#Meltdown Update Preview
1 messages · Page 19 of 1
id assume its just proportional to damage
thats what i was thinking
in any case ur prolly not out dpsing oc flak shrapnel in any reasonable concentration with hitscan aside from like cg from my testing
cg through sheer burst volume
lmao oc flak is crazy
nothing scientific just that ions struggled like crazy
cant wait to bully ships
and cgs generally could get through better (tho losing a lot of damage per burst is not ideal either)
shipt
They're blocked regardless of damage (easier that way for now), but they have a value for how much they deplete the flak field by. It's usually just the damage
the world is ending
Ok
overclocking it causes faster ramp up
they mean its stuck on the screen
the game really wants you to know about oc mrt
the mrt feels lonely after seeing all of the non mrt oc setups
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.
buggin out
not a bug its just that the mrt are tweaking after being oc and er
is it meant for ions to bypass oc small shields?
they bypass all shields
they chain through them
new change?
OCions have always done that
no just normal ions
probably not then
uh, are the ships on the same team...?
cause it doesnt look like its doing damage
its taking the damage
flak oc is so funny against smaller ships lol
even just one of em can shut down their entire frontline
I think it's hitting the non-OC shield arc - a bug
i like this ship :)
I like it too
Wait, you've been wanting that for a long time!
Its time to simplify my code. I had 8 different radius for my modular shield. This will take quite a lot less space
might i ask. is there a mod doing the shields bigger or have i missed something 😭
oc small shields got tweaked
instead of smaller radius its larger radius
i personally do not like it
ohhhh okay
are they just as strong as non oc shields or are they stronger
like before
same tbh
same strength just bigger
its pocket large shield
i personally liked it when both were smaller arc but stronger
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
ls have more lategame potential and ss feels so much nicer and great for closing weak points but it's a bitch to pipe
so yeah, big shields are nice. but it would be nice to have the strong and small ones aswell
the new ones its like why use larges ever
when i can just spam these
shields gate damage iirc
do the large ones get even bigger?
no they get smaller but double their health at the cost of generating massive amts of hea
t
i suppose its more fine then?? like if you need strong shields, its still there
for like an ion beam ship, protecting the barrel.
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
my only problem with the new oc ss is that its just a ls with less health and armorable
blink drive? like teleport whereever without a beacon or smt?
yup
thats awesome!
oc hyperdrive is a blink drive probably
short distances
i cant wait to get migranes trying to not only do crew stuff in career but also piping
tbf the ships ive built have not been terrible headache wise
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)
since i dont really like the concept of just expanding the ship to make it better.
theres a lot you can do outside of expanding iirc, but i understand what you mean
a lot is an overstatement actually
yeahhh
its mainly different weaponry and more crew. deck guns and missiles eat crew really damn fast
but thats it
yep
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?
@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
unsure if this is a behavior you want to patch out but i dont really see a problem with it, just informing not complaining
Is there a rate limit to how fast a pipe can transfer heat out of a component?
nope
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?
thruster wont suffer from heat inefficency
Ooh that's nice then
Nice 😎
New twin fighter reveal
Yeah finally a soulful built-in
Fang fighter rework
I think I would receive death threats if I tried to remake the fanged fighter
is this a joke..?
You wish
Listen it's not a "death threat" it's a "reminder of your mortality"
Just a friendly reminder that I am in your walls
why is everyone here so chill with the idea that this community just throws out death threats?
@next urchin does part heat disipation take place before or after heat exchangers absorb heat from a part
They don't, but considering the reaction flame pincer has gotten and that fanged fighter is one of the most iconic ships I wouldn't count on them not appearing
some ships have that issue yes
time to try ocdc
i don't know how this happened
egg
fela
Neat
my dumbass forgot to power the ammo factories
shadow egg (tm)
actually yeah based on the exterior.... how does one get power to the ammo factories?
quick fix
Not sure, I'd have to check the update order
I'd super appreciate if you could post the thermal update order
I don't see much of a problem with it conceptually. Heat dissipation via exposed surface was always a mechanic. As long as it doesn't end up being stupid/OP
well logically it would be the same time as exchangers and passive dissipation are both a rate per tick not an instant step that can happen one before the other
but which one happens first per tick, is what rift's asking
subticks are a thing
like does it calculate dissipation then exchanger or vice versa
well yea i dont think its a very big issue aside from edge cases tho
processes all happen within a certain order within a tick
it's not but I'm wonder about an edge case rn
should be testable also
creake fanged fighter mk 2
fanged fighter bay
t18 ship is just like 20 fang fighters and they've been specifically programmed to immediately explode explosive charges upon seeing you
fanged fightwo
teethed fighter
Actually lux is fanged fighter 2
I captured it, turned it into a fringe style and called it deluxe
is it intended for structure to affect passive heat dissapation's surface area mechanic?
