#Meltdown Update Preview
1 messages Β· Page 21 of 1
some of them go black in the middle
welcome back OC CG mag bug, died OC CG rework 1, reborn OC CG mini rework 2
celest must be going insane lmao
If the heat pipes are insulated enough to radiate zero heat, how do they glow? Did the engineers just coat all the pipes in LEDs?
i imagine them like those copper water vapour vacumn pipes
anyway when something gets hot, it glows
anyway it's a balance thing that they dont radiate like rooms
Yessssssssss
and slightly realistic
Structure Heatsinks are real π₯
also I went back to double check if I was just seeing ghosts or something and it is real, the chaingun mags were wonky
old bug turned new
sometimes a mag in the middle was depeleted, and sometimes the back ones would flicker
and i think they might be firing at different rates? because I think they're loading at different speeds, but I haven't verified that
it was previously triggered when OC CGs would go past the max fire rate and trail into infinite fire rate and "clog up"
so probably?
Since the surface dissipation value turned out to be a typo, people had already found cool and unique ways to utilize it for builds, so we wanted to let structure blocks have high dissipation value to act as heatsinks as another cool way to dissipate with surface area
and it's a cheap way to use OC on small ships, allowing THE OC faction to use OCs on ships that radiators would be too expensive for
two birds one stone
it only does it on the first mag after spawning the ship
can someone bug report that please
huh
yeah so after it reloads and stuff it seems to work
but on a freshly spawned ship it does it
oh thats weird
the original ship chainguns also didnt catch fire while the copies of the ship did
damn i didnt even realise you could make em the other way around
how have i never tried just flippin the chaingun mags
it works really really well for rifled CGs like above
@hollow gull @lusty zealot i just spent over 40 minutes writing down my Chain gun thoughts based on yesterday and now its so long im too embarassed to post it π.
Wait, how do crew get in there? Is that a PvP only ship?
I guess you guys don't need airlocks in PvP... Just weld the crew inside.
there's a glitch for it.
you can trap crew in campaign
just takes some planning
Is the planning more involved than just adding doors/airlocks? Lol
*when you have limited crew
This seems to work pretty fine, no need to OC the Extinguisher
Edit: 3x1 Wedges work even better, causing no fires at all
what- is that gun?
is that vanilla??
Welcome to Meltdown Preview, where Overclocks is the hot new thing
That's the default Small Laser
with safety turned off, aka overlclocked
Force of habit, don't want to give double notifications in quick succession.
Structure radiators β€οΈ
i use put an airlock for the career version
Mockup to test OC Shield, works with no real issues
(wait how do you share pngs properly?)
Does structure armor also count for cooling bonuses?
In this very recent patch yeah
#1370799036591898837 message
I actually don't know the techincal details, but in my testing it might be better
Seems to not matter whichever you pick, as long as the structures occupy the same amount of tiles (3 structure blocks and a 3x1 structure wedge sinks similar heat)
Open your ship library. There should be a button with three lines (also known as the "hamburger menu"), which should bring up a few options when you click it. Press "open folder". Then, you can drag ships from your saved ships folder into discord
Thanks
its gonna be fun to mess with and interesting for domination
ty for pushing for this change devs and balance council
@next urchin what is the diffusion speed from structure to other structure? it doesnt seem that high
i did it.
redo of these tests with the latest OCCG iteration. it performs much better in terms of ammo efficiency, though loses out a bit on the DPS advantage. feels a lot chunkier and definitely knock off bits of a ship, the accuracy improvement helps quite a bit
Should be 25x since it's the average
cgcgcgcgcg
Hosting Dom meltdown!
So vs armor OC is negligibly worse?
it actually got through the armoured target a bit quicker in test 3
though it did slightly worse vs the stacked shields and armour in test 2
It seems to me like in test 2 the OC CG is behind even when it finally reaches the shields.
slightly yeah, it could be to do with it being closer range so the base CG loses a bit less from spread than test 3
OCCG also does break more of the armour around the destruction path than the base CG, due to the explosion
any way to revert the submenu thing
ngl its super annoying having to click off the menu to get back to the other components in the tab i was in
would prefer just scrolling
cool stuff
how is it still so much worse? it looks barely even more ammo efficient
is there some weird expl damage/overkill stuff going on here
i assume thats it
i also feel like oc cg could start at a bit higher rampup value to incentivize shorter mags
it does look substantially stronger vs shields, and underperforming relatively vs internals, which checks out. i suppose we'll see
yeah i've proposed that too
underperforming vs internals?
seems to break them pretty well
everything not shields
especially with explosion damage
cg does even better imo
you can see that base cg is p much toe to toe with oc cg vs armor and internals
and thats even ignoring the obvious issue of oc cg needing cooling, cred/cred its probably objectively worse
OCCG did break test 3 a decent bit quicker
barely quicker, and thats with the exact same mag count and also extra investment in cooling
cred per credit i dont doubt base cg would easily outstrip oc cg in this regard, though there isnt anything inherently wrong with that
vs shields it is very impressive so im hopeful
i've been testing a couple of builtin-style ships with OCCG and they seem to be doing pretty well
admittedly one of them does also use OCrails so that might be slightly skewing the results
"slightly"
ill send my cg cruiser rammer hybrid later
ive been working on some prototype designs and landed on one that actually works alright
i feel like oc rails could potentially be amazing on rammers
there were a couple oc rail rammer designs iirc
issue is that rammers just arent that good in this meta
- Fixed β'0' cannot be greater than -{x}β crash caused by out of date heat network MaxResources data
wait so that bug is still around? lingering data of resourcestorages crashing?
OCDC firerate being halfed is intentional? ahh bcs it gains x2 range
and a lot of penetration
OC CGs fire their first volley early when force fired, firing before they are aimed at their fixed target
oc cg feel like they are in a good enough place now, past the mentioned bug
at least balance wise
Is this what the final UI is going to look like for the tabbed groups? I can't help but feel like it looks unfinished/basic
like, the UI's glow as an outline would go a really long way here as an example
wdym
Carbon Footprint Mk2 - OC CG Rammer-Cruiser Hybrid
performs pretty well from my limited testing, oc cgs are now competent and well tuned imo
these icons for the tabbed groups (in this ss the ion beam, railgun and armor) look kinda unfinished, just having the part png is odd to me
if you added a glow to the parts in this UI menu specifically, or some kind of outline, mimicking the style of the button, I think it'd go a long way
makes sense
idk if walt & co have a plan for that or not though
Walternate Realities*
you will be boiled
you mean like
ish
no. i imagine they're placeholders as the heat icon was before
also there goes years of muscle memory 
is walter hartwell white going to be an icon version for every block with a tabbed group
i doubt its gonna be placeholders
like its supposed to just be the part itself
i imagine every part that needs to be grouped having its own custom icon would be cluttering
In some part of the code, the pipes are named as heat pipes and in other parts only as pipes. I think that they should always be named as heat pipes.....
Probably they won't add more pipes in the future, but if mods do it would be better if the vainilla pipes specify that they are heat pipes in all the code
Yeah! THis looks infinitely better than what we have now
walt should hire me for 1 tristeel an hour
Killdozer moment.
Is there a dev mode tool to see the heat of a part?
