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Also: skill issue.
APS for example is much better when fired in bursts so I'd want not a rapid fire big gun but multiple smaller guns. I want them spread out over a larger area so enemies shooting me doesn't take out all my guns at once. Ships would take up way less cost to run since I don't burn a bunch of energy or fuel on thrust and instead just float. Not to mention ships can take so much punishment before going down, I've had my ships fighting still at 20% health, while a thrustercraft is generally gonna fall and sink by that point. Being compact is not a good thing, it's a very very bad thing in this game.
As for ships, it just seems you may not be building them optimally if you're running into sinking issues and using air pumps. Rather than air pumps use alloy, alloy blocks are basically just armored air, they float nearly as much. Once you focus on alloy to float with you'll notice your ships are now super durable as enemies have to punch through so much bulk just to get to the internal bits, and then they have to go and do it again any time they swap to another part of the ship. In general I don't use metal at all on my ships, they're a mix of alloy and heavy armor, the heavy armor protecting turrets and important internals, and often a keel running along the bottom housing a line of ammo that's separated with a heavy armor divider to keep anything from chaining together.
I find that my ships just chew out the thrustercraft so easily that they're basically just a hard counter to thrustercraft, especially when I get into situations like 3 of my cruisers fighting against a singularity where I'm still lower cost than it but have gotten my missiles to a critical mass to just crush it in a couple volleys.
If you have any questions on ship design, feel free to ask, ships are a very strong option right now and I would say one of the best all around designs for durability. Thrustercraft are more min-maxed to 1v1 combat and raiding things, though still lose 1v1s against things that can top down attack them or otherwise get around to the sides that aren't the front, or just things with heavy piercing attacks like pierce pacs for example or heavy sabot railguns or burst lasers.
However, we must accept the fact that certain forms of warfare will be better than others when used correctly. Land and naval warfare are basically engagements in a 2D environment, in the meanwhile air and space watfare can, and in most cases will, utrilize the 3D enviromental aspect to its advantage. The utilization capacity and effectiveness of will be varying, dependent on the player(s) that built all these combatants. Anyone can try building an elephant for the purpose of smashing through the enemy heavy infantry, but in the end that will still just be an elephant. It cant do everything on its own, it needs to be supported with decent archers, fast cavarly to exploit the openings in the flanks and heavy artillery for sieges - and definetely some form of infantry to support and defend all these direct combat elements. (Why did I choose ancient warfare for this simile, I dont know)
I will mention one more thing before heading back into my fun-house;
Modern age has spawned a chunk of people that originate from a form of thought processes that are not very helpful or understanding which is effecting how they act, talk and choose to represent their ideology and uninteresting, yet claimed not to be, individual personality. - What that previous sentence meant can be understood as many things, yet I prefer not to disclose it clearly. (Which I am very, very sorry to mention)
>Commonly used perhaps. Its more of the crazy evasion that makes craft problematic, when they bounce randomly left and right and up and down like Tarpon, or flyers like the Squirrel or even SS Falcon that does so little as throttling its thrust with bread all are enough to throw the AI's targetting off, and only hitscan weapons with modified detection settings are reliable takedowns. Boats, for the most part, cannot bob and weave like this, which is their primary disadvantage in combat, in being simply a large target, but gain the advantage of being very tanky and not falling from the sky when the thrusters get hit.
because: its easy to make them work,
>Yes and no. The AI can compensate for a lot of things to make some cursed stuff work, and other times you've got to play with PIDs to get the AI to understand the handling.
they can be very compact,
>True, anything when you know exactly what it needs will be compact. See nukes, bomb, ai, fuel, controls, jet, maybe a cone of metal, thats it. Same for planes. Same for ships. Same for anything.
you dont have to care about weight and
>False. Every pound is thrust needed to stay aloft, or engine power, both are material consumed per second. Everything off center must be balanced to maintain stability.
they are easy to armor up,
>See above. But here you're most likely talking about monosiders, like the frontal heavy armor bricks. You can do that with any type of craft. The immediate disadvantage of stacking all the armor on one side in a giant doomsday craft is that anything else will hit weaker, critical areas, so they're vulnerable in fleet battles and against squadrons/carriers and nukes.
while ships: need empty space to float,
>Use alloy, its extremely buoyant. Also wood. Pumps are secondary and unreliable, because as soon as you get shot up, they stop functioning. You can also just spam propellers everywhere, and make the boat function like a hovercraft in water, but that's boring and a death sentence if your engine goes kaboom.
they cant have too much weight before they start just sinking,
>Its about the buoyancy. 1 Alloy is +35, 1 metal is like -2, heavy is -100 iirc, but the game will tell you the numbers itself. 1 wedge of alloy can float multiple pieces of metal, but you don't want to spend every bit of your buoyancy in armor, because the guns and engines also have mass to float.
they are hard to stabilize,
>Boats should be stable, not accounting for waves. Probably too narrow, too tall, or the center of mass aka big guns and armor being too high up. Wide and long is good, low is even better. And you can use propellers to handle roll or pitch should they continue being problems.
cant have too much armor because guess what? they sink, they are slow
>Balance out your buoyancy. If you want fast, use only alloy, its 75% as good as metal, floaty as heck and low mass. That's how almost every White Flayers ship works.
unless you make it so they arent actual ships using with hydrofoils and jets,
>Those are alternate designs.
they are not very energy efficient even when they dont need to waste energy flying.
>Boats are far more economical here precisely because they don't burn materials staying aloft. Consider hydrodynamics, try to skim the surface and be pointy instead of pushing a brick along, and go slower. Heck you can use spinblock waterwheels for free propulsion up to about 20m/s with enough of them.
>Submarines. Below 80% HP and underwater kills it even if the damage is entirely superficial blasting off chunks of armor. Sinking and "Out of Control" also get triggered fairly easily. Triggers need reworking to not destroy them so easily when they are still online and shooting.
>Structures. Block health or armor should be scaled up, to compensate for being completely immobile. Why use structures you could have a fortress: mobile, with identical 100% stability. There's no upside to them.
Structures I can agree with, but submarines are the strongest craft in the game by far.