How is passive heat dissipation calculated anyways?
passive heat dissipation is kinda stupid
all the sc and small thrusters ar overclocked
and it works fine
The ship editor changes are amazing! So much cleaner.
Also, I love the extended + widen small shields!
Dont the thrusters start burning almost immediately? I also think you have to heavily micro the sc so that they dont burn.
fe can keep up easily. the sc burn a bit but its a waste its not a big deal
it costs 55k
i have a version with fe on the sc that have zero fire issues just didnt feel it was worth
i think standard thrusters are better
this thing can run them all at max power indefinitely
well that thing costs way more because it actually needs power and a reactor
true
also, it would probably lose very handily on a 1 on 1
though that doesnt speak on the effectiveness of standard thrust
What do you think about them removing the extra health of small shields and instead adding extra radius/arc?
Tbh I've been liking it so far.
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.
small thrusters being generators isn't part of overclock afaik, just makes em double strength
Seems like you only need the sides to be empty. You can still do a protected setup.
OC Laser Blaster can be fired in the same manner for literally 0 damage. (Probably beating a dead horse, haven't checked)
Casemates...
How is it stupid
It’s unbalanced for dom meta atm
How bad it is isn’t currently clear
But nearly every low cost ship should run it optimally atm which feels really forced and not the best
dear architects
please include a pimped out OC fanged fighter in new faction
best regards,
fanged fighter appreciator
Get every faction a fanged fighter variant ;3
Hey? This might actually be peak?
monolith and imperium are kinda poo
cabal already got a variant
Waiter waiter! More Fanged Fighter variants please!
cabal has armor infront of the cockpit... unacceptable...'
can i have the files?
I don't save them
wait a minute
I think we need fanged fighter design contest
this is NOT a fanged fighter the cockpit isn't exposed enough
whats the canon explanation for the fanged fighter exposed cockpit
is it for visibility or something
The fanged fighter is so powerful it doesn't need armour
It's opponents are destroyed before they can even land a shot
can we get a 2x upscaled fanged fighter
toothed combatant
its got a bridge instead of a cockpit
you know why....
a brawler incisor if you will
a mawed murderer if you may
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)?
Jaw-wide Jiver
same heat, wider area
Question
Is passive heat dissipation intended to be that strong
I might have to change the ruleset of my tournament if it is
someone made an OC part without cooling that literally never burns
passive cooling is absolutely too high rn
What's wrong with passive cooling being too high?
you can overclock parts with no cooling parts
OCSL if they have 5 unblocked perimeter tiles can be fully cooled/nearly fully cooled passively
similar situations for standard thrust and small cannons
Yes, I've made built-ins that employ that. But why is it a problem?
You're still building your entire ship around the fact that it generates heat
i think it's bad for game balance
Why
Enamelled eviscerator
you get overclocks for essentially free, instead of having to invest money/control points into cooling
You do have to pay for it in terms of surface area, which is often at a premium when designing ships
Keratin-clogged Killer!
I think that's great, in a pinch if you have un-overclocked modules you could overclock them as a last ditch effort to save yourself, that is super cool it saved my life in early game career when I overclocked small blasters.
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
otherwise its just either your ship is well cooled and well armed or its useless against one that is.
well say that to railguns who fire so slowly and were often built skeletaly anyways who basically don't require any modification to be used
but if it's intended I have no issues with it being used in the tournament
also it enables my more casual friends to keep playing without being completely forced to engage with a relatively more complex overheating mechanic right out the gate (and also not instantly lose to me (theoretically 😈 ))
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
When overclocked, the distance stat of the small shield doesn't substracts the location of the arc shield.
If I have an amplification pump and two TRLs, does it to +55% to each or +110% to each?
the buff from pumps is not split, however there is some degree of diminishing returns from having multiple TRL on a single system
so it'd be closer to like, +105% or smth
3-4 is the practical max right?
I have this here ship that I'm wondering will be at all combat-effective
Because I tested alongside my ion ship that's only slightly larget and it just does way more damage
test it in creative mode against ships of a similar budget as the ones you expect to encounter?
or just similar budget to it
I wanted to show off that I made what amounts to an equivalent of the fanged fighter a week ago
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
How about nerf passive radiation but add a part that does it at a greater rate
Such part would only have one attachment point and would dissipate heat in a 2 tile radius
like a micro radiator?
