocks for essentially free, instead of having to invest money/control points into cooling

dark lily
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You do have to pay for it in terms of surface area, which is often at a premium when designing ships

vague aurora
vague aurora
gloomy raft
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i havent tested it so i dont 'know' but i would like to maintain the option of passive cooling for smaller ships/weapons working to some degree

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otherwise its just either your ship is well cooled and well armed or its useless against one that is.

narrow owl
gloomy raft
jaunty gyro
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Yeah I think given that you're choosing to have less armor protection in order to build the hollow shell around starter weapons it seems like a good tradeoff for the overclocking

marsh aurora
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When overclocked, the distance stat of the small shield doesn't substracts the location of the arc shield.

little yew
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If I have an amplification pump and two TRLs, does it to +55% to each or +110% to each?

lusty zealot
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the buff from pumps is not split, however there is some degree of diminishing returns from having multiple TRL on a single system

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so it'd be closer to like, +105% or smth

jaunty gyro
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3-4 is the practical max right?

little yew
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I have this here ship that I'm wondering will be at all combat-effective

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Because I tested alongside my ion ship that's only slightly larget and it just does way more damage

jaunty gyro
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test it in creative mode against ships of a similar budget as the ones you expect to encounter?

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or just similar budget to it

dark lily
# quasi jewel

I wanted to show off that I made what amounts to an equivalent of the fanged fighter a week ago

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Also, it functions off of passive radiation, so I would really like it if it didn't end up non-functional because of a nerf

coarse spindle
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Now make a tier 1 thermal ship with a hyperdrive

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(it will have no weapons)

frigid flax
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How about nerf passive radiation but add a part that does it at a greater rate

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Such part would only have one attachment point and would dissipate heat in a 2 tile radius

hollow gull
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like a micro radiator?

frigid flax
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Yea

hollow gull
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yeah, I think there might be room for a micro radiator in the game

jaunty gyro
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honestly could really go for small, medium, large radiators

little yew
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I'm trying to further understand the TRL; I see stats for both a heat per tile and a heat pool. Is my understanding correct that both are maxima and heat is distributed evenly in such a way neither limit is exceeded?

hollow gull
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it has a turret so it can shoot over stuff, meaning that you don't have to put a massive hole in the front

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the ship is generally less prone to dying in a massive chain reaction too, since the pipes dont chain explode like prisms can

little yew
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I was hoping to use it as a counter-shield weapon, however at least what I just showed you all is not capable of destroying shields more quickly than my ion ship

hollow gull
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and it's better at precision shooting while keeping the weapon safe, so you can get a very powerful weapon, and aim it at individual ship parts (while with a core mount beam, you just try to hit them)

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the TRL is supposed to be the counter armour weapon, I think

little yew
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For being counter armour, it sure is very slow at breaking it

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It can heat through stuff though

hollow gull
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however if you get a TRL, add a few dilators, it works as a debuff beam to soften shields if used alongside ions

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so you can put one or two at the back of your ion ship to make it more effective

little yew
hollow gull
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add like

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40

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the scaling is weird on them, and they pick up on power really fast if you just keep stacking them

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hop in creative and try just slamming 100 amps on the beams

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also try 3-4 outputs

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and add some thermal batteries so it can handle the massive surge of heat

lusty zealot
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note: heated parts are more vulnerable to all damage, and have lower penetration resistance

lusty zealot
#

the TRL is effective as a support weapon due to this

little yew
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Now we're talking

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Before I do any changing, I'm going to try using this effect in combat

lusty zealot
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not really no

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sorry

hollow gull
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are we talking like

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10% slight help

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or double

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I suppose it's really quite hard to measure

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since if you're using it as a weapon then you'll destroy the parts as they heat up

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so the % will always vary

hollow gull
#

they spread the damage, rather than just increasing area

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so it will take much longer to warm up the area

little yew
#

Now it seems I just have meh damage for both

hollow gull
#

TRL are straight up bad against shields

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although the debuff should allow other weapons to damage them very easily

little yew
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That's plenty of time for a volley of nukes to cause problems

hollow gull
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yeah truly

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also throw on another TRL

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each TRL will get the full power of the amps

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it feels like it increases rate of fire in practice

hollow gull
lusty zealot
little yew
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I completely removed the dilators and gotta say

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Would recommend

hollow gull
#

this tab should include fire extinguishers

next urchin
little yew
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Doesn't this mean you could literally just not add heat management to railguns?

hollow gull
#

railguns are trivial for heat management even without passive cooling tbh

next urchin
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To a degree. They can still melt

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But melting only starts at like 750 heat, whereas fire starts at 350

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So railguns just get to ignore the first hazard

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Oh, the loader can catch fire - that's the only part

little yew
#

I see

hollow gull
#

the crew don't want you to know this, but you can ignore fires on all components

next urchin
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Because crew can't walk across them to put out fires or something, I think

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It's been that way since like 2018 or something wild

remote wadi
#

Do the devs need any assistance when it comes to designing new ships? Perhaps upgrading some of the existing faction ships with overclocks? Or will the existing factions not use any overclocks even at high levels?

hollow gull
#

I hope that nobody tells the devs about this railgun quirk, it would ruin my strategy!

tame comet
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they'll probably use a little bit

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not very much tho

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like maybe an overclocked weapon or two

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ooooo this monolith ship has an overclocked railgun because fuck you for trying to play the game or oooooo this fringe ship is overclocked with its weapons because fringe are crying ooooo but its not gonna be entire ship levels of oc like the new faction

remote wadi
hollow gull
#

was there a thing on the roadmap about shipyards where you could buy the builtins?

remote wadi
#

I haven't fought the new faction yet.

hollow gull
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if so, then i think that overclocking them will be fun and shouldn't be done

hollow gull
#

a lot of players will probably try to do runs only using builtins and modified builtins

tame comet
#

id expect to see a monolith flag ship with 1 overclocked weapon or something but i cant imagine theres gonna be many

remote wadi
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I really like the glass cannon ships. Like the frigates with four chain guns and eight small shields. They get the job done.

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Don't need to worry about taking damage if you kill the enemy faster than they kill you.

hollow gull
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the builtins are generally extremely good and new players learn a LOT from reverse engineering and/or stealing parts

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also that is very true, doubling your dps means killing them faster and taking half as much damage

remote wadi
#

I'd really love fighters/drones and docking mechanics. I always have a mother ship hauler ship that either never sees combat or I have to cover it in armor and weapons and use it as a cruiser.

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It would be nice to be able to undock massive cargo crates, go into combat, then re- dock to the crates and such.

