Inkless it's slowly turning into an armadillo.
thatPolarBear sorta XD
the_guy545 yeah, but if I wanted them to work and stay moderatly small, i needed to do that
Inkless I guess. I shouldn’t judge. You’re the designer here.
the_guy545 no problem
the_guy545 how long have you been playing Cosmoteer
DarkPearl found out that small lasers are the strongest basic weapon (basic weapon meaning all non-mod weapons) for cost ratio, back about a year and a half ago I actually found that normal small cannons were, but i guess thats changed
Inkless Sometime in the middle of 2017. I only joined the forums recently, and if you check my bio, I specifically joined on Feb 2nd. And I’ve made a lot of friends in the process.
the_guy545 cool, now i wonder if Teg is still around
the_guy545 seems like there are very few veterans left, thats sad
Inkless Damn, nevermind
Inkless it's starting to look like mine specifically
Inkless Yup. I guess I’m trying to become a Cosmoteer Veteran, too.
thatPolarBear I see...
Also, large cannons are the highest damage per credit in the game. Lasers are just better at focuse fire
thatPolarBear wait did you add the cost for the ammo creators
the_guy545 XD Yeah, it takes some time
Inkless I have made a spreadsheet that adds in the cost of crew, bunks, factories, and power. I can assure you that large cannons do the most damage per credit (against parts).
thatPolarBear did you assume fire rate, reload time factory and energy output, the average damage done to different parts (mind the fact that the damage of a cannon will do damage to multiple parts due to penetration, so that can affect the battle)
Inkless fire rate already counts in reload time.