Yea
yeah, I think there might be room for a micro radiator in the game
honestly could really go for small, medium, large radiators
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?
honestly I feel similar, but TRL does have some advantages
it has a turret so it can shoot over stuff, meaning that you don't have to put a massive hole in the front
the ship is generally less prone to dying in a massive chain reaction too, since the pipes dont chain explode like prisms can
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
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)
the TRL is supposed to be the counter armour weapon, I think
For being counter armour, it sure is very slow at breaking it
It can heat through stuff though
however if you get a TRL, add a few dilators, it works as a debuff beam to soften shields if used alongside ions
so you can put one or two at the back of your ion ship to make it more effective
My ion ship has a throwaway TRL added to it because why not. Only has one dilator.
for damage, you want it to be almost entirely amps
add like
40
the scaling is weird on them, and they pick up on power really fast if you just keep stacking them
hop in creative and try just slamming 100 amps on the beams
also try 3-4 outputs
and add some thermal batteries so it can handle the massive surge of heat
note: heated parts are more vulnerable to all damage, and have lower penetration resistance
oooooh
the TRL is effective as a support weapon due to this
Now we're talking
Before I do any changing, I'm going to try using this effect in combat
do you know some numbers?
are we talking like
10% slight help
or double
I suppose it's really quite hard to measure
since if you're using it as a weapon then you'll destroy the parts as they heat up
so the % will always vary
oh, and the dilators are why you aren't doing much damage
they spread the damage, rather than just increasing area
so it will take much longer to warm up the area
I had already replaced 2 dilators with 6 pumps but seems I need to do more? I guess I don't get to have both good shield damage and other-stuff damage at once.
Now it seems I just have meh damage for both
TRL are straight up bad against shields
although the debuff should allow other weapons to damage them very easily
Yeah but only once I've already spent like 30+s heating the shields
That's plenty of time for a volley of nukes to cause problems
yeah truly
also throw on another TRL
each TRL will get the full power of the amps
it feels like it increases rate of fire in practice
on the flipside, being a deck mounted weapon, it will survive a lot longer than a disruptor
It Depends™ on how hot the part is, but it's fairly substantial
this tab should include fire extinguishers
Railguns don't count because they can't catch fire. It just makes heat less risky for them innately and there's not much I can do about it
Wait what
Doesn't this mean you could literally just not add heat management to railguns?
railguns are trivial for heat management even without passive cooling tbh
To a degree. They can still melt
But melting only starts at like 750 heat, whereas fire starts at 350
So railguns just get to ignore the first hazard
Oh, the loader can catch fire - that's the only part
I see
the crew don't want you to know this, but you can ignore fires on all components
wha
why can't they catch fire
Because crew can't walk across them to put out fires or something, I think
It's been that way since like 2018 or something wild
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?
I hope that nobody tells the devs about this railgun quirk, it would ruin my strategy!
they'll probably use a little bit
not very much tho
like maybe an overclocked weapon or two
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
I figured it would still be nice to have all factions use a few overclocks here and there, but not full-ship heat systems like the... New faction that I already forgot the name of.
was there a thing on the roadmap about shipyards where you could buy the builtins?
I haven't fought the new faction yet.
if so, then i think that overclocking them will be fun and shouldn't be done
Yeah.
a lot of players will probably try to do runs only using builtins and modified builtins
id expect to see a monolith flag ship with 1 overclocked weapon or something but i cant imagine theres gonna be many
I haven't tried that yet but some of the built-ins are pretty damn good.
When I get obliterated, my next thought is "maybe I could use one of those..."
I really like the glass cannon ships. Like the frigates with four chain guns and eight small shields. They get the job done.
Don't need to worry about taking damage if you kill the enemy faster than they kill you.
the builtins are generally extremely good and new players learn a LOT from reverse engineering and/or stealing parts
also that is very true, doubling your dps means killing them faster and taking half as much damage
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.
It would be nice to be able to undock massive cargo crates, go into combat, then re- dock to the crates and such.
I've designed cargo crates that can be explosively disconnected in an emergency but never use them in career mode.
that's a big annoyance in career
also, having to move the big fat cargo ship to some corner of the system painfully slowly so that you can break the law
With the new overclocks, my current mother ship only has 6 huge thrusters but can go 90 m/s. It's nice
sir and/or madam and/or whatever else, celeste is a dev
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
oc is decent though i do think some graphical changes could be made but i imagine thats a later thing
i also do not like small shield oc
Also, the new fire mechanics where your ship doesn't just explode into a million pieces
it still can if you have ammo or sulfur aboard
Small shield OC is useful IMO but pre-update small shield OC seemed busted. It made diagonal chain gun ships absolutely bonkers.
old small shield oc was not at all busted
strong, but not busted
large shield oc was busted, since it was 3x health
diagonals are stinky anyways
Building diagonal is on par with wearing socks with sandals.