Yeah, press Ctrl+Shift+Tilde and you should get a little dev tools popup on the right side of the screen.
thats very helpful thanks!
How do you use it?
(it's got paused fire by default?)
Anyone know what the point of OCing a Laser Blaster is?
+400dps seems abysmal for a cost of a quarter of a radiator worth of heat (and the relevant piping)...
I can't see a circumstance where you aren't better off just using more Laser Blasters.
celeste, actually
hitscan
huh, do they miss a lot in PvP? haven't noticed much missing in career...
less so missing a ship, more so not hitting precisely where you want them to due to windup and relative ship movement
OC lasers' higher fire rate (shorter windup) and immediate hitting means they can be used as one hell of a precision tool
and +400dps is not insubstantial
Any idea how much time it will take for Meltdown to be ready? I want to know if I must hurry up with the portability of my mods lol
They are vry good in PvP
You donβt need a full radiator per 4 blasters you can negate the cost a lot with thermal batteries to deal with the burst of heat
Lot more dps per credit which is what PvP is optimized around probably even better in career bc your dps per crew is much higher? I dunno I donβt play career
The accuracy I can sorta get, but is it genuinely more dps per credit?
It's an extra 1000 credits worth of DPS. That's a fifth of a thermal battery and two pipes.
a thermal battery is 2500 credits though?
If you're concerned about the cost, just use structures to cool them lol
It'll cost you less than 1,000 credits
How do I answer a hail?
open fire maybe? no? just a thought
...
the hail button on the bottom left that blinks ?
Sometimes you get hailed from a ship you cannot see so it doesn't work
(the button also doesn't blink in that case)
was there any estimate given on when the preview changes to "unstable" or perhaps even the main line ? 0.29 is so outdated by now...
no-one knows
so basically whenever walt feels like it's ready for that
manually firing them in direct control
just mentioning here oc boost feels absolutely awful, its heat production is kinda crazy and thats if you can even get it to sustain in the first place which is really hard with the oc capacitor changes and its power consumption
i think the heat production of OC boost may also partially be a factor of the OC large heat increase
which i think may have gone a little too far
the last thing to happen to OC boost's power consumption was actually a decrease
so it seems that it's just the OCcap changes making it worse on that front
Ah, that would explain it - I couldn't see the ship that was hailing, so the popup just vanished after about five seconds or when I paused without giving me a chance to respond.
agreed, I really liked design wise that a single radiator could cool 2LT
It's extremely hard to set up defensive fields with OC Flak right now if your target is outside of Flak range and only uses hit-scan weapons. Can we get a way to set the aim point of OC Flak that's set to infinite fire? Or at least have the aim point always reset to directly forward when all targets are out of range? Maybe have Flak automatically fire on incoming hit-scan weapons instead?
having it automatically fire at hitscan stuff would probably be the best approach but i also imagine it's difficult dev-wise
Give it phantom range. It attempts to fire at a range it doesn't have, leaving flak in an intercept location
What if I don't want it to fire at ion range?
Hard to fire at something that doesn't exist
If would need to detect the presence of the hitscan beam, maybe fire at a set distance towards it
Prob max range of the flak
But closer would be more beneficial
Would it be possible to have the flak fire directly at the weapons which are firing at your ship, regardless of range? This would allow them to automatically intercept railguns and intercept hitscan stuff
is there an overclocked manipulator beam concept yet?
i have an idea but haven't proposed it yet, and to my knowledge there's no other proposals or ideas in the council

#1370961395113267240 message
i made this one a while ago...
i just got this crach in meltdown
The idea I had to circumvent this is to make the hitscan weapons hit the cloud instead
If you could make it an object; if thee game engine allows it, like an armor block that's harder to push it just absorbs the hits
They do?
Like this is the current behaviour
I haven't messed with structure cooling yet.
As is, does it allow for continuously used OCs without overheating or does it just provide more of a buffer but not entirely keep up with the cooling?
I like the idea of structure cooling being an alternative option to armor (as they both want to occupy the same space), so there's a tradeoff.
The only downside is even more things will be OC'd in meta. If people weren't going to OC practically everything with a full thermal system already, now they can still OC half the ship possibly, though at the expense of making more weak points.
I'm curious if structure cooling will decrease the amount of full thermal systems used in meta as structure cooling seems like a viable alternative
structure cooling isnt a huge consideration in the meta for 90% of modules, the space it takes is massive and it requires rly spacing apart stuff which is pretty bad
at least so far. its undeveloped at least
but its really unwieldy and weird
i dont think it is really very good in elimination, at least. probably better in dom, but the same issue of lack of compactness is really bad
I figured it would only be used on side/rear mounted stuff, like thrusters, maybe single ion beams (if those are ever used in meta, probably not though), etc.
And considered how cheaply people could make a gun wall with OC'd shields behind it the whole way without any active heat parts
i will predict it will be seen a fair bit in dom as its rly good cred/cred on some particular parts like standard thrusters and small lasers
but having to make your ship artificially larger and space stuff out is really bad for so many things
It seems like a good place to be so far. Additional building options/mechanics but not too impactful on competitive.
i dont think itll be seen much at all in elimination with its far higher budget and requirement for compact and tight design, which is fine
its a niche mechanic in the first place
I wish competitive and career building styles were more in line with each other haha
But they are completely different. Career ships need to last a lot longer and be largely self sufficient
certain career ships could definitely be used in pvp to decent effect
pvps building style from what i know is mostly for optimal play
minus stuff like ammo factories in career
In my experience at least, in career, sacrificial ships aren't very widely used. It isn't until high level combat that I even consider glass cannon / sacrificial ships.
At most, I may just use frigates as a distraction or send out some fighters/nuke bombers on a one way trip to soften up a big target. But I don't have much in terms of expensive gun spam glass cannon ships.
i dont think pvp ships are very glass cannon-y. its mostly that the other side has so many weapons that they both mind as well be glass cannons
And in career, the cost of a ship isn't as big of a factor. The limiting factor is always crew.
By the fifth system we get into, we're fighting level 12, have infinite money and infinite resources (mother ship and/or hauler ships with thousands of resources and millions of credits) so it's entirely about optimizing crew per ship.
Theoretically, the best career ships could be 2 crew frigates that run entirely on OCd small thrusters and OCd PD that all power themselves.
You could have like 500 of them in career lol
oh yea crew in pvp are a lot cheaper than career tbf
Them being cheaper is fair but it's the fame limit that is the issue. We have enough money to buy all the people in the galaxy if we wanted to.
thats what i mean
What was shared in this channel is to have OC flak clouds target 'hitscan' weapons?
I thought he meant "they do" as an answer, not a question.
I can't say for certain but I don't see why hitscan weapons wouldn't hit the flak debris. I believe all projectiles (hitscan or not) will impact flak debris.
