Hardspace: Shipbreaker

Hardspace: Shipbreaker

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Sirus Feb 20, 2021 @ 4:58am
Demo Charges are a bit much?
Feels to me like the new demolition charges, while very cool for breaking up chunks of hull to make it easier to slip into the Processor, have WAY too much kinetic force going in them. I've had several instances where the force was actually strong enough to send the entire ship careening off into the Railjack or the Barge. Even if i'm just using one charge at a time.

This actually serves as a massive detractor because then it takes *quite* some time to try and get things back into position. I was messing around on freeplay and that was the case. I can imagine the detonators are strictly a no-go on timed shift mode.
Last edited by Sirus; Feb 20, 2021 @ 4:59am
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Showing 1-15 of 23 comments
Wallourdes Feb 20, 2021 @ 5:11am 
They pack a punch, but once you get the blast radius reduced it also reduces the push force. Also, to prevent large chunks from being shot to the Moon you could counter the blast by placing one on the opposite side.

I use them in timed shift mode, although carefully. This is by right a advanced tool and requires some field practice before being able to use it well.
MadHighlander Feb 20, 2021 @ 9:25am 
I don't use them on Mackerels, those are the only ships in my experience small enough to be kicked around. Then again as the other person pointed out, the push force is reduced by radius upgrades and I only recently started looking for ways to use them when not absolutely necessary, having fully upgraded them a while back.
Sirus Feb 20, 2021 @ 11:21am 
Do you not get full upgrades for the detonator when using it in Free Play? Not actually touching the main gameplay again until the progression reset hits.
Last edited by Sirus; Feb 20, 2021 @ 11:22am
Wallourdes Feb 20, 2021 @ 11:29am 
I rarely play Free Play, so I dare not say. The Demo Charges cause displacement up to 50,000 KG, even with all the upgrades. I might help to start blasting early in the game.
MadHighlander Feb 20, 2021 @ 1:30pm 
Originally posted by Wallourdes:
I rarely play Free Play, so I dare not say. The Demo Charges cause displacement up to 50,000 KG, even with all the upgrades. I might help to start blasting early in the game.
That might be the figures with no upgrades. I use them with all upgrades and they don't cause any displacement over ~25-30,000 kg.
Sirus Feb 20, 2021 @ 2:25pm 
So regarding tactics, I guess the detonations are something best done early to break the ship up into more managable pieces, so you can slump the hull into the processor when you're done.

after ofc ensuring that you're not gonna cause a decompression, or rupture a fuel line, or break some other thing that will blow up violently and cause a lot of valuable bits to just be completely destroyed.
morbosfist Feb 20, 2021 @ 6:47pm 
Demo charges are only supposed to be used on level 2 cut points, which resist the standard cutter. Any other use of them is either unorthodox problem solving (like salvaging the aerobridge) or fun. Using them on a Mackeral or Gecko is completely needless.
GreenMan Feb 21, 2021 @ 12:26pm 
Agreed. I use them pretty much exclusively on javelins, and MOSTLY right at the start. Low KG ship parts get treated like rocket engines, I've thrown literally half a gecko into the furnace from two charges.

Not the most useful demo tool IMO.
Wallourdes Feb 21, 2021 @ 12:57pm 
Demo Charges are advanced tools, same with the SplitSaw compared to the Stinger - they are effective tools if you know how to use them and when not to. They will eat you up along with salvage if you place them wrong or stand too close.

I've made a summary for the Demo Charges not so long ago:
https://steamcommunity.com/app/1161580/discussions/0/4956744526894252245/
Trentscousin Feb 24, 2021 @ 6:02pm 
I miss the old way to cut.

Who asked for this?

Can we get the old way back?
MadHighlander Feb 24, 2021 @ 6:23pm 
Originally posted by Trentscousin:
I miss the old way to cut.

Who asked for this?

Can we get the old way back?
I would have asked for this, if I'd thought of it. I hope future ship models have more potential uses for the demo charges.
Rattlehead Mar 2, 2021 @ 6:40am 
Originally posted by morbosfist:
Demo charges are only supposed to be used on level 2 cut points, which resist the standard cutter. Any other use of them is either unorthodox problem solving (like salvaging the aerobridge) or fun. Using them on a Mackeral or Gecko is completely needless.

I've found that they're needed on the Gecko. The rear and front hull sections don't split (at least, not for me) and they're almost impossible to move without breaking them up. Usually only takes one or two around the center mass of the piece, after removing any useful bits inside/around them, and they break up nicely. If I don't, there's just about no way to get the large hull parts into the processor.
morbosfist Mar 2, 2021 @ 9:56am 
Depending on the Gecko, the sections can be held together by small lights acting as contact points. Yank those off to make the sections come free.
Trentscousin Mar 2, 2021 @ 10:22am 
Cutting via explosions just feels wrong.
Rattlehead Mar 2, 2021 @ 10:52am 
Originally posted by morbosfist:
Depending on the Gecko, the sections can be held together by small lights acting as contact points. Yank those off to make the sections come free.

I'll look around and see if I find anything like that. Thanks for the tip!

I have seen certain things holding hull pieces on when it should have been free, like those heat sinks on the sides of the Gecko...
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Date Posted: Feb 20, 2021 @ 4:58am
Posts: 23