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
ok but ive done that and its not that bad
i dont remember why i did it but ive done it
oc pd has never gotten nerfed
I made a 2 crew ship with like 40 PD
They changed it.
I think they made it regen 0.25 power at a time instead of 1.00 power at a time.
I don't know if the total power rate changed though.
dont diagonal ships deserve a break from being bad?
cant they have their moment in the sun
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.
The only time they were changed was when half speed was reverted. They should be the same performance, though
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
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
What have I done? How did I turn off of a reactor?
The ship's marked as junk
Your brain is massive.
I'm just a nerd that knows way too much about this game lol
I'm not even 18
-# well, this is awkward but I'd still be down to play
How many crew roles do you have? This is my go-to but it's been a while since I made them...
There's so many niche cases that I think I'd either need ~20 roles or just make roles specific to each ship.
i usually use 3-4 lol
there is no such thing as too many crew roles
I usually just use a Jack-of-All-Trades and an Operator role, although for more specialized things I have an Ammo Supplier and an Energy Supplier
Theoretically optimal crew role setup is one role per permutation of job priorities
Also this convo should move to #general or #ships
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 
i promise it's meltdown related
god, "sdjasdu9ahsdi"
if you want your crew menu to lag the game for 5 seconds when opening it, hmu
i dont think vessels like this are particularly interesting design wise
theres nothing inherently wrong with it, though
fire extinguisher supply lines
i just dont know if this is what the devs had in mind
Does the passive cooling work based on exposed surface area?
yeah
Neat
In my experience, having an OC'd fire extinguisher (doesn't make any sense) nearby solves most of the short term heating problems
slowly cooks your crew but
it really doesn't
yeah it generates like no heat
they make so little heat
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.
Idk I think it kinda is interesting by virtue of being weird
have fun painting it
Systemic/emergent features are what Cosmoteer is all about
i suppose
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
Dom waste ships are also just a very specific case of fucky balance. Their priorities are so wildly different to every other design scenario
this isnt a waste
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.
it's also broken in career though
yeah also the oc sl tech in particular just seems op in career
it lets you bypass hypercoils as a cost restriction for OC small lasers
which were already super broken
The SL definitely needs some nerfing
(still broken after the nerf btw)
Reminder that it will be tech locked
unless it's like 50k cred it doesn't even matter
OC SL probably could do with a bit more heat
they don't fall off nearly as fast as non-oc smalls
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
not sure how compulationally intensive or difficult to do that'd be tho
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!
"No" 💀
(Re computation)
fair
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
Does structure count as thermally opaque?
Yes, but there's nothing particularly special about empty space - the heat either spreads to the tile if there's a part there, or 'spreads' to nothing if there isn't
In fact, spreading to empty space should be a slower rate than spreading to other parts, unless I fucked up the numbers
Ohh, copy. I hadn't noticed any part heating up due to proximity to something else being hot so I thought parts would only passively lose heat to space or something.
Is there a debug way to see heat on parts?
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.
you have to launch the game in developer mode
Space is colder than not-space.
Is the heat deterministic?
Everything is
Good point. It is a multiplayer game.
Space doesn't transfer heat via conduction
I was making a joke.
uh, something is probably wrong then as per my testing
surrounding stuff like sl with structure makes the sl itself heat up far faster
The laser exposed to space radiates heat faster than the lasers with adjacent tiles will conduct away heat.
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)
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
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.
That's probably what it's supposed to be 😭
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.
i did think it looked a bit more effective than the numbers you'd given me would suggest
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.
Domination Anyone?
I would but I'm bad.
Np i just need to test stuff
🤓 okay, obviously melt D lol
oh im on the preview lol
are you on the normal game?
Preview
It said you were in someone else's game
oh im on that as well im hosting my onw game
Are you literally just kris?
Are you on FX7?
You're on LAN.
Can we move this somewhere else please
🤓
yeah sorry it didnt start that way.
idk how i get in lan.
Are y'all in the same house
Nope.
Then don't use lan
i know, like i said idk how i ended up there.
There are 2 buttons on the top of your screen
ya must ahve ben a miss click
lol
opps sorry for pinging
i will mention, physical transferring of heat using blocks seems interesting
Structure does it much faster than other blocks.
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.
Hmmmm... You do make valid points. I have to check if the outbound speed factor applies to empty cells, but I think structure having a relatively high dissipation to space would make sense and might be mechanically interesting
from a realism/hard scifi standpoint i am absolutely all for that
I think it's thematic and mechanically interesting.
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.
Heat Capacity is something I've considered. Have never been sure enough that it actually solves any problems to implement it
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.