Or do you mean OC flak should automatically fire when hitscan weapons are firing?
yes i think so
What hitscan weapons do we have? Gatling, flak, OC medium laser, ion beam...
mining laseer
Good point. Forgot about that one. The OCd mining laser actually gives me enough confidence to use my mining cruiser as a combat ship. Melts though ships and I'm only using 4 of them. I'd normally use 8.
these glass cannon ships are called alpha ships in the pvp community (alpha strike) with the goal of frontloading damage. obviously, taking these ships and plopping them into a career save is a horrible idea, because career is, well, a different gamemode, but you can definitely take a lot of the principles behind them (a strong initial strike of damage for little cost and crew, combined with the requirements to properly field it (varying mobility, defensibility, etc depending on the weapon. for example, an alpha strike oc cg ship needs to be pretty fast and maneuverable, but doesnt need much defense at all. alpha strikes take effectively no crew for damage, since you can reload it between fights, and thats massively valuable for career.
in my career runs i run a LOT of cheeky alpha strike nonsense like railguns or chainguns, relying largely on an initial burst of damage to cripple enemies before they get a say
They do not hit flak debris
can we get all places where u can put down a door as heat ports pls? like on all other parts lol @next urchin (processor factory if not visible)
same goes for coil factory and Hyper coil factory---
What?
HE factory vs processor factory
this smells like an oversight
exactly π
ok now I just notist that OC flanks can counter EVERY SHIP TYPE in a 1v1 (at least in some way in 400 000 max price)
Yeah
There are a few things that can beat it, but not many. It's probably overpowered right now
ye but in my tests it was rare to see a flank ship survive a 2v1 (flank is the 1) but it almoust always won or survived the 1v1 (sometimes it runs out of ammo thow)
Mind giving me both these ship files?
Can do in probably an hour or several, whenever I can use my computer
when building a ship over a longer duration, build plans seam to get cancelled midway randomly, leaving only a repair option for already halfway build parts
is it possible to give thermal missiles full uptime
ive not used launchers all that much outside of modded so figuring out ideal logistics for them has been a neat challenge, ive done decent uptime for he missiles but not for the others yet
and is it possible in any way to disable the build menu submenu mechanic
Not presently
We have a date we're shooting for (and it's soon) but until we're 100% sure we can hit it, I'd rather not say.
there you go
well the game / update should be actually usable before release.....
not to mention that fire still is spreading wayyy to fast ----
That does remind me, the OC thrusters and their plumes can get a little wild, might be worth toning down the size of the plumes and just giving them a more distinct color to show they're overclocked.
Once in a while I briefly think one of my rooms is on fire but it's just the leftover exhaust from one of my maneuvering thrusters lol
perhaps a blueish flame?
Just sayin...
When will be update?π
August 12 2036
20XX
i meant the melee meme tbh but i appreciate this too
i have no idea what that is lol
hoping walt does pink flames now just to be contrarian
https://knowyourmeme.com/memes/20xx its an in joke from people like me who take super smash brothers too seriously lol
Hosting Meltdown dom :D
happend again
btw celeste et al lemme know if when u want me to stop posting these please
im not fully sure, i dont think so although im gonna test it
heat π₯
theres currently kinda 4 missile launcher setups that are good designs
- just use storage: cheap, short lived and loses uptime the longer its shooting
- 2 factories 4 launchers: solid and common setup, was the default factory setup for a while
- 2 factories (boosted) 6 launchers: using an ammo factory you can boost the production rate of the HE factories so they can support 2 extra launchers, very solid and more cost efficent than #2
- 1 OC factory 4 launchers: very cost efficient and the newest option, struggles with uptime due to some crew congestion issues
I would say the fourth option is the best, although I'm seeing the same long-run throughput with three launchers off of a factory as four launchers off of a factory. sign it's very under crewed with even 40 crew
i dont think its an undercrewing issue at all, its a congestion issue
can you show me the setups?
i havent made any functional setups using factories
Do you need to take heat for each railgun accelerator or is it transfered to the loader?
heres the tcm full uptime attempt, didnt work, will post my HE setups, the meltdown one may not work cause it was made in early meltdown
armor has been added
crew roles included are very important
@tepid charm
Sun beam
keep getting the same crash π¦
You said 'have hitscan weapons hit the cloud' - that's what I was responding to
That's either a bug or those flak fields were just killed by the beam before the screenshot
Uhh that's weird it should definitely show the ports on all OC/thermal parts
Nah it's definitely an under crewing issue with 40 crew
I took out the side launcher, which should be making more conjestion
interesting
Are you made of some material that attracts crashes magnetically or something?
What are you doing when it happens?
I think I know what needs to change in order to fix it, though
Ohh, I misunderstood. Yeah, that's a bug. I guess I just missed those doors lol
playing arena with my trl test build and zooming in a bit mostly
irl QA tester. its a ~~ gift ~~ billable service π
This thread has already peaked X5 the messages of previous previews
by any chance do you interact with redstone components
anyway this new number display system is a lifesaver
im afraid not. to me thats either QA for some type of system or industry i know nothing about or a minecraft reference. but the answer stays the same π
OC:ed lasers with structure cooling are pretty good
(its a cosmoteer injoke about captain redstone)
oh? wdym
'I can fix her' ahh coding equivalent
'all things are made through the unmaking'
i share a similar quote of "it takes years to build but minutes to break"
tf
weird thing with heat and shields. you need the vent things i forgot the name of already, and quite a few of them as well
is it just me or do these look way worse on meltdown than they do stable? in the build menu
something changed
this is pain
my first experience using the TRL is as a starter ship
I TRIED TO MOVE A THRUSTER AND I DONT HAVE AN AIRLOCK 
its ok god has been cooked alive
Apparently an optimization ...
they look considerably blurrier. i kinda hate it
Anyone knows how much is the passive heat dissipation of stuff and structure?
yeah that blurriness crosses a line of whatβs acceptable imo
heat from the update is blurring whats visible. cos its hot. π
Look at the last pinned message
That doesn't help. "halved diffusion speed", "increased [...] to 13x the base", etc. There are changes, but not actual numbers. 13x of what? Half of what?
First image is from structure and second from heat rules.
I guess that the 25 in the heat rules is actually a percentage cause otherwise it wouldn't match with the structure rules, right? And what about the empty=4? If 25% is occupped and 4% empty, what happens with the rest?
Empty might be empty heat dissipation factor (4x)
I did change the way those are rendered. I thought they looked better now though? They def look better on the sub-group tab buttons.
@everyone New Meltdown preview! Thanks for testing!
Balance:
- Reworked Small Shield Overclock:
- Overclock adds additional 2-mode toggle between βExtendedβ and βReinforcedβ
- Extended: increased arc and projection distance
- Reinforced: decreased arc, reduced damage energy cost, and added energy drain resistance
- Overclock adds additional 2-mode toggle between βExtendedβ and βReinforcedβ
- Lowered Career mode drop rate of steel, coils, and hypercoils by 20%.
Other:
- Fixed (hopefully)
ArcShield.RecalculateArcRadiusnull reference crash - Fixed crash when loading some saved game files with extremely high numbers of star systems.
- Fixed crash when using a numpad key to select a stacked part sub-group.
- Fixed Ion Beams doing double damage to neutral ships.
- Added a toggle to display the ship's center of mass in the ship editor. (Due to technical limitations, the center of mass cannot be displayed in blueprint mode.)
- Added missing side Heat ports on Coil, Hypercoil, and Processor factories
- Moved Hyperdrives into the same editor tab as control rooms and changed its name to "Ship Control".
- If a parts sub-menu is currently open but no part is selected, pressing the Esc key will now close the sub-menu.
- The visual effects for ion beams, thermal resonance beams, and mining beams should now appear smoother.