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I've designed cargo crates that can be explosively disconnected in an emergency but never use them in career mode.

hollow gull
#

that's a big annoyance in career

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also, having to move the big fat cargo ship to some corner of the system painfully slowly so that you can break the law

remote wadi
lusty zealot
remote wadi
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I think the overclock mechanics are pretty good. I've had to redesign a bunch of things as the developers change the overclock mechanics lol

tame comet
#

oc is decent though i do think some graphical changes could be made but i imagine thats a later thing

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i also do not like small shield oc

remote wadi
#

Also, the new fire mechanics where your ship doesn't just explode into a million pieces

tame comet
#

it still can if you have ammo or sulfur aboard

remote wadi
tame comet
#

old small shield oc was not at all busted

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strong, but not busted

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large shield oc was busted, since it was 3x health

remote wadi
#

That too lmao

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I'm just a natural diagonal-hater anyway

tame comet
#

diagonals are stinky anyways

remote wadi
#

Building diagonal is on par with wearing socks with sandals.

hollow gull
#

oh I just realised what OC crew should be, so easy

when the boarding mechanics get added, OC crew will eat the enemy crew in combat to restore hitpoints

tame comet
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ok but ive done that and its not that bad

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i dont remember why i did it but ive done it

remote wadi
#

Pre-nerf for PD OC was nice

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Unless it's still the same DPS.

tame comet
#

oc pd has never gotten nerfed

remote wadi
#

I made a 2 crew ship with like 40 PD

remote wadi
#

I think they made it regen 0.25 power at a time instead of 1.00 power at a time.

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I don't know if the total power rate changed though.

tame comet
#

i dont think thats true

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i think its always been 0.25

hollow gull
#

dont diagonal ships deserve a break from being bad?

hollow gull
#

cant they have their moment in the sun

remote wadi
# tame comet i think its always been 0.25

Since there's no change log, I can't prove it. But I played around with it quite a bit and they definitely behaved differently a little while ago.

Now they only fire in tiny bursts instead of sustained bursts.

#

When being set to auto-fire.

next urchin
tame comet
#

this is like me having my conspiracy theory about calamitys gatling laser dealing double damage upon release and being shadow nerfed but i have absolutely no changelog to prove it

remote wadi
#

I'm just DMing the one other person on the planet hosting a game to see if I can join lmao

#

Correction: the one person hosting a non-pvp game

remote wadi
paper hemlock
remote wadi
paper hemlock
#

I'm just a nerd that knows way too much about this game lol

remote wadi
#

If you ever want to play Career mode, hit me up. I need friends.

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Preferably 18+.

paper hemlock
#

I'm not even 18

remote wadi
#

-# well, this is awkward but I'd still be down to play

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How many crew roles do you have? This is my go-to but it's been a while since I made them...

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There's so many niche cases that I think I'd either need ~20 roles or just make roles specific to each ship.

woven aurora
#

i usually use 3-4 lol

eternal ibex
#

there is no such thing as too many crew roles

paper hemlock
remote wadi
paper hemlock
#

Also this convo should move to #general or #ships

eternal ibex
#

if you want to piss off your friends and make your logistics unreadable you can go to @plucky fossil and ask them about their naming scheme LUL

#

i promise it's meltdown related

eternal ibex
#

if you want your crew menu to lag the game for 5 seconds when opening it, hmu

granite sapphire
#

theres nothing inherently wrong with it, though

eternal ibex
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fire extinguisher supply lines

granite sapphire
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i just dont know if this is what the devs had in mind

remote wadi
#

Does the passive cooling work based on exposed surface area?

paper hemlock
#

Neat

remote wadi
#

In my experience, having an OC'd fire extinguisher (doesn't make any sense) nearby solves most of the short term heating problems

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slowly cooks your crew but

eternal ibex
#

it really doesn't

granite sapphire
#

yeah it generates like no heat

eternal ibex
#

they make so little heat

remote wadi
#

One of my career ships overheated the engines after about 20 seconds but other than a few crew getting cooked occasionally, the fire extinguishers handled it fine.

next urchin
eternal ibex
#

have fun painting it

next urchin
#

Systemic/emergent features are what Cosmoteer is all about

granite sapphire
#

i suppose

eternal ibex
#

all i can say is i would absolutely despise having to paint a ship in career if the only affordable way to construct it was to make it into a sponge

next urchin
#

Dom waste ships are also just a very specific case of fucky balance. Their priorities are so wildly different to every other design scenario

remote wadi
#

Is the fire extinguisher OC going to get tweaked? Currently, I don't see a reason to not use the OC on it. It never generates enough heat to catch on fire and, even if it did.. it's a fire extinguisher dispenser. Problem solved.

eternal ibex
#

it's also broken in career though

granite sapphire
#

yeah also the oc sl tech in particular just seems op in career

eternal ibex
#

it lets you bypass hypercoils as a cost restriction for OC small lasers

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which were already super broken

next urchin
#

The SL definitely needs some nerfing

eternal ibex
#

(still broken after the nerf btw)

next urchin
eternal ibex
#

unless it's like 50k cred it doesn't even matter

next urchin
#

OC SL probably could do with a bit more heat

eternal ibex
#

they don't fall off nearly as fast as non-oc smalls

lusty zealot
#

potential weird idea for the whole passive heat rejection thing: maybe make it based on distance from the nearest part, so it'd need say, 2-3 tiles gap rather than just the 1 tile gap of current

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not sure how compulationally intensive or difficult to do that'd be tho

near flax
#

tbh i dont think SL need more heat

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i think passive disipation needs to be lower

wheat wigeon
#

Personal comment
I like the huge Meltdown update but can hardly keep up with it, it is a good system but i hardly have time currently, learning and playing it. Thats my current situation with Cosmoteer. Still: GL ALL!

lusty zealot
#

fair

next urchin
#

The system is fundamentally based on cell adjacency, so looking beyond that is like exponentially more expensive

#

Could just reduce the passive dissipation, but I'm still not convinced it's necessarily problematic

remote wadi
next urchin
#

In fact, spreading to empty space should be a slower rate than spreading to other parts, unless I fucked up the numbers

remote wadi
#

Is there a debug way to see heat on parts?

next urchin
#

Yeah, in dev mode

#

Ctrl+shift+~

remote wadi
# next urchin Ctrl+shift+~

Is there an additional setting I have to hit somewhere to enable that? CTRL SHIFT ~ doesn't do anything (noticible) for me.

#

Apologies. Am noob.

#

I'm in a singleplayer creative world.

lusty zealot
#

you have to launch the game in developer mode

remote wadi
#

Ah.

remote wadi
#

Is the heat deterministic?

next urchin
remote wadi
next urchin
remote wadi
#

I was making a joke.

granite sapphire
#

surrounding stuff like sl with structure makes the sl itself heat up far faster

remote wadi
#

The laser exposed to space radiates heat faster than the lasers with adjacent tiles will conduct away heat.

next urchin
#

Interesting. I'll take a look - I might’ve messed up the numbers recently

#

(When I'm not sitting in a doctor's office waiting room lol)

remote wadi
#

Radiation seems like it could be more effective than heat pipes at this rate lmao

next urchin
#

Wow that seems very wrong

#

That explains a lot

#

If someone is able to check the Data/statuses/heat.rules "Diffusion" section - that's where the numbers are

remote wadi
#
Diffusion
{
    Basis = 0
    SpeedFactor = 0.01
    MinDeltaThreshold = 0.1
    EmptyCellSpeedFactor = 0.04
    PartOutboundSpeedFactors
    {
        cosmoteer.structure = 25
        cosmoteer.structure_1x3_wedge = &cosmoteer.structure
        cosmoteer.structure_1x2_wedge = &cosmoteer.structure
        cosmoteer.structure_tri = &cosmoteer.structure
        cosmoteer.structure_wedge = &cosmoteer.structure
    }
}
#

Seems like EmptyCellSpeedFactor makes the passive radiation to space 4x faster.

