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Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/blog/weekly-d ... -november/
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Wed Nov 30, 2016 9:27 pm |
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Member
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
Was it really that easy to make fighter gens? You could of saved fc years ago
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Thu Dec 01, 2016 3:34 am |
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Contributor
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Rank: Councilor Main: Hober Mallow Level: 4933 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
sabre198 wrote: Was it really that easy to make fighter gens? You could of saved fc years ago It was easy to do it, to be quite honest. Luckily, ergosphere is doing me a solid and implementing the code changes neccessary to get fighters to fly around for their full flight time and follow you around. It should look pretty cool, and it will definitely be a welcome addition to Fleet Commander's. EDIT: Yeah, it looks awesome. https://cdn.discordapp.com/attachments/ ... nknown.png https://cdn.discordapp.com/attachments/ ... nknown.png https://cdn.discordapp.com/attachments/ ... nknown.png https://cdn.discordapp.com/attachments/ ... nknown.png https://cdn.discordapp.com/attachments/ ... nknown.png _________________ http://www.starsonata.com/suggestions |
Thu Dec 01, 2016 3:47 am |
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Contributor
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Rank: Main: Dark Steel Level: 9138 Joined: Tue Jan 24, 2006 10:35 am Posts: 2068 Location: Netherlands |
Fighter gens are easy... Making fighters do more than wet sock DPS was a really big project, though.
_________________ ~DarkSteel / Auxilium Universe Map: http://www.starsonata.com/map/ |
Thu Dec 01, 2016 5:02 am |
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Team:
Rank: Officer Main: Helius Level: 3033 Joined: Tue Aug 11, 2015 6:58 am Posts: 61 |
DarkSteel wrote: Fighter gens are easy... Making fighters do more than wet sock DPS was a really big project, though. Hober will do that! Best dev of 2016! |
Thu Dec 01, 2016 8:09 am |
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Team:
Rank: Officer Main: nighthade Level: 3986 Joined: Sat Nov 06, 2004 2:09 am Posts: 49 |
Oh.. I like these changes...
What i missed most from long ago was having slave swarms being viable... Now fighters will put the fleet back in fleet commander again. |
Thu Dec 01, 2016 8:24 am |
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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
sabre198 wrote: Was it really that easy to make fighter gens? You could of saved fc years ago In fact, I proposed this idea several years ago. But we weren't able to form consensus on the dev team until recently. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu Dec 01, 2016 9:37 am |
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Contributor
Team:
Rank: Councilor Main: Hober Mallow Level: 4933 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
Here are some more screenshots:
NOTE: The electricity has been drastically increased to about 1.6k these auras. https://snag.gy/qgwvPK.jpg https://snag.gy/I9gbLF.jpg https://snag.gy/25uReg.jpg _________________ http://www.starsonata.com/suggestions Last edited by MasterTrader on Thu Dec 01, 2016 7:05 pm, edited 1 time in total. |
Thu Dec 01, 2016 2:35 pm |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Please tell me you're not actually putting the Offensive field in with stats that OP? People will just have one as a slave then run an RoF aura or elec aura on their main ship and get ridiculous damage.
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Thu Dec 01, 2016 4:44 pm |
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Team:
Rank: Officer Main: Blizzara Level: 6660 Joined: Wed Dec 05, 2007 4:25 pm Posts: 1974 Location: Finland |
Oh my god flat +150 damage is extremely overpowered please don't do that.
Or actually, please do so. I will definately enjoy playing with it >:D As a serious note, +flat damage is a horrible idea because of performance. It makes people put max rof MF abstructor setups on slave swarm with max fighters. That amount of projectiles will not be healthy for the server especially if/when people MC several FCs. |
Thu Dec 01, 2016 4:56 pm |
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Main: The Shaft of Punishment
Level: 0 Joined: Sat Nov 19, 2016 11:48 pm Posts: 34 |
ShawnMcCall wrote: Please tell me you're not actually putting the Offensive field in with stats that OP? People will just have one as a slave then run an RoF aura or elec aura on their main ship and get ridiculous damage. Capital Ship slaves have been unable to use their *capship* equipped auras for yearrssss. That was an issue a couple of devs took an extreme paranoia to back when capships were introduced. They saw an 8 man squad, one for each class, with an frigate/cruiser combat slave each with their class respective aura. Travel Fields and general purpose weak auras like Mini Madness are exempt from this rule. |
Thu Dec 01, 2016 5:17 pm |
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Team:
Rank: Officer Main: Mow Level: 9760 Joined: Mon Feb 02, 2009 2:57 pm Posts: 4731 Location: Kuratovo, Russia |
The bonuses aren't that much. The Sniper's blind device gives +1000 damage. As long as it isn't 150% you haven't got a problem, though just adding raw numbers without percentages is a bit stupid.
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Fri Dec 02, 2016 6:07 am |
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Team:
Rank: Officer Main: -13- Level: 4430 Joined: Fri May 19, 2006 1:30 am Posts: 557 |
100% field gen power puts this at 300. Amp at least doubles it with the new balance afaik. 600 x 10 fighters is 6000 damage per shot. Call it half max rof at .2, that's 30,000 dps from fighters. Max swarm is like 12-15? Call it 12. Max rof abstructors or sum, that's 60 abstructor points 10 times a second, making it 600 points a second. *600 is 360,000.
To me, these numbers in my brain seem to be high, but theyre not in the billions or anything. Also consider the margins of error on things. With a well placed amp and live fighters, that fighter damage figure could be 10x. Also keep in mind 12 slaves would theoretically be individually squishy. Question: Can we please please please name all of the new base stuff English words? Please I beg of you oh holy devs, I will sell my soul _________________ ~4441~ |
Sat Dec 03, 2016 3:08 am |
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Main: Doran!
Level: 7005 Joined: Mon Apr 25, 2011 2:00 pm Posts: 37 |
How does the +150 flat damage apply?
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Sat Dec 03, 2016 4:12 am |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
Arcturus5 wrote: How does the +150 flat damage apply? I already spoke with hober about exactly this. It's total damage (base + augs + auras + tweaks) + flat. So no matter who or what level you are. That aura adds 150 flat damage. Very powerful at lower levels, basically useless at endgame. |
Sat Dec 03, 2016 8:55 am |
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