Hmmm
Nice
YES THAT SHIELD OC
shield overclock is cool
I just made recolorable shield 
I like the shield options
lets fucking go
if only they added a similar feature to large...
awesome
"but large is already 180 degrees"
so? 270 degree large shield.
soo does that mean shield hp pool increase?
nice we can use both of those
reading your patch notes makes me sometimes wonder
are computers even real
they should make oc thrusters blue flame trust me
also I love beta branches for seeing how the product evolves over time
pressing a numpad key in this one specifc scenario crashes the game
https://discordapp.com/channels/314103695568666625/1371834545435054080 I knew it was a good idea
center of mass β€οΈ
Fixed (hopefully)
ArcShield.RecalculateArcRadiusnull reference crash
Oh god, thanks!!!
awesome changes, love the shield toggle
YEEES OLD OC SMALL SHIELDS ARE BACK
i audibly pogged when i saw the small shield toggle note
- Lowered Career mode drop rate of steel, coils, and hypercoils by 20%.
wtf
wait yeah wtf
Was it too much? Or is it to incentivize more purchasing or production of parts?
the start of game is already tight enough on exactly these resources AND crew Lel
encouraging factory use is kinda neat
ig i still need to come up with a dedicated factory setup with all possible overclocks
Oh yeah, overclocked factories are much more efficient too
only the ammo factories are more efficient in resource usage though right
wait, they added a CoM display?
me eating these patch notes
xD
All of the factories except Diamond can be overclocked for efficiency
really? i didnt see any resource usage difference in the overclock display
but if thats so then cool
More for the buck
Those look more like signs of underexpansion, try bumping up the exit pressure to match atmospheric pressure.
Or wait, am I misinterpreting?
1/tri-steel and 1/tri-steel
They're asking about more tri-steel from the same amount of tritanium.
yeah i thought so theres no difference in usage
you get the same amount of resource from a single chunk
Yeah that's what I thought it was. Oops
ammo factories give you more ammunition from whatever they take
missile part factories and stuff too
yeah munitions are x2
yes
la creatura
somehow i managed to near perfectly get this things balance correct without the com display
@ Celeste the OC text for the Processor factory is showing coils per sec. instead of processors. might bΓ© a german only thing have to double check
oc randomly disabling on a factory ship???
crew are to dumb to be soooooo easily killed by fire smh
Tell me about it.
modern cosmoteer endboss : crew IQ
ahh yes lets priotize refilling a mining laser over extingushing fires...
YESSS COM TOGGLE LETSGO
COM toggle?
Center of mass
ahh yes
HOW IS MY SHIP CONSTANTLY SELF INGITING BCS OC TURNS OFF FOR NO REASON DISCONNECTING PIPES AND IGNITING PARTS-.____::::::::::::::::::::::::::::::
why are WE crewing an for 5 sec + disabled mining laser instead of EXTINGUSHING::::_
Assign the crew that are most often killed by fire to be assigned to the closest fire extinguishers. Then make sure that their fire extinguishing priority is higher than their normal job. They will retreat from the fires to put them out
- pipes shouldn't instant dc when oc is disabled. they should wait on the connected radiators to remove any leftover heat from the part being oc before removing the pipe connection.
- crew ai is incable rn.
- fire are op bcs 2.
- fire extingusher is a 10 prio why is it ignored then.
there is 0 / 10 logical cases where that shield just ignite. its sitting idle taking 0 dmg but somehow the OC disables killing the pipeconnection overheating and setting an area which should just work on fire.
unsafeable bcs the syytem doesnt work.
whoose ides was it even to have pipes just DC ? bcs its funny? to randomly kill ships?
and now it just works??????
bro is having a moment
pipes dont pump excess, only exchangers remove that
actually, come to think of that
theoretically its possible to make a sundiver work off of exchangers (and radiators obviously) entirely, right?
as in waiting on the connected radiators to remove any leftover heat from the part being oc before removing the pipe connection.
May I ask why the drop rate for steel, coils and hypercoils was reduced in Career?
yeah im kinda curious too
literally how is the game so Inconsitent now that im activly watching my factory / mining brick there is -0 overheating------------------
maybe there is a bug when a ship is running its heat system in the bg?
i guess an argument can be made for them generally being the most commonly used materials for the majority of parts, so you get them a lot?
pipes do not remove heat, they transfer heat. so if the component is hot, then it will not cool it. it stops them getting hot
still, it was kinda out of nowhere, so yeah id like an explanation too
stop being a nitpicking troll.
just add more radiators or something idk
how did this ever BURN.
its barely using 1 per side when all 4 shields are on.
I'm just clarifying the mechanics, don't start with insults
To make future microtransactions more profitable
may I suggest adding a thermal battery to absorb any heat spikes that may occur?
without a thermal battery, the shields are the battery
the system had no reason to ever ignite.
the issue is im at the start of a career game with not enough crew. and its inconsistent.
request still stands
alright lets see this thing
what part of it was overheating?
shields, lasers?
the right lower sideways shield at the tip
and this is under fire?
or just it being active
because ill say it right now, if its when its under fire i already know what the problem is lmfao
it was mining an asteriod.
how
lemme give it a roid then
no enemy in sight. just sudden ignition.
aka thats where the rage came from.
no reason. just fire.
now its mining like nothing every just RANDOMLY decided to burn....
it never supposed to face any enemy anyway and the shield were more decorations. until half the ship ignited.
im getting zero ignition
yeah nothings happening
so wait did you overclock the lasers at all
or were they left out of this
guess we're done cool
maybe you can add a thermal battery
Nopey was never planned, just wanted some shield coverage
and you absolutely were never attacked
riiiight?
and you didnt go into the sun or anything that would apply heat
maybe you found a bug honestly lol
for the future though, add a thermal battery trust me
Yup, i flew it to the asteroid field ordered to mine, took care of another ship and suddenly when I returned my ship burned
It's seams related to OC randomly disabling thru out the whole ship .... Aka again also with the engine rooms...
The arrows for the Reinforced should point themselves instead of pointing outside cause the arc is being reduced not expanded
spiky
Oh my gosh
insert disco inferno here
All fixed :3
the overclocking is disabling itself?
never had that happen
OC is disabled while construction/repair is ongoing
didnt know that, i still havent tried a career game with meltdown yet
fini
They're supposed to, oops
OC parts don't store any heat. If OC is off, there shouldn't be any heat being generated by the part
i think oc pd should be reworked to produce more heat but only when actively firing or regenerating power, either is fine
but rn they are a bit punishing with their passive heat generation that discourages use as a side weapon to be used passively
they dont have any passive heat gen??? they only generate heat when generating power
yeah they dont have passive heatgen
the toggle oc on ss is crazy
best of both worlds
Trying to pick which one to keep was giving me migraines
i feel like small thruster oc should be reworked
sure the extra power gen is cool but unless you have like 7 of em they dont seem very useful
To be honest, I like how they work a lot
I would love if the standard thruster overclock was similar
please no they're so useful
Perhaps an extra long ramp-up time, so they're more like budget huge thrusters
Also who's running less than seven thrusters? π
how about instead they provide an impulse of instant thrust when they are activated
That would be cool for the boost thruster overclock...
cosmoteer dash is real...
small actual bugs i encountered:
non-oc small lasers dont seem to play their sound if you zoom into the ship (career)
the most recent patch removed the fire effect from the TRL; TRL is just a line and not a fiery effect
i dont think i should need a report for these since they're probably easy to replicate. unless one of my few mods does something (unlikely)
The small thruster OC is one of my very absolute favorites and already cemented itself as a valuable and unique tool that singlehandedly allows quite a few unique designs and approaches
ive been getting the small laser sfx bug too
probably the most ammo factories ive ever put on a ship i barely know how to use these things lol
by far the most ive ever used vanilla launchers and the first time ive used factories as direct suppliers instead of buffer storages
goofy ship lmao
i think 1 oc factory can supply like 3-4 launchers
dunno how to get full uptime without a directly adjacent factory
you dont need full uptime, but like 90% is enough to justify
true full uptime is, unless those are modded to fire much faster, unnecessary
ok thats totally fair lol
if i have enough crew that can manage the factory and supply the buffer storages i might be able to single factory it? this was my previous factory setup lol
ill try single factory
The most recent patch shouldn't have touched any of the TRL effects? Can you show what you mean?
