Amazing update. I like the new thruster system, and how it rewards not to use the boxed-in thruster clusters anymore.
Cosmoteer 0.14.0 - New Thrusters, Engine Rooms, and lots more!
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@Walt i cannot send you conection issue, because now MP works, but i have to complain a lot about moving system of ships, so lets go to screen 1 sumo, if you are loosing, just pusch out of RoD. (@SpaceCat you doubt if sumo is used a lot, yes it is)
screen 2 when i gad badly damaged by RoD, please let me to go back to circle (check where are thrusters firing)
screen 3+4 i realized what will that 100% sumo ship will do, and issued order for module in time, why is goes to desired destination by worst possible way?
screen 5 - how could I this comment?
Last but not least, can be setting stored somewhere separatelly, like ships are? Switching versions usually set setting to default.
And, there is prove that big thrusters are completelly useless for attacking:
1- enough thrusters to fly in any direction, but battle ground situation change every sec,
so my ship was not able to decide which thrusters to fire to go
2- so this situation was about 1,5 minute long, my ship on spot not moving at all, when enemy ship get destroyed, my ship start to move again , not happy :S
When a ship refuses to move even though it should be able try changing the flight direction, it can sometimes help.
Looking at it again, your ship didn't have enough thrust to right itself. I tried some things and it is still pretty smart about figuring out how to fly. Like Equalizer said, changing flight direction to NE or SW (ship-relative) might have worked.
Equalizer nop
Tryied out to change attack direction, nothing help in that battle :S Unfortunatelly I did not tryied to move without attack order
Nop similar like previous battle when my ships stop to move, but that battle there were thrusters only to two sides.
Looks like time to change thrusters to small.
This game is obviously a ROBLOX rip-off. I'm out.
Ok, this statement:
and this situation:
Darkhold Next patch: gatling laser and railgun
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After a very pleasing official tourney i am quite happy with the new thrusters and new speed!
@Walt i think most players would agree that with faster ships (which again is a very good thing!) we are in need of even bigger ROD sizes.
looking forward to weaponry updates
regards
(PS.: permanent collision avoidance is a constant annoyance)
SpaceCat Yes, RoD size, is terrible in FFA. In teams its more or les ok.
By the way, i apreciate you style of fight, you are one from few who do not push out of RoD enemies even if you can.
Check this screen,Ii was thre for ages, ship did not want to touch ships turned into junk. Even if i ged damage from crash into it, i wold like to turn and get back to fight, not involuntary be observer of rest of game.
Mc2 if you put some thrusters in the middle you won't be stuck in that situation every time the side of your wall falls off. It will probably still be slow, but at least able to move.
I think blowing up somebody's thrusters and leaving them stranded is a perfectly good way to win. Internet spaceships is not a gentleman's game where you take turns focusing weapons until one player has no more weapons.
Yeah, I see that there are reverse thrusters only on one side, so the ship can't back away from the wreck. That's why it isn't moving.
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nop Exactly, sips do not want to touch that junk , unfotunately it even do not try to reverse, there were some parts up not captured , it tried to avoid any contact and used only smal thrusters there to fly sideways. I tried several orders, not only that one captured, nothing help me to get from that situation.
In case that there will be implemented damage taken from collision, its fine, but even to get some damage from colision is more acceptable for ship than staying in battlefield like not flying duck :S
Walt I realize why is flanking and trying to orbit someone almost impossible, especially when you face one of these triangles.
•The Standard, Large, and (newly-added) Huge Thrusters now require some amount of time to achieve full thrust. The Standard Thruster takes 1 second to achieve full thrust, the Large Thruster takes 3 seconds, and the Huge Thruster takes 6 seconds.
But to reach zero thrust from 100% is instant.
So, ship which want to outmaneuver other ship, which just turn only to face enemy ,react to changing situation by using thrust with huge delays, while ships which face it just shot down thruster which are opposite to turning, while thrusters used for turn are still on 100% thrust. Means that turning to face enemy is instant, and trying to outmaneuver has huge delays due to trying reach 100% thrust if are not used small thrusters which lack speed.
What about balancing it by adding same time to decrease from 100% thrust to 0. ?