#

I just set it to 0.004 and will see how that looks.

next urchin
remote wadi
#

That seems within reason to me. Short heat bursts, need a heat sink. But for better heat disspitation, more surface area for black body radiation.

next urchin
#

So it's 10x faster than intended, whoops

#

We love a problem solver 🫡

lusty zealot
#

i did think it looked a bit more effective than the numbers you'd given me would suggest

remote wadi
#

After changing, the sponge-style laser turret catches on fire first.

#

And I see... Structure transfers heat faster than other blocks.

#

Personally, I haven't experienced ship heating being much of an issue. If something is making enough heat to heat-soak the ship, that thing is likely to just blow itself up immediately. And even if it doesn't, the passive heat dissipation into space is was so high, it wouldn't matter anyway. I think turning the heat dissipation even lower might be warranted to make heat soak relevant.

#

In the chance you meant for 0.04 to be 4% of the base value of 0.01, I'm going to give 0.0004 for EmptyCellSpeedFactor a shot.

#

If I had to make a guess, I think 0.0004 is the value you meant to use (0.04 of 0.01). It feels more fitting and actually allows a vessel to become heat-soaked.

#

After about a minute of game time after that test:

#

In tense PvP games, a minute isn't a lot of time and heat dissipation seems like it would be negligible. In career, there's enough downtime that it could passively dissipate when out of combat.

frigid gull
#

Domination Anyone?

remote wadi
frigid gull
#

Np i just need to test stuff

remote wadi
#

Why not

#

Let me un-mod the game real quick

frigid gull
#

🤓 okay, obviously melt D lol

remote wadi
#

I'm in if you're ready to host

#

Oh, it seems like you're in Kris's game

frigid gull
#

oh im on the preview lol

frigid gull
remote wadi
#

It said you were in someone else's game

frigid gull
#

oh im on that as well im hosting my onw game

remote wadi
#

Are you literally just kris?

frigid gull
#

let me restart

#

oh

remote wadi
frigid gull
#

you need to be in pvp

#

thats the co-op servers

remote wadi
frigid gull
#

oh

#

i dont see anyone on

#

im not in his game either

remote wadi
#

Are you on FX7?

frigid gull
remote wadi
#

You're on LAN.

frigid gull
#

wow

#

lol

paper hemlock
#

Can we move this somewhere else please

frigid gull
#

🤓

paper hemlock
#

This seems like a DM moment

#

rude

frigid gull
#

yeah sorry it didnt start that way.

remote wadi
#

This is the channel for discussion about the preview branch.

#

But sure.

frigid gull
#

idk how i get in lan.

paper hemlock
#

Are y'all in the same house

frigid gull
paper hemlock
#

Then don't use lan

frigid gull
#

i know, like i said idk how i ended up there.

paper hemlock
#

There are 2 buttons on the top of your screen

frigid gull
#

ya must ahve ben a miss click

frigid gull
#

im just dum.

granite sapphire
#

opps sorry for pinging

#

i will mention, physical transferring of heat using blocks seems interesting

remote wadi
#

And if I had to guess, I think the dissipation is actually 100x faster than intended. I think passive dissipation to space was meant to be 4% of tile-tile dissipation, not 40%.

#

40% is still too high for heat soak to be relevant past a minute or so.

#

Assuming PartOutboundSpeedFactor also increases dissipation into empty tiles, that means structure is 25x as efficient as a passive radiator than other tiles. Which is very nice!

#

Actually gives a purpose to having some decorative structure bits on the outside of the ship. I've done that purely to make it look like radiators before. lol

#

For the 4% vs 40% thing... I could go back and forth on it.

I'd need to play around with different scenarios to find what seems balanced. Not counting the thermal lance, I think 4% makes for more interesting gameplay.

Including the thermal lance, 4% would make large sections ships without heat exchangers into ovens that wouldn't cool down for a long time. However, even with the current 400% dissipation, the thermal lance does that anyway, so reducing it all the way down to 4% wouldn't change much. The only counters are heat exchangers and distant spaced armor. Even with 10,000% dissipation, I think the thermal lance will still easily cook the interior. That's what makes me lean toward 4% being the intended value.

next urchin
lusty zealot
#

from a realism/hard scifi standpoint i am absolutely all for that

remote wadi
#

I'm 100% all for structure having better heat dissipation.

The only other thought I have on the matter is thermal mass. For instance, armor should (realistically) be able to absorb a lot more heat.

This could be implemented in game by using a part's mass value or HP value to determine thermal mass.

But I can't say exactly how it would impact gameplay or if it's worth the development to implement.

next urchin
#

Heat Capacity is something I've considered. Have never been sure enough that it actually solves any problems to implement it

remote wadi
#

I think it could actually allow cannons and such to still produce the same amount of heat but take more energy to reach spontaneous combustion, making them last longer in combat if not being actively cooled. I think that could have a positive impact on gameplay without simply nerfing OC heat production.

Edit: reason being, cannons have high mass/HP values compared to other weapon types

#

It could give players more options for using OCs early game (career) without needing to implement full heat management systems.

next urchin
#

the OutboundSpeedFactor appears to only be relevant between two populated cells

remote wadi
# next urchin the OutboundSpeedFactor appears to only be relevant between two populated cells

If you decrease empty dissipation to 4%, deleting that code to let outboundspeedfactor work with empty tiles would bring structure back up to 100% base dissipation.

Upside: structure functions as passive radiators.

Outcome: ships may use absurd amounts of structure to cool OCd small lasers.

Is that a downside? I don't think so because you'd still need a lot of "radiators" (structure) to keep them cool. Like, a lot.

#

If someone wants to have a small laser taking up a 7-wide section of ship for passive structure radiators, I'd say let them. That's a ton of physical space to take up for the benefit of not needing to use a single active radiator.

#

Also, doesn't HP and/or mass directly corelate to required components to build something?

lusty zealot
#

materials? no, don't think so

remote wadi
#

I could have sworn that was a thing. I might be thinking of Space Engineers

next urchin
#

The materials are defined solely by the list in the rules file - unrelated to HP

remote wadi
#

I kind of want to fiddle with increasing dissipation (tile-tile, not tile-empty).