Also, reports are more about them not getting lost, really
okok ill probably make a tiny report then
the notes do say 'The visual effects for ion beams, thermal resonance beams, and mining beams should now appear smoother.'
sounds to me like touching the TRL effects
the return of operators saying nuh uh
i think this is as good as im gonna get it, the uptime is awful
they arent reloading the launchers quick enough for the operators to stay seated
for some reason its related to a mod, but if i had to guess its crew fps tweaks
which is strange
tell the operators to only sit at launchers?
oh wtf it isnt
it isnt a mod issue
afaik they only leave is the launcher is ready to fire but isnt loaded, thats already fucked uptime
normally this
whatever that effect is
isnt here
give me a second to figure out why
oh it just deosnt sometimes what
yeah i probably should make an operate only role which has everything else disabled, ill get around to it
ok i have no idea why
i believe the hit VFX are suppressed if you've got the ship getting hit selected
likely for visual clarity
as it can be quite obstructive
huh
if the ship firing the TRL is selected, its suppressed
shouldnt it be the opposite way around?
also unrelated but the TRL does not like aiming correctly at high game speeds but i have a feeling thats known
i don't think it is
oh TRL really likes not aiming where you tell it to at high game spedes
probably easy to replicate
no mods needed
I thought it was the opposite away around. I did make a change a few patches ago but I don't think it should've changed which ship the roof alpha was sourced from...
Oh, guess Walt did the beam interpolation stuff. Still wouldn't expect that to mess with visibility or roof alpha
Hmm, but I noticed too, that it was kinda pointing βοΈ at the enemy and just spawning fires xD
Okay but how did it ignite then? There is excess radiators and it still ignited. Also OC kept turning off?
I don't know. You've provided very little information. OC only auto-disables when building, and once disabled it shouldn't be producing heat
It's possible there's a bug, but I can't determine whether that's the case from just the images
both small shield OCs!!!! π
This is even more fun to design around because we can use the strengths of both! effectively have 5 different total shield options now yay!
Where 6th being large shield going through parts and having a 270 angle but only doing dmg reduction
Yep, looks like this was the case - related to the beam interpolation changes. I've fixed it for the next patch
okok]
oh hey i had that too
was funny af to look at
How come we had textures ready for this?
Or I guess they are simple enough for kroom to work quickly π€
does this mean we are open to multiple oc options for other modules or is it a sort of extenuating circumstances thing
drg overclocks
theres alot of potential for multiple different overclocks, and as long as there is a strong reason to add multiple different ocs that significantly change how you utilize the module i think its a great idea to add more overclocks to certain modules
like the chaingun
dgr
wtf is dgr
π½
no mate i meant deep rock galactic, weapons n shit in that game have a bunch of overclocks
i meant it like multiple overclocks for the weapons like you said
hey i just reacted after bc they misspelled drg and i thought it was funny
ik what drg is i have like 500 hrs in it
rock n stone
I think if I say I have dyslexia you'll just sigh 
i have over 2000
i didnt look at who it was
MUSHROOM
That make sense, I've played it, though not enough to get overclocks
WEβRE RICH
I think I stopped right when you got boots to fly
those arent consistent spawns theyβre random for caves
good game, stopped playing bc of something or other
are you talking about hoverboots perk
#off-topic
yeah i havent gotten on drg in a week or so
Don't expect me to remember Β―_(γ)_/Β―
oh right
ill slaughter some bugs tomorrow prolly, anyways
multiple overclocks for individual parts would go hard
homing railgun
oh god
railgun overclock which gives the launcher a slight aof at cost of damage
that sounds horrifying

fuckin
has worse scaling with accelerators
so its jst
tiny stubby railgun central
im gonna be honest I was kinda hoping the engine room overclock would increase its range by a tile or something
that woulda been funny
we need a chaingun overclock which has 8 million firerate and dumps the entire mag at once because this is a great idea 
something i wouldnt mind seeing is a deck gun oc which has mega firerate but slightly worse damage and stuns crew until it recovers
Kroom doesn't make the icons. Usually Walt does, but most (if not all) of the Meltdown icons are made by me.
Circumstances.
Then congrats! I thought that was kroom!
My drawing skills are poor at best, but I am actually decent at vector art / UI design. Most things do get icons pretty immediately. Most of the things lacking icons are older, like TRL safety or TRL aim direction
Eg. TB pulse had an icon from the outset
thoughts on multiple cg ocs to add more use cases? it would be a pretty easy way to really diversify it without any messy fundamental reworks
i imagine multiple oc's being a future thing
i hope so
the current cg oc is good balance wise, but it doesnt really significantly change how you use cgs past maybe less magazines
having more variety would go hard
i definitely think its a bit difficult to make chaingun different, at least with current chaingun
- No because each difference OC behaviour increases work/complexity non-linearly
- No because if I have to touch CG again I'm afraid I might be possessed to delete it from the game as vengeance for the pain it has caused me
lol, rip. did you manage to fix oc cgs firing their first burst early when force fired?
Yes, fixed it about half an hour ago. That one was also a headache because the thing that broke it was a fix for OC CG retreating back into its shell and stopping firing inbetween bursts
;~;
but i guess with the framework in place maybe people will make their own overclocks in workshop
true
CG caused a wound that it keeps poking at and making worse π
The OC variants thing is mostly just a general 'not happening' rather than CG-specific, though, in all seriousness. Small Shields were a special case, and will be the only case as far as I'm concerned
precedent be damned?
This is not a court of law - precedent does not mandate consistency π
the precedent is that chaingun becomes increasingly frustrating to work on
therefore we should continue to make cg into a clusterfuck
I have not the slightest clue what you're pointing out in these gifs
holy shit i just realized that yeah
thats probably because it is a small shield, and overclocking it increases the surface area further which means the sun does even more damage to it
Yeah but even still
The sun effects are Walt's changes. That does seem like an excessive amount of damage for the edge, but yeah - the factors yuuki mentioned don't help. It's also a small reactor
i dont think this wouldve worked pre sun rework
also read: https://www.youtube.com/watch?v=UaUy5ZxGXJ4
I tried pretasking as well
its not like the suns damage uniformly increased the further youre in, and dealt no damage at the border; it always did a pretty decent amount of damage even at the very border
I'll forward it to Walt - it does seem wrong for the lower bound of sun effect strength
like ls?
wait, can a small shield even take more than 6 crew total using 1x batteries..?
