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Holy shit

Well I've got a lot of work lmao

    @Atarlost I think I may be able to make multiple ships spawn in BH
    If you want you could set some of those ships up in small fleets/squadrons and save them in blueprint mode, so that they will all spawn together

    Atarlost here is the new version and some other ships


    fix some ship and add some new



    Gray
    Didn't know we could do that 😁

      Verrencia Invincible Spear and your carrier have non-Kroom parts. On the carrier it's what I assume are the door mechanisms. On the Spear it's the three 2x2 rooms in front of the bridge. They don't spawn when I load the ships. Also, while it doesn't really matter since they're just decor for BH NPCs, the landing pads without walls along one side do not work.

      Also, you used the name "indestructible shield" twice.

      Verrencia And this one's over the price cap for bounty hunter. Also, it is hard countered by having ten or more shield linkers. The fighter missiles are just that bad against shields. Even if you trim the price it'll be a practically free bounty. The one thing its weapons are good against it'll massively overkill and then the other ships (because no one's going to be in Vanguard sectors with one fighter) will kill it easily and probably make more back than the cost of the fighter it killed.

      You might want to test your designs more. Stick them in battle helper mode and look for where crew are idling (remove those crew) or reactors are running out of power (use bigger reactors) or power or ammo isn't getting delivered (assign crew so they aren't on the other side of the ship when they're needed, move crew, supply components, and drain components closer together, or as a last resort add crew).

        Atarlost ok thx i'm gonna look at it

          what is the max price Cap?

            also i have tried them multiple time so I didnt see any issue

              I dont have ship with invincible in the name

                I don't understand what is the use of the link shield
                retry the ship against a ship with to much shield using another mod with stronger shield, worked fine




                  6 days later

                  Verrencia Shield linkers share shield HP with phase shields and other shield linkers within range. They also prevent the shields from dropping entirely while the linker has shield HP. Shots that exceed the shield's HP can penetrate, but not if they explode on contact like missiles. Large twin cannons and nukes have enough AoE to deal serious damage from the shield's edge. Sufficiently large mass drivers and railguns can penetrate. Anything else has to wear through the whole HP pool or deal damage in one linker's domain faster than other linkers can share HP with it.

                  There are two probable reasons your testing misleads you.

                  Under AI control your ship will pick a single part to target and hit one or two shields, which can't go into negative HP. Before they can be checked for going down they get the linker's HP shared with them. The missiles explode instead of penetrating because when the shield HP are too low because they're AoE weapons and that's how AoE weapons interact with shields. Tested without the AI, your missiles will go everywhere and do closer to their rated damage, but as a BH NPC they will always be under AI control and target a single part. There is a comment in the code that Kroom thought this overflow would be taken from elsewhere but was not certain. I think your ship empirically answers that in the negative.

                  In a realistic scenario, ships start more than 270 meters apart. Your missiles will not fire all at once, but spread over the time it takes your ship to move its own length, which since the AI is braking as hard as it can to avoid overshooting its desired target distance is considerable. The stream appears continuous so it must take at least 2 seconds for all the launchers to pass the 270 meter mark. This is long enough for every shield linker or three shields to regenerate the rated damage of one missile, of which most is lost to overflow.

                  More powerful shields from other mods don't have these interactions unless they are also using multiammostorage.

                    Atarlost More powerful shields from other mods don't have these interactions unless they are also using multiammostorage.

                    this is the very reason why kroom's shields are among the more powerful shield systems; as long as it can't be penetrated, exploded through, or ignored entirely, it's nigh impenetrable. This may also be the reason why shield linkers are classed as an overpowered part and in my opinion, should be density limited like cannons (but still linkable to each other)

                      YAreyaREdAzE
                      Not really. You can overwhelm them with raw damage as long as you don't use explosives with a small radius fired faster than the linkers can move HP around. And damage is cheaper than shield regen. Each linker provides 1000 shield regen and everything that hits a linked shield damages the same pool so you don't have issues with getting all your shots to hit the same shield. If you look at the damage per credit the linkers are not great. Let's say you have three linkers and, small reactor, a crewman in a 1x1 bunk, and four doors. That's 56,025 credits or 0.054 regeneration per second per credit. Compare that to two small and one large laser blasters, a small reactor, six crew in a 2x2 quarters, and four doors. That's 2666 DPS for 29,900 credits or 0.089 DPS per credit. An ion beam, four crew in two 2x2 bunks, a small reactor, three doors, and an ion prism cost 42,800 credits and do 1750-2500 DPS depending on range or 0.041-0.082 DPS per second so you kites not using a mass driver will tend to run into issues competing with linked shields, but I don't think that's a bad thing.

                      Apart from making unsupported missiles weak, what the linker really does is put shields on the same terms as guns when you're used to weapons having absolute supremacy. A ship with 100 guns firing at a ship with 100 unlinked shields will break through between 25 and 100 times faster than a ship with 1 gun firing at a ship with 1 shield depending on how the shields are laid out. The linkers allow defenses to scale.

                        Atarlost hmm, you have a point with damage scaling with size. In kroom's forge, the density of weapons is either limited to surface area, or increases by volume at a slower rate than defense can (other than mass drivers which increase linearly, but they're mostly unusable after a certain point because of the logistics nerf, and the ion beam, which somewhat scales exponentially with size ut to a point) so the defense can outpace weapons eventually if we're going for size. I haven't done the calculations, but wouldn't that mean that that you could have enough shield linkers for your size to effectively render weapons useless? (also one can consider weapon range after a point)

                          YAreyaREdAzE
                          In Cosmoteer, ships are balanced by price not size. For any given price point low enough that you're not maxing out the build box, you can have more gun than shield. If you run out of frontal surface area you can have turret rooms spread out on cheap structure lattice. But you're probably going to want to use a lot of the space between turrets for other things like engines and mass driver clusters and quarters for all the operators since only haulers actually need to be quartered near their duty stations. And if you're using the dead space between turrets for other things it isn't really dead space.

                          And that's assuming both ships are fast enough to dodge the large twin cannon. That gets harder the larger they are and that gun basically no sells phase shields no matter how they're linked because it does enough AoE damage with a large enough radius to kill the emitters when it detonates on the shield boundary.

                          Atarlost so would the meta be "just have a mass driver clump that can dodge other mass driver clump shots because of how targeting works" because that's what i'm seeing here

                          Atarlost

                          YAreyaREdAzE
                          This whole conversation is why meta along with balance are dumb