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?
materials? no, don't think so
I could have sworn that was a thing. I might be thinking of Space Engineers
The materials are defined solely by the list in the rules file - unrelated to HP
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
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
That's reasonable. Are they already at that limit?
From my limited (sandbox and career) experience, weapons seemed to overheat so fast that I'd never OC something if it wasn't actively cooled.
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
I'm not sure - depends on the part. The first place they break is Domination 'waste ships', which only care about how much they can get done before their inevitable and intended death, anyway
The second is Elimination alpha ships
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.
The <@&1331389010463031347> would have better insight than I do
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
pvp meta is very focused on OCs, you see almost nothing that isn't oc in pvp
I'd say 90% of things in pvp are OC'd
That's what I experienced in my one PvP session on preview haha
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
Sounds like the meta is leaning less toward sniping/kiting and more rushing.
sniping and kiting is... boring 🙂
Yeah but rAiLfAn
this is a kite and it works fairly well
this is my railfan, which engages at medium range typically
doesn't kite
Sniping and kiting can be not boring! You just have to be actually threatened
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
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.
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)
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
crew optimization seems rough
in career, oc weapons don't always lower the cost of crew
Tell me about it. Lmao
You guys get unlimited free crew.
crew costs money but it costs a lot les XD
Oh it does?
Or does crew only "cost" the barracks they're in? Lmao
particularly crew efficient weapons that come to mind are:
OCDC
OCPD
...
OC HL is fairly good too
OCDC is suuuper crew efficient though
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.
crew cost an extra 500 credits per
That's actually... Reasonable it seems.
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 😄
In your specific case, drastically lowering the black body radiation would solve that.
But how were you guys baking the ships? In my play texting, I've never managed to do that.
Are you toggling OC'd weapons without any active cooling?
kites haven't been meta for a long time
that's how
let's just say TRLs have been through a few balance passes since then
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
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
They have a passive cooling effect, but it's a constant 0.5/s or something per tile
well that's not a thing any more thanks to the council and celeste
Ahh, I did notice that but I wrote it off as lateral dissipation.
it's impossible or at least very impractical to get something even close to that gif
The % based dissipation is intentionally only on the ship's surface
Baking ships isn't really happening anymore, and if it is, it's ver yslowly
(effectivley) Everyone uses active cooling, you need to be able to sustain for longer than the heat takes to kill the weapons
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
By black body radiation, I'm referring to heat dissipation into space
black body radiation is a scientific term basically meaning the heat passively radiated out from an object
I had a thought but I'm sure I'll remember it once the conversation has moved on 
Is the thermal lance the only thing that would bake ships? If you toggled OC on a weapon that wasn't actively cooled, would that cause heat soak on your ships or would the ship heat soak be irrelevant?
it would likely only be the specific weapon that oveheats and causes fires and explodes
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.
the sun, TRL, TCM, Radiators at super close range, and your own ship's OC systems are the only things that apply heat increases to ships last i checked. may or may not be others in the future
hopefully fixed passive dissipation would change that at least somewhat
My suggestion was to increase dissipation to a level where it would be relevant. Where if you have no active cooling, your ship IS your thermal battery. But not to the extent where you can fire non-stop until your whole ship bakes. It would be a limit on how much you can toggle OC in a fight before your ship needs to take a long rest. (D&D reference)
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
And in turn, thermal lance would likely be more effective against small ships and less effective against large ships.
I think the applied heat by the lance could be tweaked to still be relevant. I'm not suggesting the heat instantly passes through the ship. Just a bit faster than it currently does.
As is, it seems like dissipation is so slow that it doesn't really matter. A thermal lance can bake a section of a ship pretty damn quickly.
As long as it applies heat quickly, dissipation is irrelevant.
On that note, what if the thermal lance upgrades partially counter each other, making you want to build it to either heat up a small area quickly OR try to bake an entire ship?
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).
ehh, mixed-purpose TRLs are already questionable
TRLs already have that
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
Oh shit. I don't think they did the last time I checked but since there's no change log...
Playfully jabs dev in the arm with my elbow
and yeah the fact that they have a limited pool of heat application means that bigger areas will get heated more slowly
check the pins
Ohh, makes sense.
I tried a setup with 20+ TRLs in their own thermal systems while focusig on dialators. the results were.... less impressive than expected
so that basically does give you the 'partially counter' thing
Good implementation. I like that.
i think this is more just learning how the pumps change how the TRLs work
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
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.
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....
already done (by janiTNT)
Is that the meme ship of Cosmoteer? Lol
So vulnerable.
how big can you make a fanged fighter
thats it i think
can we get a fanged fighter where the two blasters are ion cores
Fill the entire grid.
toothed destroyer
Each thruster is a quad MRT stack.