Let OCd weapons heat soak the ship more and last longer before overheating. I think that could allow OCs to be used early game in career without destroying themselves in 5 seconds. Not so much dissipation that you can fire constantly for a long time until the entire ship blows up but not so little (as we have now) where the OCd weapon just explodes without the ship absorbing much heat at all.

A middle ground where you can OC a weapon for a moment or two, it might catch on fire but still puts in some work, then you disable OC to let it cool down but the next time you want to use it again, the ship is already warmer so it makes it more dangerous.

As is, the tile-tile dissipation is too low and the tile-empty dissipation is too high that heat never seems to make it more than half a dozen tiles anyway. Ship-wide heat soak isn't currently relevant.

Sorry if I'm just typing too much or not getting a clear point across. Just sharing thoughts in a casual manner while in bed. xP

next urchin
#

There are PVP balance concerns with OC (weapons, particularly) operating safely for too long

#

And too much tile-tile heat transfer means the parts themselves rarely end up suffering due to their heat production

remote wadi
next urchin
#

The values have gone up and down several times, but you're definitely welcome to experiment and share your thoughts. The heat diffusion balance is one of the more technical mechanics and thus doesn't tend to get much feedback unless it's very broken

next urchin
#

The second is Elimination alpha ships

remote wadi
#

I also think OCs will dominate PvP meta because there's no additional cost to OC something once you already have active cooling implemented.

I just tried a little skirmish with someone using OC ships and while my ships aren't built for PvP, the OC ships had crazy high firepower for a low budget ship.

next urchin
#

The <@&1331389010463031347> would have better insight than I do

remote wadi
#

I'm not experienced enough to have any opinion there, but I am curious what the PvP meta will become with OCs.

#

I assume it'll go through waves before any official release as things go through a lot of balance tweaks

mild gazelle
#

I'd say 90% of things in pvp are OC'd

remote wadi
mild gazelle
#

notable things that aren't are rails half the time, large sheilds sometimes, small sheilds sometimes, missiles sometimes

#

capacitors are OC'd some of the time and aren't some of the time

#

same for reactors

remote wadi
#

Sounds like the meta is leaning less toward sniping/kiting and more rushing.

mild gazelle
#

sniping and kiting is... boring 🙂

remote wadi
mild gazelle
#

this is a kite and it works fairly well

#

this is my railfan, which engages at medium range typically

#

doesn't kite

next urchin
#

Sniping and kiting can be not boring! You just have to be actually threatened

mild gazelle
#

true

#

I feel more threatened when running this a lot of time because missiles have less range

#

but there's no issue with kiting in pvp right now

remote wadi
#

The biggest complaint with railfans for me is the required user input.

Takes a lot of quick reactions to pilot while other ship archetypes can just be a right click, set target, move on. It seems nearly impossible to pilot a railfan if you're also piloting a fleet of other ships.

mild gazelle
#

yeah so that's a big difference between career, pvp domination, and pvp elimination

#

railfans are pretty much only viable when running in career with one main ship and pvp elimination

#

OC rails aren't railfans though, which are RTSable (non-dc commands)

remote wadi
#

I've been a career boy all my life so take all of my opinions with a pinch of "crew optimization, cost is irrelevant" in mind lol

mild gazelle
#

crew optimization seems rough

#

in career, oc weapons don't always lower the cost of crew

remote wadi
mild gazelle
remote wadi
#

Oh it does?

Or does crew only "cost" the barracks they're in? Lmao

mild gazelle
#

particularly crew efficient weapons that come to mind are:
OCDC
OCPD
...

#

OC HL is fairly good too

#

OCDC is suuuper crew efficient though

remote wadi
#

In career, the COST of crew is virtually irrelevant. It's the fame limit that's our limiting factor.

I'd rather have 50 OC-PD-only 2-crew ships than 1 100 crew average frigate.

mild gazelle
remote wadi
kind estuary
# remote wadi I kind of want to fiddle with increasing dissipation (tile-tile, not tile-empty)...

assuming i am understanding the question Celeste pinged us for,

There are issues with shipwide heat soaking when the heat source is a scaled up to larger ship sizes. the earliest versions of the TRL, 2 separate balance council members each flash fried the entire build grid, killing all the crew in the target ship with fire everywhere before any components even broke. i later had a fully self sustained version which was definitely too strong...

balance wise, it is more of a wide adjustment to other parts to ensure we dont break anything too hard if dissipation spread were significantly increased to allow full 1.5m+ sized ship soaking.

Let me know if i missed the mark on what the question was 😄

remote wadi
lusty zealot
mild gazelle
#

Im gonna do a few quick crew comparisons between my pre and post meltdown ships
DC: 206/100
Big railfan: 164/172
Missile orbiter: 330/222
Missile kite: 262/264
Ion Cruiser: 184/184
Laser wall: 252/188
TB Railfan: 196/186

#

it looks like OC reduces crew on a lot but not everything

remote wadi
#

I think a potential solution could be reducing tile-empty dissipation to, say, 4% of base, but then adding the same 4% tile-empty dissipation to ALL tiles (simulating black body radiation above/below the craft) so the middle of a craft has some amount of passive cooling instead of just being an oven for eternity.

#

It would be a long-term thing. It wouldn't solve the super-buffed-thermal-lance-baking-the-entire-ship situation though

next urchin
#

They have a passive cooling effect, but it's a constant 0.5/s or something per tile

lusty zealot
remote wadi
lusty zealot
next urchin
#

The % based dissipation is intentionally only on the ship's surface

mild gazelle
kind estuary
# remote wadi In your specific case, drastically lowering the black body radiation would solve...

black body radiation? im slightly lost on this. When i talk about full build grid flash frying, im refering to very early balance council tests back in feb? march? we had to do so many changes to make sure TRL could function at small size, and not become overpowered monsters at largest size. im still not fully convinced we reached that point, but we finally managed to make them not crazy overpowered. (assuming nothing changed with TRL that i missed)

we cant realistically hit the entire build grid anymore. if you do find a way to do that, it means we missed a spot...

I mainly focus on massive max grid size dreadnaughts. I cannot click buttons fast enough to micro all the systems 1000+ crew can use. so i try to keep OC systems OC, and nonOC systems nonOC

remote wadi
lusty zealot
#

black body radiation is a scientific term basically meaning the heat passively radiated out from an object

remote wadi
#

I had a thought but I'm sure I'll remember it once the conversation has moved on diverwheeze

remote wadi
mild gazelle
remote wadi
#

In my career experience, it seems irrelevant. I've never gotten my ship to heat up. Worse case, the weapon/thruster explodes, but the additional heat soaked into the ship never sticks around long enough (or spreads far enough) to be relevant at all.

kind estuary
lusty zealot
remote wadi
kind estuary
#

you dont always want a target ship to be fully heat soaked, but rather to have that heat concentrated. you can melt ships, cause fires, amplify damagee of other weapons. each of those have different situations they would prefer the target's shipwide saturation vs concentrated heated spots

remote wadi
#

And in turn, thermal lance would likely be more effective against small ships and less effective against large ships.

remote wadi
#

As long as it applies heat quickly, dissipation is irrelevant.

remote wadi
#

Or maybe not counter each other but add exponential heat production to put a soft cap on the number of modules you can practically use, making you choose a balance between heat and area (or specialize in one in particular).

lusty zealot
lusty zealot
#

dilation-focused TRLs are generally less used for wide-area heat application and more for the shield debuff the lance provides, which is increased more by dilation

remote wadi
lusty zealot
#

and yeah the fact that they have a limited pool of heat application means that bigger areas will get heated more slowly

kind estuary
#

I tried a setup with 20+ TRLs in their own thermal systems while focusig on dialators. the results were.... less impressive than expected

lusty zealot
remote wadi
kind estuary
#

amps focus on thermal pool, dilators increase the spread size. this naturally has some interference with each target thermal level of amplifying damage, or melting stuff

remote wadi
#

How do you think implementing thermal mass would affect the TRL in combat?