No other reactor sizes
yeah, it cant
they dont request outside of the existing buffer do they
unless you pretask
yeah
theres no reason to add 60 crew to that
Large shields are really easy to sustain even at the surface of a star
wait whats pretasking
pretasking is basically like
have you tried with focused ss?
Crew moving power to a low priority part through a part with a higher priority
expanded ss are like. the worst thinng you can use for sundiving
you send guys with batteries in to power a laser but the shield suddenly goes down, and since they have higher priorities and are already in the shield, the decide to power the shield instead, which essentially forces it back on instantly
Small shields are really soft, to be fair. The sun damage is per metre, so as Yuuki said they'll take like double the damage
When the higher priority needs power they will power it instead
i think literal armor with exchangers is better
holy shit
i never considered that
i thought pretask was removed
its really smart
holy fuck .-.
Yeah but not being able to sustain it at all seems weird
it comes with some caveats
ive got some new roles to make then
wtf
you cant use power supply lines at all and the shield has to obviously have a higher priority than the other stuff
Does it sustain non-OC?
dont think so. walt was considering it because it sounded like an exploit but anti explained it to him that its not really an exploit and its just good ship design and he said hed keep it in i think
cool
Nah you can touch a star with a oc ls and oc sr and like 8 crew
#1284667841907396608 message
Probably
this is from a while ago
well obviously... armor+exchangers is still better than expanded ss tho
im not sure if its still in the game or not, but from waht i can tell its still here as there hasnt been any big uproar that ive seen
to be fair, pretask is cool until you realize it is literally only ever used on like 1 pvp archetype that isnt even meta compared to its counterparts
I'll have to do more testing with exchangers to make a fair judgement but from what I tried a while ago it wasn't very effective
pretask is neat but it seems kinda luck and timing dependent
less luck more just that it doesnt work on 99% of things because supply lines are banned
Avoiders and rammers?
try spaced rows of armor, going for a solid block makes heat propagate, but spaced armor doesnt allow heat to propagate at all until the row is actually destroyed from the heat
just a certain subarchetype of avoiders, really
ion rammers occasionally made some minor use of pretasking with their barrel disruptors
but not enough for it to be like, a notable part of the ship design
rammers use like a single eb to pretask an inner large shield which is unbelievably niche and not particularly impactful and only a single archetype of avoiders (using large shields) which is largely just worse than the small shield avoiders) use pretask
My testing was before the heat dissipation rework so it may be better now
i would go for a setup of a row of armor, structure behind, then space, and then exchangers+pipes+repeat
Still a cool part of the game which can be used to make interesting designs
each layer lasts QUITE long and more importantly takes zero crew and is insanely cheap
I don't really see the need of patching it out
so u can use it to sundive super early
it shouldnt, its rly fun
The fortify ss oc should still be good for that I think
Unless the heat is insane now
i have a sundiver starter
that works
its the same as LS, 0.6
(kinda)
How far can it go?
also the fortified oc ss got nerfed which was odd
like 40% until it just dies instantly
the time it has in sun is limited bc it relies on a couple storages plus a radiator
but it can be in there for a while
So I had an idea for a OC chaingun.... What if ||instead of local heat it instead overheated Celeste's workload by adding a different firing mode depending on how many magazines were connected to it, effectively increasing the number of potential guns the chaingun could be to scale as big as the build grid~||
in all seriousness though, it is VERY unlikely we will see other multi overclock parts where both OC ideas are so different but also worth using to the point of needing 2 options. its possible, but this was more a happy accident.
π₯
β€οΈ
was it necessary? i know its to remain consistent with OCLS which got nerfed from 300% to 200% but it feels kinda odd-ish?
Celeste should add overclocks which add boarding and hinges
the oc chaingun should fire crew loaded into a breaching charge
Crew with a pointed helmet
theres the boarding
so we are getting hinged catapults that can throw overheated/on fire crewmembers on board other ships~
unlikely to successfully take over a ship. but each of those flame crew really just want a hug~
probably a good idea to start there though
oh probably
design wise, the shields were always meant to have the same power efficiency
can always be changed
even at the base line they are equivalent in hp per power
which is the precedent
clearly it must be HP per total batteries, bring them up to 90,000 
there have been a lot of itterations. i think this is in line with the stats i last saw for the narrow fortified version. pretty sure it was lowered from 45000 before the wider arc was added...
the specific numbers may still need work
does anyone know if there is intent to make both shields function the way the small shield now does with overclock?
#1370799036591898837 message
the short answer is no
people jsut really liked both
on the small shield
so they added both
which im so happy for
i like these devs, they actually listen 
woah... lets not get ahead of ourselves
they dont get that third cookie til we get boarding or fighter/bomber drones
Just say it's a French court
They look at the total situation per-case, including many other rulings, rather than the precedent set in one
There's a lot more freedom for the judges to make decisions
did this update speed up manipulator beams WTF is that fuckin speed???
wait did they get "reverted" when the half speed revert happened
so now they're just twice as fast
it looks twice as fast. though that doesnt account for their snappiness
Balance Council members get no cookies? π
no you already have homemade pizza
correct. Your work is your only reward.
Otherwise it would compromise your integrity
source?
give them nothing.
its literally in-house we gave nothing
good
literally bc
Several of us have already pulled a trigger on favorite niche things because the result was more longterm fun for all.
Comfort cookie? π₯Ί
specific details are confidential yeah...
When you find something powerful that you optimized, you get to enjoy it. we get to enjoy it then, determine if its too strong, repeatedly hammer outliers until they stop being the obvious only option to use. Often making our own designs useless in the process. Its definitely a different feeling actually being directly involved in these changes, and we know well how many people these would effect.
the public preview has only seen gentle versions of changes that nullify design work, but even it is still a preview where the designs are not 100% going to last to release.
We cant always find amazing answers like both optional small shield OCs.... there was a lot of discussion about which small shield OC to use before that conclusion, and we were definitely not in agreement on which would be better.
Hmmm. Ok you can have half a cookie each this time.
Can't have the sugar making you irritable and hyper during your deliberations
yay~
What's the current drop rate of steel, coils, and hyper coils? Was it 50% and now 40%?
Apologies, didn't mean to send that with a ping.
Related topic for discussion that I'm curious about:
Is there anyone on the balance committee that primarily plays career?
I'm not certain what the hypothetical solution should be but it's pretty easy to gather practically infinite resources in a system.
In career, my buddies and I usually go through this loop:
- Go to system and jump all ships to the first station.
- Cruise around and take out every single hostile, collecting all bounties.
- Mine about half of the asteroid belt, completely clean up asteroid fields, and most comically of all, completely devour all steel plates from each shipyard and turn those plates into storage units, making comically large cargo ships to hold our mountains worth of resources (even post stack buff).
- Print new ships and move on to the next system.
After we clean up the system, we don't need to worry about combat so we just slap cargo onto random ships as needed until we (I) build a dedicated cargo cruiser since our mother ship wouldn't be able to hold all the resources we collect.
