24419 Posts in 4118 Topics - by 8897 Members - Latest Member: lostmymarbles

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Mods / Re: [MOD][BiB-R] Civil Turret & Fighter Range
« Last post by Fenrir on Today at 11:49:57 AM »
@T4Ken In welcher version? Beta oder Live?
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Feedback / Re: insane difficulty agianst torpedos
« Last post by SkyCore on Today at 11:39:32 AM »
My experience has been that I took one torpedo hit intentionally as an experiment and lost about 30% of my hull in that hit, so I decided to run copious amounts of point defense, and since then torpedos are basically just a joke. 
By early game in my original message, i meant just leaving the starting sector. Tough to use point defense with 0 credits, a few thousand iron, and no components or weapons other than the starting pair of chainguns and mining lasers.

Perhaps point defense should be the default weapon.
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Feedback / Re: insane difficulty agianst torpedos
« Last post by Ravien on Today at 11:10:36 AM »
My experience has been that I took one torpedo hit intentionally as an experiment and lost about 30% of my hull in that hit, so I decided to run copious amounts of point defense, and since then torpedos are basically just a joke.  I think the damage curve and torpedo health (or their ability to evade PD) needs adjusted a bit for them to continue being relevant.  They are a wasted slot on enemy ships in my SP beta game right now, because I wont ever be hit...  By late naonite, I had afk'd for entire fights against multiple torpedo ships with only 100k shields and 50k hull, which is rather easy to achieve without grinding much at all...  Sure the torpedos' damage scales, but I think that stacking point defense is just a little bit OP against too many things.  Perhaps they need to make point defense weapons unable to target regular ships and stuff so that there's more of a trade-off for using them.

In late game I don't think their damage would scale as well, so you do sacrifice raw damage to use them most likely.
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Feedback / Re: insane difficulty agianst torpedos
« Last post by SilverKnightGG on Today at 10:29:46 AM »
My experience has been that I took one torpedo hit intentionally as an experiment and lost about 30% of my hull in that hit, so I decided to run copious amounts of point defense, and since then torpedos are basically just a joke.  I think the damage curve and torpedo health (or their ability to evade PD) needs adjusted a bit for them to continue being relevant.  They are a wasted slot on enemy ships in my SP beta game right now, because I wont ever be hit...  By late naonite, I had afk'd for entire fights against multiple torpedo ships with only 100k shields and 50k hull, which is rather easy to achieve without grinding much at all...  Sure the torpedos' damage scales, but I think that stacking point defense is just a little bit OP against too many things.  Perhaps they need to make point defense weapons unable to target regular ships and stuff so that there's more of a trade-off for using them.
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Mods / Re: [MOD] [OOSP]out of sector Production
« Last post by Laserzwei on Today at 09:26:31 AM »
Perhaps there is one more feature you could make.  With your knowledge, could you make a mod that would restock the Trade Equipment after certain amount of time?
Somewhere out there is a mod that restocks EQ-Dock equipment every time a sector gets loaded
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Awesome! Thank you!
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I realized no one had done this yet, so just in case you want to listen to it on youtube, here it is:

Enjoy!
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Beta Patch Notes / Re: Beta Branch Patch 0.16.1 Patchnotes
« Last post by Ravien on Today at 03:12:57 AM »
Quote
Players can now switch sectors to alliance ships
Players can now switch sectors to sectors with their *online* group members

Awesome changes!
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Beta Patch Notes / Beta Branch Patch 0.16.1 Patchnotes
« Last post by koonschi on Today at 02:51:53 AM »
Patch 0.16.1

Date: February 21st, 2018

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

Gameplay

"We realized that you might also want to manage your alliance ships and stations, so now you can switch sectors to those as well. Being shot down and sent all the way back while playing coop was also a real bummer, especially when your group members survived, so we added a way to continue playing together even if one of you gets destroyed."
  • Players can now switch sectors to alliance ships
  • Players can now switch sectors to sectors with their *online* group members
Balancing

"Persecutors are really harsh for new players and were designed with experienced players in mind, from whom the feedback has been very good so far. However, they can be very punishing without any announcement, so we tuned them down a little for the 'Easy' and 'Normal' difficulties. They behave the exact same way as they did before for 'Veteran'+ difficulties."
  • AI torpedoes are slower on lower difficulties
  • Reduced one-shot potential of AI torpedoes against player & alliance ships on "Normal" & lower difficulties
  • Persecutors spawn less often on "Easy" and "Normal" difficulty
  • Persecutors spawn more further inwards to the core on "Easy" and "Normal" difficulty
  • Persecutors don't follow players on "Easy" difficulty
  • Adjusted balancing of loot-range boosters
    • Lower energy, better scaling with rarity, lower price per range
  • Changed name of loot-range boosters to something a little more immersive
Scripting API
  • GameSettings class is now available on both client and server
  • Difficulty enum is now available on both client and server
Misc

"We've been getting reports about crashes, so in order to ease future bughunts we've added a lot more thread-related debug output."
  • Added more debug logging output
    • Threads print out what they were last doing on crash and where (sector)
    • Threads print out when they're started and stopped
  • Chat window now prints messages to the console
Bugfixes

"User bug reports are, as always, marked with [UBR]. Thank you everybody who helped and reported, keep it up!"
  • [UBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!)
  • [UBR] Fixed non-existing ship styles at alliance shipyards
    • Note: This only affects new alliances
  • [UBR] Fixed an issue where damage of enemies could become infinity
  • Torpedoes no longer have shield penetration when they detonate due to a miss
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Mods / Re: [MOD] [OOSP]out of sector Production
« Last post by joemorin73 on Today at 12:50:49 AM »
Perhaps there is one more feature you could make.  With your knowledge, could you make a mod that would restock the Trade Equipment after certain amount of time?
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