In other words, heavier parts take more energy to heat up. Armor would absorb a lot more energy before melting, while corridors and cargo would still be a piece of paper under the illegal eBay laser that is the TRL.

kind estuary
#

Balance wise, i could see existing heat transfer faster within the ship itself. its one of those fundamental aspects that will cause a butterfly effect worth of implications on other thermal weapons....

grim gyro
remote wadi
#

So vulnerable.

floral saffron
grim gyro
#

thats it i think

floral saffron
#

can we get a fanged fighter where the two blasters are ion cores

remote wadi
grim gyro
#

toothed destroyer

remote wadi
#

Each thruster is a quad MRT stack.

floral saffron
#

new cosmoteer challenge

#

beat career mode with only fanged fighters

remote wadi
#

At that scale, make every single tile of the fanged fighter its own self-sufficient ship segment.

floral saffron
#

fanged fighter swarm

kind estuary
# remote wadi How do you think implementing thermal mass would affect the TRL in combat? In o...

directly implementing thermal mass could be a nightmare for balancing as it takes away part of our control for how different parts interact and links it with materials/cost. it makes sense, but it makes an already complicated system more complex.

a visible thermal capacity for each part(and tile....) would be an easier way to do that. though I think that becomes a dev choice if they want to go that direction.

remote wadi
floral saffron
#

mega grams??

#

isnt that just a ton

remote wadi
#

Current heat mechanics could be based on the assumption every tile is 1000 kg. So parts that are 2000 kg per tile would have twice the thermal mass. And so on

remote wadi
#

Metric tonne, but if we start throwing around tons, people are going to assume pounds, which is a unit of weight, not mass, and then everyone gets upset.

#

(mostly joking)

kind estuary
# remote wadi Just using part mass would be simple enough in my opinion. Everything is an int...

implementation? yes, that part is easy.
Balance wise, those values currently only impact recoil and thrust. if mass effected speed and thermal capacity, it opens the door to accidentally break balance in future changes.

Say we have a situation where we need to lower mass to fix a pvp thermal problem, that change would now make the ship lighter and faster. we wouldnt be able to change one without directly changing the other

remote wadi
kind estuary
#

its awesome when that works positively for game balance, but that is not always the case. lots of thought needs to be had before jumping at those kinds of changes

remote wadi
#

Don't parts already have thermal limit values? So different parts will catch fire or break at different values?

#

All of these ideas are assuming thermal mass would be beneficial to gameplay anyway. It could simply make the game less enjoyable instead or be virtually irrelevant.

kind estuary
next urchin
#

Rekyu is correct

#

Structure resists heat damage by 75% IIRC, but that's the closest

remote wadi
#

What counters are there for the thermal lance? (Correct me if I'm getting the name wrong)

Shields?

Ridiculously spaced armor?

Heat sinks? (Do they work fast enough?)

pale python
#

Megaroids melting in seconds from thermal effects

#

Sobs

remote wadi
pale python
#

Destroyed

remote wadi
#

(sorry, campaign player over here)

kind estuary
# remote wadi All of these ideas are assuming thermal mass would be beneficial to gameplay any...

Whenever we can we do try to make thematically awesome concepts part of the core system we aim for it. IE rule of cool.

there are limits. Celeste once told us a story about "is this a picture of a bird" and yeah. its important to share ideas like yours because often not all parties know what will be easy or horrific eldritch nightmares of hard. even if the idea itself doesnt work the way you think, the concept might have a different way to be implemented.

remote wadi
pale python
# pale python Megaroids melting in seconds from thermal effects

without the ideas of changing heat damage to not-percentage, or multipliers for effects, i think the only things that are left are statusresistance (less heat gets applied than real heat) or resistance to damage (damage ramp-up quickly wins over)
I guess part mass kinda is a multiplier system by itself tbh but with a bit less fine control

kind estuary
remote wadi
#

Assuming TRL is the only reason to add occasional heat sinks (sorry, forgetting the name again and I'm not at my PC), it seems they're specifically a counter for the TRL (unless someone needs to use them for an awkward OC layout).

And the heat sinks are pretty cheap IIRC. Are they meta at this point to counter TRLs or are there not enough TRLs in the meta to make spamming heat sinks worth it?

#

I'm talking about the heat absorbers. Mind blanks on the name.

kind estuary
next urchin
#

awkward OC layout
Heat exchangers seem to be used more often for that than as a counter to heat weapons

remote wadi
#

Are TRLs prevalent in the meta though? Are they very strong or relatively on par with any other weapon of choice?

kind estuary
lusty zealot
remote wadi
#

I have an incoherent thought to share as my two cents of experience with OCs.

On one hand, if you use OCs, you have two options. 1: small heat system, radiators nearby. Not optimal but works. 2: full ship heat system, optimal radiator placement. Once you go option 2, you can just go nuts and OC literally everything with minimal extra investment per thing that you OC. You already have the infrastructure so suddenly everything gets buffed. So to counter how easy it is to OC an entire ship with a full thermal system, the heat pipes themselves could be made more expensive (along with the thermal batteries), replacing the coils with hyper coils for example.

On the other hand, I've often felt that a swarm of smaller sacrificial ships of equal cost to one capital ship will beat the capital ship most of the time. So, the ability for larger ships to increase their firepower with functional internals and added weak points (shielded radiators at best) does make me feel like big ships always having a full thermal system at relatively minimal cost and OCing everything isn't such a bad thing.

#

In summary, I like OCs. I think they're just so good that they're not really optional at this point.

#

If the price of heat pipes (and thermal batteries perhaps) was jacked up a bit, do you guys think that would sway the PvP meta to a more balanced position?

Would there be other consequences that would make that a bad choice?

next urchin
#

We've increased price before, but it fundamentally doesn't change how much you overclock so much as whether you overclock or not. The increased price was only to shift the entirety of overclock down a bit in value for money

remote wadi
next urchin
#

A problem we've been trying to figure out the 'perfect' solution to for a while, definitely 😅

remote wadi
#

How often have you guys tried tweaking the time to kill?