I feel like the combat difficulty on systems either needs more variance (making people unable to completely clear out a system until beating another system or two of higher difficulty for fame to then come back and finish cleaning up) or there needs to be occasional threats that respawn/jump from neighboring systems that require your mining/hauling/mother ships be capable of some amount of combat/defense/escape or have an escort to protect them.
I think neighboring systems that have hostiles/pirates should occasionally have ships jump into your system at least. And perhaps the pirates could have more cargo-central ships to be juicy targets for you to find and hunt down. Pirates would likely be up to some smuggling or black market trading anyway. If they see you in radar range, they'd likely try to run instead of fight.
I wonder if faction ships already create this element of gameplay if you've made any of them hostile to you but my friends and I have yet to actually go to war with any of them as we never really saw the point. We just try to max out reputation with each of them for discounts and allies wherever we go.
anti somewhat plays career. laser plays career primarily.
idr who else
i do also think its a fair change
though your complaints are fair. career is boring when played slowly
βsomewhat plays careerβ grossly understates my distribution of playtime
Yeah I and some of my friends do have worries about updates being too focused on pvp balance, so that is good to know.
i havent seen much, sorry
60% is somewhat dwdw
my bets are on 75 to 80%
are we going to get OC hyperdrives this update or is that planned for the future?
not sure what you'd overclock about them
what I've heard is that they are going to be blink drives
Heard from where?
walt has said they're planned to be blink drives multiple times iirc
My gameplay is 80% career and 20% sandbox combat for testing. I've seen a bunch of videos from that one YouTuber that used to cover tournaments so I've seen a lot of PvP but haven't participated.
Huh
That is intriguing but I feel a bit of apprehension for everything becoming overclocks. I don't have a problem with hyperdrives being OC'd for blink (and could do it once without cooling in an emergency), but it's seeming more and more like every ship that's more than 100k credits will need to have full ship cooling to keep up in the meta.
i feel like this issue will be solved by balancing
Even my career ships are quickly becoming full OC conversions as it's often just... better. And in career, the cost of ships is irrelevant. Crew is the only limiting factor.
i think tbs are a good example of how things probably will be, you get 2 different usecases for the same part and both are unique and viable
Yeah, but the issue there is you have two options:
-
OCs are better to make them worth it. Meta becomes most things are OCd.
-
OCs are sidegrades/alternatives. And in that case, OC feels like a punishment because the weapons could just be a different variant.
I guess the conclusion would be: OCs need to be an upgrade over the original weapon or a more-functional side-grade, but not enough to to make it worth it to OC everything on the ship.
I think they just made the OC for it have lower DPS and better ammo economy, but allow the ramp-up DPS to exceed base chaingun DPS after extended firing.
So non-OC chaingun will be better for alpha strike and OC chaingun will put out a lot more damage in total before needing to reload.
(Don't quote me, I might have potato memory.)
So effectively more firing duration
I believe so.
Nice
I think that is a very good way to do the overclock for the chaingun. Makes me satisfied with having both the OC and non-OC as valid options.
ehh i think 2 is fine anyway, ocs are meant to be just variants
i think it is already the case that you don't need to overclock everything
Yes, but if it's not more effective in combat and could just be another weapon variant, having one variant require active cooling and the other not require it makes it feel bad to use the variant.
There should be some reward for needing to set up a cooling system, radiators, thermal batteries, etc.
The other alternative is greatly lower the cost of a cooling system but make overclocking focused on variants that are not always full upgrades.
I think the thing that makes me feel bad about overclocks is this:
I envisioned overclocks to be more of a temporary buff like a boost ability. Star Trek style "FULL POWER TO SHIELDS" moments.
Currently, I don't think of overclocks this way (except for overclocking reverse thrust to get out of a facehugger ship). I just think of overclocks as a weapon variant that I either build the ship for or not use at all.
There's two changes I can think of that would make overclocks more exciting in my opinion:
-
Give individual parts a toggle to de-activate OC when it overheats. Or, put a toggle on the ship controls to enable/disable safety override ship-wide and give individual parts the ability to always force the override to be enabled.
-
Let players setup hotkeys more easily with an overclock hotkey (which I remember seeing in the control settings but it seems to have vanished) and/or let players setup hotkeys for specific actions. Instead of just hitting a number to select all of a part type and then hitting a key for the functions on those parts, let players set up hotkeys to do a sequence of specific actions. Possibly using the numberpad or something.
Example for change 2: Set up Numpad 0 to enable overclock on front shields and reverse thrusters, Numpad 1 to disable overclock on front shields, and Numpad 2 to disable overclock on reverse thrusters.
i mean that's kinda the point, you need to do something that the base version doesn't do so you overclock, like for example railguns are completely different when oc'd ornot, one of them is a much more precise tool while the other is a bruteforce artillery sort of thing but anyways i don't think i can change your mind so i'll stop arguing
I didn't think we were arguing. I was just sharing my thoughts on the matter.
i guess it was more of a discussion but idk it felt a bit like that
We have different experiences and different opinions. If we always agreed with each other, we'd never have anything interesting to say. lol
fair enough
It's being changed a bunch. But here's what I know:
Heat passively dissipates between tiles of the ship (each individual tile, even if a part takes up multiple tiles).
Heat will slowly dissipate into the void from every tile.
Heat will go from normal tiles to structure tiles much more quickly, and will go from structure to normal tiles much more slowly.
Heat will pass into empty tiles (space) slower than it will between normal parts, but will dissipate into empty tiles from structure much faster (simulating structure being a passive heat radiator).
thx
In fewer words, heat spreads and will very slowly go away. Structure will suck up heat and dissipate it into space faster than non-structure.
There is no thermal mass simulation so every tile effectively has the same thermal mass (heats up the same given the same amount of energy).
fanged fighter 2
I do think having structure as passive radiators is a significant improvement to the OC system as it's a fitting alternative for cooling and makes ship building more interesting.
I haven't tested it yet but I believe having larger structure "radiators" would function as larger heat sinks and improve cooling, so the bigger the better.
Seems pretty thematic and makes building more interesting (and somewhat realistic).
Any of you that have played COaDE will know what I'm talking about lol. Massive radiators near the rear of the ship, and some smaller ones up front if need be.
That's not even the part that interests me the most. It's the minimal crew requirements. That ship might be just as effective with four crew instead of six.
In career, I could have thirty of those things for the (crew) price of one of my main ships.
You can do even better if you use only 2 crew and use an array of OC'd PD as weapons.
ooo oc pd pleb ship
I built one pre-PD-OC-nerf (unless it wasn't nerfed and was just tweaked to generate fractional power at a time).
I think it had 40 PDs, full thermal system, a ton of small thrusters, and even a couple large OC'd thrusters that the engineer could keep up with. Again, only 2 crew.
Bit late to the conversation but for what it's worth as an architect I pay a lot of attention to career and the majority of the changes I push for and suggest are oriented towards it much more than PvP
The difficult thing is that there is a ton of different ways to play career
Sure in pvp you have different modes and different archetypes but there aren't that many combinations, especially if you want to win
it's a voluntary system that you get rewarded for engaging with so it makes sense
Is there an way to see how much heat your parts transfer and dissipate so that you can easierly set structure for dissipation?
Did small thrusters always had power generation?