At that scale, make every single tile of the fanged fighter its own self-sufficient ship segment.
fanged fighter swarm
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.
Just using part mass would be simple enough in my opinion.
Everything is an integer number of mega grams IIRC
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
Tonne, technically.
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)
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
I see your point.
Unless it just works without problems, there'd need to be an additional layer/mechanic no matter what it is.
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
I'm just spitballing and seeing what you guys think. Picking your brains.
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.
honestly i am not sure. I think each tile had the same thermal capacity(breakpoints/scale for each effect of heat) the biggest difference being if the part can catch fire, or its existing hp before it finishes melting
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?)
Does that count as mining or do the resources get destroyed?
Destroyed
(sorry, campaign player over here)
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.
I'm a developer and amateur game designer so I always love talking about things like this.
I preached for years to GSG how much I wished DRG could get rogue-like mechanics. I'm not claiming any credit, but you can guess how excited I was when they added the deep dives and then announced DRG:RC.
Maybe one of my suggestions did make it through. ❤️
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
TRL (yes thermal lance works for the name) spread is tile to touching tile, not aoe. This means it is possible to create spaced armor that significantly diminishes TRL effects. I dont remember which patch, but there were some that heat exchangers and shields could completely nullify all damage of TRLs. this dynamic changes from the size of investment in both ships.
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.
i would suggest messing around a lot more with thermal systems and have fun!
the complexity of thermal systems definitely have a learning curve. most realistic way i found was pick ONE part and add it to a build concept and see what you can get out of it. and repeat that over multiple parts. takes time, but the design side of this game is a huge part of the fun.
awkward OC layout
Heat exchangers seem to be used more often for that than as a counter to heat weapons
I haven't used the TRL much but I've played around with OCs a reasonable amount. Trying to make min-maxed builds in creative and using OCs a lot in career.
Are TRLs prevalent in the meta though? Are they very strong or relatively on par with any other weapon of choice?
even with 6 months of messing with these systems, i still dont think i have the best answers for how to implement all these systems.
I am less familiar with the meta. TRLs have an insanely powerful design ceiling and we kept finding ways to make them obviously way too strong for every situation. we want them to be fun, not mandatory on everything nor useless
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?
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
Hmm. I'll keep that in mind. It's an intriguing problem.
A problem we've been trying to figure out the 'perfect' solution to for a while, definitely 😅
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:
-
Big ships go full OC because it's easy and the main downside to OCs is you need external radiators.
-
Waste ships exploit OC heat by making it irrelevant. Just pew pew, melt, and print another one.
-
Ship heat soak is irrelevant because fights are too short term.
If time to kill was increased:
-
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.
-
Waste ships would be less viable as they'd still overheat in the same time but contribute less to a fight overall before melting.
-
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
TTK's been in the sights for a while, there are some ideas floating around
i'm personally in favour of buffing armour
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.
An unfortunate consideration when raising pipe costs is how it effects various overclocks unevenly. Some require large amounts of pipes (small thrusters) others don’t even need pipes (Pd)
i often run small thrust pipeless, at least for scattered maneuvering
My idea there was increasing the cost for long heat pipes. I.e., full ship thermal systems.
Isolated systems with adjacent radiators would be minimally affected.
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.
Yeah, sadly that rarely works out in practice for reasons you already touched on. Overclocking anything lowers the cost of overclocking everything
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
In theory, it would make smaller thermal systems more viable. But I presume the limit to where isolated/partial thermal systems would be the better choice is just an absurdly high cost for heat pipes
A bit of occasional maneuvering, sure. Main thrust or dedicated turning on a hard turn can get pretty toasty
It was definitely discussed after the first price hike and a second one was discussed
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?
I'm so fatigued with the roguelike trend, boss
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.
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
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.
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
I'm not. Cosmoteer roguelike when?
I didn't play DRG:RC, I was annoyed that they stopped updating their main game at peak popularity to become a publisher
built in mod that just randomises some numbers on each playthrough????
I actually don't like roguelikes all that much, but I love rogue-lites
sell it as a big content update
That is the exact kind of thing we wanted to avoid for OC, probably for exactly the reason that it sucks in DRG
Bad roguelikes may just limit your options.
Good roguelikes instead change your circumstances and give you the freedom to adapt.
Instead of limiting your play style, they should encourage you to build your play style dynamically.
DRG's upgrades have always felt like that to me
nova drift (:
although on drg, most OCs are straight upgrades in almost every circumstance
Well, the OC system in DRG was half for-fun and half power creep.
even fatboy OC which is bad for high level play is still better than no upgrade launcher
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.
you should be proud
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
max level a weapon, and you get a special upgrade slot
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
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.