I know it's a huge topic and probably already been considered countless times, but here's my thought.

(Some of) The problems with OCs are:

  1. Big ships go full OC because it's easy and the main downside to OCs is you need external radiators.

  2. Waste ships exploit OC heat by making it irrelevant. Just pew pew, melt, and print another one.

  3. Ship heat soak is irrelevant because fights are too short term.

If time to kill was increased:

  1. There would be more opportunity for ships to try to target weak points on other ships, making radiators more of a weak point instead of being irrelevant. As is (with fast TTK), you'll be dead long before you see the ass-half of the ship charging at you at light speed with 40 OC'd weapons.

  2. Waste ships would be less viable as they'd still overheat in the same time but contribute less to a fight overall before melting.

  3. Heat soak would be more relevant as longer battles would give more time for such things to actually matter.

#

I know it wouldn't be as simple as "cut all damage in half". But as a thought experiment, I think it's not that bad of an idea. Personally, I'm also biased toward a longer TTK as I enjoy intense slug fest combat and am rather disappointed whenever I either instantly win or instantly lose a battle.

I figured the best case scenario is it's a great idea and no one has thought of it because it's a dead horse, but has new implications worth considering now with OCs. Or the worst case scenario is I'll be entertained by or learn from your guys' response. Haha

lusty zealot
#

TTK's been in the sights for a while, there are some ideas floating around

#

i'm personally in favour of buffing armour

remote wadi
#

If the devs aren't willing to take that leap as of yet, maybe we could try at the community level?

I wouldn't mind putting in the effort to get into Cosmo modding and work on a TTK rebalance but I don't have the experience to put that into practice in competitive PvP to determine if it's better or worse than it is now.

crimson osprey
lusty zealot
#

i often run small thrust pipeless, at least for scattered maneuvering

remote wadi
#

Maybe you guys have crazy meta full ship thermal setups that use minimal pipes so it wouldn't matter that much. In my career ships, I'd usually have at least two heat pipes spanning the length and width of the ship so the cost would add up quite a bit on full thermal systems while isolated systems for OCing only a specific group of weapons or something would have minimal cost increase.

crimson osprey
remote wadi
#

It seems like it would still be a beneficial change but Celeste pointed out it didn't actually change much. Full thermal systems are still objectively better than isolated ones so it just raised the bar for when people considered full thermals worth it over non-OC

remote wadi
crimson osprey
crimson osprey
remote wadi
#

Unfortunately I haven't experimented much with non-cooled OCs. Once I realized how quickly parts burst into flames, I either actively cool something to OC it or don't OC it at all (unless it's an emergency).

#

Also, I definitely think OC should have a dedicated keybind but I keep forgetting to set one up. xP

#

Is there any reason to not OC all fire extinguishers?

hollow gull
#

I'm so fatigued with the roguelike trend, boss

remote wadi
#

I will admit, emergence is the successor to rogue-like.

#

They're useful tools. But in the hands of many, they're just buzzwords and obstacles.

hollow gull
#

excited game devs reading about roguelike and trying to put it into every game on the market:

#

I was trying to play OSRS and they put roguelike in there too

#

everywhere I turn, roguelike

#

there are two inevitabilities in life

#

death and roguelike

remote wadi
#

To be honest, I'm not very happy with DRG:RC's gameplay so far. They seemed to be focusing on mini-leveling with +2% damage or +3% reload speed buffs.

What made DRG weapon modding great was small level of mod categories with significant changes (often with downsides) to choosing weapon mods.

If they don't go back to that style, I don't think Rogue Core will hit like DRG did.

hollow gull
#

they might ensure that each playthrough is different from the last, but they do it by forcing me to play differently than I want to, ultimately meaning that each playthrough is never satisfying

next urchin
hollow gull
#

I didn't play DRG:RC, I was annoyed that they stopped updating their main game at peak popularity to become a publisher

hollow gull
next urchin
#

I actually don't like roguelikes all that much, but I love rogue-lites

hollow gull
#

sell it as a big content update

next urchin
remote wadi
next urchin
#

DRG's upgrades have always felt like that to me

hollow gull
#

although on drg, most OCs are straight upgrades in almost every circumstance

remote wadi
hollow gull
#

even fatboy OC which is bad for high level play is still better than no upgrade launcher

remote wadi
#

I feel weird being Copper Asteroid (XXL). I set my username to this as a joke because... I'm a career player and Cu XXL is objectively the best asteroid. But now I'm committed.

hollow gull
#

you should be proud

next urchin
#

Oh, I don't know the OC mechanics in DRG. The last time I played was a very long time ago. The game never really fit for me

hollow gull
#

you can go on karl.gg to take a peek at builds

#

green are generally small but straight buffs, yellow being a small role change, and red completely changing the weapon role

#

I played DRG a lot on max difficulty

remote wadi
# next urchin Oh, I don't know the OC mechanics in DRG. The last time I played was a very long...

I played the hell out of it. DRG's weapon modding was my favorite. Five mod slots. Each mod slot has 2-3 options. Plenty of permutations for how you want to build your weapons. And since each weapon had a unique set of weapon mods, you didn't have to deal with the boring micro-upgrade stuff that a lot of games have. The mods were curated for each weapon to have a noticeable impact on gameplay and felt satisfying when you built your weapon for specific circumstances.

Overclocks are a 6th mod slot with crazy mods. Like turning the grenade launcher into a handheld nuke or making the gatling gun make you immobile but do double damage.

hollow gull
#

I sometimes see a comment on this discord about how cosmoteer OCs are better and maybe they should have different balance, but if you have to invest in a sidegrade then it would feel bad

#

I think that if you go through the effort to accomodate all of the pipes and cost then it should offer an advantage

remote wadi
next urchin
hollow gull
remote wadi
hollow gull
#

easiest example is uh

#

railguns in career

#

they're super fragile and you would have to just spend a lot of resources protecting them with armour and shields

#

..or you could just go 100m/s and never get hit

next urchin
#

Yeah I mean things will be optimized, but as long as the alternative option isn't completely useless

hollow gull
#

I think that most OCs are in a pretty good place in cosmoteer at the moment

remote wadi
hollow gull
coarse spindle
#

Hmm if the thing causing ships to be fully oc or not at all is a full-ship thermal system, would decreasing efficiency of heat transfer through pipes the further the part is from the radiator work?

remote wadi
#

I think the hypothetical fighter update would counter railgun kiting, assuming fighters are fast enough to catch up and prove to be difficult for a railfan to counter.

robust hound
#

carriers, my beloved

remote wadi
hollow gull
hollow gull
#

also yeah I really hope that the fighters help with kites in general, level 2 ion kites are the most annoying things in the game

coarse spindle
#

Yes, and if they're all at the back the weapons at the front would get reduced heat transfer efficiency

granite sapphire
coarse spindle
#

Meaning you either have to move radiators closer to danger or reduce the amount of oc parts

granite sapphire
hollow gull
granite sapphire
remote wadi
# hollow gull why so?