It's a relatively recent addition in Cosmoteer's lifetime, but it's been around a few months
Yes, but my point is that everything will become OCs. Even early game in career, we focused on OCs.
The NPCs don't use OCs (except for the new faction) so it feels a bit exploitative.
That's the same reason I don't use mods in career. It gives me an advantage over the NPCs.
how many oc weapons are just flat out better than none oc ones?
diversity sure but just hard superior?
They're still being tweaked/balanced, but I think most of them are. Most of the OCs sacrifice a bit of direct damage and add/buff AOE damage. Which means as long as you shooting more than one projectile in a fight, you're putting out a lot more damage total.
i had OC on on thrusters but the ship was sitting IDLE. so no heat gen right? i turned it off * waited and started flying boom self ignition:::::::::::::
Even the mining lasers become deadly when you have 4 of them OC'd. Melts through ships once you get their shields down.
I got cocky enough with my mining mothership to just take it into combat. It only has mining lasers as weapons but still goes toe to toe with hostiles.
yeh i dont think mining lasers should be a viable weapon in any circumstance ngl, more of a meme last resort
I select all parts OC ON AND THEN OC OFF; i start flying, my thrusters ingnite hOW: ahh bcs somehow some toggles just decided to stay ON
Honestly, I don't have a problem with mining lasers being viable weapons. Might as well give them some place in PvP. Plus, they realistically would be good at cutting through armor given that their job is to absolutely shred through asteroids.
but as ive said before they are sort of just propping up the slot that should be for a low cost deck energy weapon imo
i dont really agree with this ngl. but i understand that its more convinient to have it be a viable weapon then to make a new one
The OC'd ones at least fit that decently. They still have really low azimuth rate so they're best against more stationary targets
not only does stuff still need to get balanced, overclocks are going to have a blueprint cost and it makes sense to reward players for interacting with a complex system
I feel like it's thematic enough. What's the downside for the PvP meta? Deck mounted energy weapon. I still don't think they'll out-DPS a wall of blasters or whatever so it shouldn't be too impactful on the meta.
And they're pretty power hungry (and by extension, crew heavy).
bouta make the most annoying ship
i haven't touched them out of principle tbh
It was one of my only ships that could beat Derfael's flak wall XD
shops
You should stop being so principled then
you should expand your horizon. Spontaneously disassembling parts can be even funnier
here it is
i agree with plaus and cgt but i am also world's biggest hypocrite as like i'm probably the only one who has fewer ships of archetypes that aren't railfans than like idk gbs of ram this computer has (6)
the extra shield that displays in blueprint mode is really cluttering, is there any plans to make it only display if it is needed?
cause like what is going on here
when i said i dont agree what i meant was saying a mining laser would be good against armour cos its good against rocks doesnt make sense lol. that was all. i understand why, if they are there they might as well be viable for pvp
but more than that id rather have a dedicated low cost deck energy weapon for weapon reasons than one that im working way to hard to turn into one. personally having tried to make it work i dont find mining lasers fun as weapons relative to everything u have to do to make them work.
I was more referring to the dev team rebalancing the mining laser to be more viable in PvP instead of us as players just trying to force it into the meta
ah ok
That's why you keep the stations alive.
I think it would still be reasonable for the mining laser to be an effective weapon given that it effectively chews through rock at breakneck speeds.
rock is worse than armour at being resistent to weapons fire.
thats why we turn rocks into armour lol
thing
v.nice
Was 20%, now 16%.
So I decided to mock up what it would look like if the Large shield had an extended overclock like the small shield did. The physical corners of the large shield would limit it to 190-ish degrees, barring Walt adding the shield emitter physically extending away from the hull.
(how the mock-up was created)
This is what the arc would look like if the large shield emitter extended out a tile, or the corners of the machinery were chopped off to permit a 270 degree arc (if unobstructed)
(in this case, the red shield would be generating that side arc)
@everyone New Meltdown patch! Thanks for testing!
Balance:
- Chaingun (Overclocked): increased initial rate of fire (1.43β2.86)
Other:
- Fixed arrow directions in Reinforced Shield mode icon
- Shield blueprints now only show the arc relevant to the selected OC state / mode
- Fixed ArcShield ChainedTo exception when exiting a game
- Fixed ArcShield effects not updating with ChainedTo transform
- Fixed ContinuousEffects not updating with ChainedTo transform
- Fixed Chaingun firing before aiming at its target
- Re-added description-only tooltip default, hiding stats unless
ALTis held - Fixed Thermal Resonance Lance hit effect visibility depending on the roof opacity of the source ship rather than the hit ship
- Fixed part icons being fuzzy on low U.I. scaling settings.
- The Hyperdrive Efficiency icon now matches the Hyper-Jump button's icon.
- Fixed the "center of mass" indicator appearing janky on moving ships.
ok
YET ANOTHER OCCG UPDATE
ahhhh
oo
meltdown patch:
nice
@marsh aurora I think it happened!
i always thought chaingun firing before being fully aimed was intentional
for spin-up time
You can now make a rotatable shield
yeh
it might mean now that the gun takes longer to spin up when force fired at a set location
ig this makes it a slight nerf?
YES THE SHIELDS ARENT GOING TO BE PAIN
Fixed ArcShield ChainedTo exception when exiting a game
Fixed ArcShield effects not updating with ChainedTo transform
Time to test Rotation Shields!!!
Yep 
thats true.
oh ok
Chained it to a turret, didn't quite work idk
For me it still doesnt work but maybe I just made mistakes
You can chain the shield to something to make it rotate
:O
oh so its a visual bug or
Charge time is probably more important especially considering the big ammo efficiency
holy fuck
I just realized I made a build but forgot to merge all the changes/fixes into it, so other than the version number it was identical to the previous build. Patching now.
Actual champion of mankind right here.
I'll blow up a large crew barracks in your honor, walt
progress requires.. sacrifice.
Oh god, I was thinking that the fix wasn't... fixing lol π€£
Yeah was weirded out too lol
how many radiators does 1 OC TB need? is 4 not enough?
Okay, so being clear, is this a feature of a mod or do we straight up have a rotating shield mechanic with overclocking?
i was wondering
Mod
modding feature
Modding capabilites
crap
it also had its initial fire rate increased so that should more than balance that out
I was super excited a moment D:
NO no
It is a mod I'm trying to make since last year
@everyone The build above was bugged and didn't actually have any of the changes in it, lol sorry. Should be fixed now!
You can play preview with mods no?
Oh
Walt moment
That's a rather quick fix
some
aaaaaaa
peak development
I can, but I like to try to at least be in the same boat with the career enemies- aka shield would be unfair cause AI doesnt have it
I forgive you walt (I havent tried the new build yet)
it wouldent be cosmoteer without bus tripping walt up every step
Its working!!!!
are there any plans to add builtins with mining lasers? feels odd that they are so underutilised in career
π«· 
π¦Ά π«³
 π¦Ά
Wait wouldn't this also allow for custom shield direction? :3
crazy way to postpone an update
Yippe
Noice >w<
oh dear
how the fuck does this even happen man
Its easier than you think
source: I make games
literally on every single ship in my save the chainguns point right
Lmao X3
the top one is just evil
whoever is walking up to it to man or reload it is getting splattered on the wall
if i make a new save the chainguns point right aswell
yeah
how the shipyard employees fail this hard bro