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
The alternative to that is just a different weapon (variant).
They definitely need to be better overall. The trick has been finding a place where they don't invalidate the base part at the same time
yeah, but paying all of the radiators, cooling, plus space used, just for a different variant is whack
The sweet, sweet frustration of game design
I think that if anything offers an advantage for a drawback, ultimately players will eventually find out how to get the advantage and mitigate the drawbacks
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
Yeah I mean things will be optimized, but as long as the alternative option isn't completely useless
I think that most OCs are in a pretty good place in cosmoteer at the moment
That's just gameplay. Players should do stuff like that.
The solution shouldn't be punishing players by making rail guns worse but to provide reasons not to / counters to that strategy.
If there's no counters, it becomes a problem. And... I'd agree that it probably is a problem lol. I hate rail fans.
arrowhead's incredible balance strategy:
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?
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.
carriers, my beloved
Arrowhead isn't nearly as bad as the bandwagon of 16 year olds would lead you to believe.
probably, the way I think of it is that you're probably going to put a bunch of radiators at the back, so if you have space then you may as well connect everything
why so?
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
Yes, and if they're all at the back the weapons at the front would get reduced heat transfer efficiency
nerf EVERYTHING!!!!
Meaning you either have to move radiators closer to danger or reduce the amount of oc parts
it was really bad for a bit. not anymore after all the backlash, but there was a time when literally every single good primary would instantly get nerfed every patch
I was there on the early days of the game, arrowhead is worse than the 16 year olds believe
you know that the audio balance is broken to this day?
people complain that bile titans have no sounds, tanks are silent
..they DO have sounds, but they are almost silent have have been since release
the chargers being silent is intentional iirc
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.
I have a mod to rebalance enemy audio. As well as some other... Fun mods. Lol
it isn't intentional, they roar before charging but the audio is bugged. almost everything has broken audio
Game engine limitation as well.
Mmm very good meltdown discussion
In addition to the amount of other explosions that muffle their footsteps and such.
i can hear that fine?
idk maybe not always
offtopic anyways
stalkers in cosmoteer meltdown
sounds like very intentional game design though i could be wrong. helldivers 2 likes to play with obscuring information whether it be visual or auditory
developmentally and computationally nonfeasible, to my knowledge
the community do understand that buffing everything is the same as nerfing enemies but the difficulty on release was unfair rather than fair. they wanted darksouls but they had Takeshi's challenge
Wouldn't using the same thing crew use to measure travel distance in build mode work here?
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
Just using pipes instead of corridors
You also have to realize the majority of the playerbase is casual players. No headset. Probably on a console.
And most of all, not reading whatever top post on reddit is. Just wanting to play a game to simply play a game. Have fun.
They do not.
I'm aware that most players are very casual, and the players asking for buffs are the same players posting on the sub, because as you know, the subreddit represents a minority of more experienced players
don't conflate the two
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
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.
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
At the time, we weren't supposed to be able to take down bile titans with just a couple railgun shots. They were supposed to be boss enemies.
But we've power creeped way past that since then and now even bile titans and factory striders are just another enemy that we plug with one recoilless and move on.
I'm a game tester and I care about games and game design
I'm not comparing your opinions. I was referencing you referencing the community's opinions.
this discussion is very off topic
True.
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
I'm down. I'll shoot you a DM if yours are open.
whats that little % that appears when i try to put stuff near the outside of a radiator ?
Amount of effective radiation heat sinking, they need open space
so it will add that much extra heat to the thrusters?
No, they will be way less effective at removing heat in the pipes
it will apply the heat to very close enemies though
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.
really? oc railguns in my experience dont melt very fast at all. they can very easily get a few shots off before succumbing to the heat
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
A few? Yes. Upwards of 6 with short railguns, I think? But, if your opponent can wait you out, your railguns will melt if you've fired more than one volley
1 or 2 don't even start fires. depending on the length they can possibly even end the fight because oc railguns op
more than one? huh
the centari one is just a perfect copy but with diffrent paint and thats such a centari thing to do
if Centauri fanged fighter doesn't have nuclear missiles, then why bother
Can we get the fire extinguisher added to the heat management menu in the build ui please? it seems appropriate all things considered.
why does the mining laser get nerfed in almost every way except range when its overclocked?
because it does aoe damage iirc
it got a big nerf in this recent update
I think it was a 50% damage nerf or something, on top of my head
A shame. I've never tried it out but mining laser being used in combat seems like a fun idea for an alternate mode.