Ignoring the bugs that got introduced in some of their updates breaking the game...

Most of their changes have been beneficial in my opinion. The thing the HD community doesn't understand is buffing everything is the same as nerfing the enemies.

And right now, simply because the HD player base is human, we've power creeped to the point where the game engine can't support enough enemies to make the hardest difficulty actually hard.

It's human nature. We hate to see a gun get nerfed because it feels like a punishment.

remote wadi
hollow gull
remote wadi
#

Game engine limitation as well.

hollow gull
#

stalkers... have a decloak noise

#

they're not supposed to be ninjas

coarse spindle
#

Mmm very good meltdown discussion

remote wadi
#

In addition to the amount of other explosions that muffle their footsteps and such.

granite sapphire
#

idk maybe not always

#

offtopic anyways

hollow gull
#

stalkers in cosmoteer meltdown

granite sapphire
lusty zealot
hollow gull
coarse spindle
hollow gull
#

on release, your options were incredibly limited and the game was bugging so the only viable strategy was to manipulate enemy spawns by dragging enemies away from the objective by running. which is why players called it running simulator

coarse spindle
#

Just using pipes instead of corridors

remote wadi
hollow gull
#

don't conflate the two

hollow gull
# remote wadi Ignoring the bugs that got introduced in some of their updates breaking the game...

I agree that most of Arrowhead's changes have been beneficial, I think they love their game and want it to be fun
...but that doesn't mean they were all smart changes

..like how fire damage was broken and nonfunctional for 6 months, and the playerbase told them
..and arrowhead looked a a spreadsheet and said 'hm, nobody is using fire, let's buff it!!!'
so when the (random) network host used fire it could annihilate enemies, but it was unusable for everyone else

and it took arrowhead months to fix the network code and then nerf fire again

remote wadi
#

You don't have to take my word for it but here's my two cents:

The vast majority of player feedback is bandwagons fueled by memes.

Most of the opinions on balance changes and such are not original opinions. Until recently, most people complaining didn't even play the game during each update to get their own opinion, and if they did, they wouldn't even use the weapon that was changed. They'd just assume it's bad because someone else said it's bad.

I'm quite active in the HD server and have talked to the head CM and many of the moderators about similar issues (and other community-related issues) over the last 12 months. It's a toxic community. But it has gotten better in the last few months. I can even describe the different social behaviors and mentalities in different channels in the HD discord.

Everything in that community should not be taken at face value.

hollow gull
# remote wadi Ignoring the bugs that got introduced in some of their updates breaking the game...

we hate to see the railgun get nerfed early on release at the time because it was the only thing that killed bile titans in a meta where they spawned too fast, almost every mission doubled stratagem cooldowns, and you were missing a slot, and the other anti tank weapons were inconsistent, it was the only way to actually play the game instead of running and kiting enemies for 20 minutes

..which I did on max difficulty, and I don't think that it was fun

#

I would appreciate it if you didn't immediately compare my opinions to those of strawman 16 year olds, because that isn't super respectful

remote wadi
hollow gull
#

I'm a game tester and I care about games and game design

remote wadi
lusty zealot
#

this discussion is very off topic

remote wadi
hollow gull
#

copper if you want to talk about this more you can dm me or ping me in another channel and I'd be happy to discuss

remote wadi
gloomy raft
#

whats that little % that appears when i try to put stuff near the outside of a radiator ?

agile wolf
gloomy raft
#

so it will add that much extra heat to the thrusters?

agile wolf
#

No, they will be way less effective at removing heat in the pipes

gloomy raft
#

oooh ok

#

thanks

hollow gull
devout fox
# next urchin So railguns just get to ignore the first hazard

They're more likely to melt than other parts due to the burst heat generation though, right? I think that balances it out. I've got a railfan which is absolutely not built for overclocked railguns. I overclock them as a last resort, and they melt very quickly.

tame comet
devout fox
#

As for using heat dissipation to cool railguns, I do not see that as problematic in elimination, at least. Creating spaces is much more of a design penalty than cooling them with radiators or just ignoring the heat

devout fox
tame comet
vague dew
# quasi jewel

the centari one is just a perfect copy but with diffrent paint and thats such a centari thing to do

hollow gull
#

if Centauri fanged fighter doesn't have nuclear missiles, then why bother

gloomy raft
#

Can we get the fire extinguisher added to the heat management menu in the build ui please? it seems appropriate all things considered.

gloomy raft
#

why does the mining laser get nerfed in almost every way except range when its overclocked?

summer cypress
hollow gull
#

I think it was a 50% damage nerf or something, on top of my head

jaunty gyro
#

A shame. I've never tried it out but mining laser being used in combat seems like a fun idea for an alternate mode.

hollow gull
#

~750 dps with aoe was comically strong

#

in practice it was more like 1200 dps with roof mount, easy cooling, massive magazine, and easy to spam

#

although I wouldn't mind if it were a bit stronger than current

jaunty gyro
#

I'm sure there's a happy medium to be found somewhere.

gloomy raft
#

all of this glosses over the fact that we need a legitimate phaser type weapon in the first place imo

jaunty gyro
gloomy raft
#

basically what the mining laser does now except balanced exclusively as a weapon

jaunty gyro
#

OC large blaster was kinda like that at the start, very quick and accurate. Though that was changed.

lusty gulch
#

So basically a high fire rate short time emitted beam?

#

Ive been also thinking about creating more weapons, I have many ideas but I cant sprite them .....

gloomy raft
#

yeh but not too short time emitted

lusty gulch
#

Yes but as in not endless fire

gloomy raft
#

yes. exacly

#

if i wanted to over think it a bit. a phaser typically has 3 phases. charge up, fire and off. see below

#

Good Morning Ladies and Gents. This is a sample firepower of a commissioned vessel I worked on back in 2021. He wanted a mix of the Odyssey Class with the NX-01. So I created this beauty. The owner has dubbed her the U.S.S. Archer / NCC-18643-F. Modified Odyssey-Class.

#shorts #shortsvideo #shortsyoutube

*Star Trek intellectual property is ...

▶ Play video
gloomy raft
#

for the lance does it matter where the dilation pump and the amp pump go on the pipe network as long as its connected to the lance it self?

hollow gull
#

it dont matter as long as everything is connected

gloomy raft
#

nice

#

thanks

hollow gull
#

you can put a radiator in the middle too

deft tartan
paper hemlock
deft tartan
#

he's playing the crew 2.0 closed test

#

i have the meltdown one

paper hemlock
#

Wait what

#

What are they playing

#

@hollow gull What the hell is the Crew 2.0 Closed Test

paper hemlock
paper hemlock
deft tartan
#

@hollow gull you bad

hollow gull
#

cope

#

the devs must hate you

hollow gull
#

I would share the preview code, but only a small number of elite players have access at the moment

#

I'm afraid that you'll have to wait a few months before you get to try it

#

but what I can tell you, is that it is one of the best updates I have ever played

narrow blade
#

is bro a elite player

dry willow
#

previewpreview

#

(for meltdown lol)

narrow blade
#

such intelligence

devout fox
#

Code for career 2.0 closed beta is previewpreviewpreview

deft tartan
hollow gull
#

@next urchin crew 2.0 closed test is great so far, but the exosuits are a bit too strong imo, are there plans to tweak this?

narrow blade
#

crazy gaslighting

deft tartan
narrow blade
#

yeah...

#

they do

#

probably

remote wadi
narrow blade
#

"i k new it was a lie"

#

so why did you check then?????

#

ts pmo

hollow gull
narrow blade
#

talking about "crew 2.0 closed test" in fucking meltdown update preview

#

not even balance council

remote wadi
bitter steppe
jaunty gyro
#

I think it's probably just a joke

coarse spindle
#

Y'all stuck with 2.0 lmao

#

Couldn't be me

narrow blade
#

i have career 15.0

#

yall are nothing

dark lily
#

As a member of the dev team they're full of shit and should be ignored

narrow blade
#

saris i didnt know you are part of the dev team

dark lily
#

I guess strictly speaking I'm a much lower rung member

#

However, they're spreading misinformation and are verifiably wrong

hollow gull
#

I was just doing a little prank

bitter steppe
#

From what I've read through chat I didn't see them neccessarily offering access. That would be a blatant violation of the rules. But joking about it because you changed your app name isn't really harmful

narrow blade
#

guys i have cosmoteer!!!!!!! the exclamation marks obviously mean that i have the best version of cosmoteer

deft tartan
#

😔

deft tartan
#

you mean there's no crew update?..

#

with the exoskeletons and all?

#

I trusted you...

narrow blade
near jewel
#

will any mods work on the preview?

lusty zealot
#

some mods might, most probably won't

#

you're welcome to try but plan around them not working

next urchin
hollow gull
#

oh man

#

Walt must hate you

remote wadi
#

I see you guys playin'

remote wadi
hollow gull
#

you're going to get in so much trouble for leaking that

wraith flicker
#

are there guides yet for how to use the meltdown mechanics or is it still just "experiment with it"?
If there's no guides because its not official yet, fair enough, but thought I'd ask since the preview's been out for a hot minute and when I first tried the preview I just got overwhelmed and gave up and didn't try it (or at least didn't play much) gentlehold

lusty zealot
#

i believe plaus did make an overview on youtube, though it may be somewhat outdated by the frequent changes by now

#

but experimenting is still the recommended way to go

#

my advice is just focus on one thing at a time

#

pick an overclock and try make it work without melting

wraith flicker
lusty zealot
#

quite frankly i dunno, i didn't watch it

wraith flicker
#

lmfao fair

lusty zealot
#

[here](#media message) it is

granite sapphire
#

people are very willing to help

#

as am i

#

the general gist is that parts can be overclocked for powerful new effects, but they produce heat that has to be removed via cooling systems

wraith flicker
granite sapphire
wraith flicker
#

another side note, does the preview still crash a lot?
or is it stableish?

granite sapphire
#

still some crashes tho

wraith flicker
#

how often would you say you crash on average (like how many minutes between crashes on average)

lusty zealot
#

well i just did a coop career this morning for something like 4 hours and it only crashed once at the end

#

there was also 1 desync partway through

mild gazelle
#

I havent had a crash the past two weeks

wraith flicker
#

damn 4 hours is nice

mild gazelle
#

I just play pvp though

lusty zealot
#

singleplayer creative i haven't had a crash at the very least since the last update

wraith flicker
#

I think I was just hoping it was less often than once every 30 minutes or smtn lmaoo

lusty zealot
wraith flicker
#

side note there have been So Many updates on the preview since I last checked in damn (I think I last checked in when 0.29.0 blog post was announced on steam)

lusty zealot
#

yeah

#

celeste's been working hard

paper hemlock
near flax
#

there have been times where it's been pretty bad but it's at a solid state

granite sapphire
lusty zealot
next urchin
lusty zealot
#

didn't report it, i think it was a fastparalleltask one. something about -2200000 or smth can't be greater than 0

#

once i'm back on the PC i'll try remember to report it

next urchin
#

Oh that's not great 🤔
Those are usually to do with heat network resource storages

lusty zealot
#

i don't think anyone was doing anything out of the ordinary

#

the 2 people i was playing with were salvaging a wrecked pirate base (may have been doing some building) while i was exploring for PoIs

dry willow
#

Did the bug about everything getting de-overclocked when repairing ships in coop get reported already?

lusty zealot
#

not a bug, intended behaviour. overclock is automatically disabled while construction/repair is ongoing, to prevent situations in which overclocked parts get temporarily disconnected from a thermal system and cause loops of a part overheating and needing to be rebuilt and overheating again etc

#

overclocking is automatically re-enabled once construction is complete

#

though i believe toggling any overclocks while construction is ongoing may mess with that re-enabling though, i believe

dry willow
#

oooooh shit really?!

lusty zealot
#

yeah

wraith flicker
#

is there a way to make it so theparts that have subtabs either expand into the current tab, or to revert the subtab thing?

next urchin
#

If you toggle overclock during the construction shutdown, it will not return to its previous state

next urchin
wraith flicker
#

so no, gotcha

lusty gulch
next urchin
#

The function keys do that

#

F1->12

lusty gulch
#

Let me rephrase, could we get a way similar to the Subtabs? As in instead having just one part (armor 1x1) in defenses shortcutting to a subtab, could it shortcut to its actual EditorGroup?

next urchin
#

#1019739575683399840

stuck roost
#

@next urchin TCM retained their values from halved combat speed, their theorical output used to be 1750heat/s compared to radiators 550heat/s, so they should be 3500heat/s (14000 per missiles) when radiators are at 1100heat/s

next urchin
#

Which values?

#

Oh, the fill time

#

Fixed

stuck roost
#

shouldn't it be higher since the stats values are meant for 1x speed? It should be 0.5 per second (0.25 on 1/2x) if I'm not mistaken

remote charm
next urchin
remote charm
#

it's a radical new method of game development. Walt randomly released the exosuit to a small percentage of the player base

stuck roost
stuck roost
#

Side note I have calculated the damage of overclock ions to 1800-5400 per seconds, with an average of 3600 (unless theorical values differ from practical ones but that wouldn't make sense)

The math for it was Surprisingly simple! Ions currently run at 10 tick a second and apply damages every tick

#

that makes me think @next urchin why don't overclock ions have a "damage per second" stat?

gloomy raft
next urchin
#

#1019739575683399840
But don't bother for this one, I'll chuck it in now 😇

#

Discord, why is that :innocent:? It's literally a halo??

gloomy raft
#

lol taa

next urchin
#

How has no one pointed out by now that OC small reactors say 16 power capacity but actually have 24

granite sapphire
#

wait what?

#

do you mean medium

next urchin
#

Small