~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
I'm sure there's a happy medium to be found somewhere.
all of this glosses over the fact that we need a legitimate phaser type weapon in the first place imo
What's your definition of a phaser?
OC large blaster was kinda like that at the start, very quick and accurate. Though that was changed.
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 .....
yeh but not too short time emitted
Yes but as in not endless fire
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 ...
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?
it dont matter as long as everything is connected
you can put a radiator in the middle too
oi what is in the new update and how to get it
Read the pins
What are you talking about
Wait what
What are they playing
@hollow gull What the hell is the Crew 2.0 Closed Test
Did some research, it's bullshit they changed how discord displays when they play Cosmoteer
oh ffs
@hollow gull you bad
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
is bro a elite player
such intelligence
Code for career 2.0 closed beta is previewpreviewpreview
Much obliged man
@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?
crazy gaslighting
Celeste must hate you...
I knew it was a lie but I had to check anyway.
it is invite only, you need to be personally whitelisted by Walt + write the code
talking about "crew 2.0 closed test" in fucking meltdown update preview
not even balance council
Oh yes. If I just write career 2.0 myself I can play test it.
Pretending to have access to something that doesn't exist is one way to flex I guess?
I think it's probably just a joke
As a member of the dev team they're full of shit and should be ignored
saris i didnt know you are part of the dev team
I guess strictly speaking I'm a much lower rung member
However, they're spreading misinformation and are verifiably wrong
I was just doing a little prank
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
guys i have cosmoteer!!!!!!! the exclamation marks obviously mean that i have the best version of cosmoteer
did he break NDA
😔
what
you mean there's no crew update?..
with the exoskeletons and all?
I trusted you...
what's the preview code
3
will any mods work on the preview?
some mods might, most probably won't
you're welcome to try but plan around them not working
You must be more elite than me, because no one told me about the crew 2.0 update 💀
I see you guys playin'
So we can't tell them about Cosmoteer 2: The Recosmoteering?
you're going to get in so much trouble for leaking that
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) 
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
is that more just explaining what's different rather than like build guides?
quite frankly i dunno, i didn't watch it
lmfao fair
[here](#media message) it is
no, if you want help you can ask or join excelsior, the elimination pvp server, as we are basically permanently playing on the preview now and are very familiar with the mechanics
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
oo
side note I never considered pvp for cosmoteer really
I think I'm already in that server for the CoM calculator bot thing, but I should check out playing pvp
its a fun time. theres no better time to get into pvp than when a major content update is around the corner
another side note, does the preview still crash a lot?
or is it stableish?
stable enough from my experience
still some crashes tho
how often would you say you crash on average (like how many minutes between crashes on average)
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
I havent had a crash the past two weeks
damn 4 hours is nice
I just play pvp though
singleplayer creative i haven't had a crash at the very least since the last update
I think I was just hoping it was less often than once every 30 minutes or smtn lmaoo
oh yeah it's well past that point
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)
Do not join Excelsior it's a cesspool
nah it's pretty good at this point
there have been times where it's been pretty bad but it's at a solid state
lol thanks for letting me know
in what way and how could the mods of that server (of which i am one) improve it?
Which crash was that? Did you report it?
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
Oh that's not great 🤔
Those are usually to do with heat network resource storages
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
Did the bug about everything getting de-overclocked when repairing ships in coop get reported already?
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
oooooh shit really?!
yeah
is there a way to make it so theparts that have subtabs either expand into the current tab, or to revert the subtab thing?
If you toggle overclock during the construction shutdown, it will not return to its previous state
Use the favourites (right click, or middle click for quick-favourite), or it's pretty easy for a mod to do
so no, gotcha
Could we also get a way to shortcut to a whole EditorGroup?
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?
#1019739575683399840
@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
Heat per missile and I believe the fire rate as it stood on 0.25 like halved combat speed 
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
Lmao bro you don't need to be jealous just because walt won't let you see the exosuits
The heat per missile is unrelated to game speed and was not changed. The reload timer was still at the half-speed value, too, though. Fixed that as well
it's a radical new method of game development. Walt randomly released the exosuit to a small percentage of the player base
The heat per missile is unrelated to game speed and was not changed.
I realised I made a lap of logic in my judgement
7500 used to exausted in 4 seconds at 1x, now it's exausted in 4 seconds at 1/2x. All is good
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?
¯_(ツ)_/¯
bumping this cos i dont know where to put ideas and feedback for stuff thats not been released yet
#1019739575683399840
But don't bother for this one, I'll chuck it in now 😇
Discord, why is that :innocent:? It's literally a halo??
lol taa
How has no one pointed out by now that OC small reactors say 16 power capacity but actually have 24
oh fr?
wait what?
do you mean medium
Small