
I don't think the shipbuilder itself should ever have any real restrictions placed on it.
Moderator: Thanas
Considering that's thirty rounds a second, or 1800 rounds per minute per barrel...th15 wrote:Minimum rate of fire is still one, weapons will not fire more than once per frame.
Yeah, found that, and it's where I started from with the weapons.th15 wrote:Andrew: That's an interesting way to calculate ship pointing. You can have a look at an excel sheet of the various weapon stats here: http://www.wyrdysm.com/battleshipsforev ... alance.xls
*raises eyebrow*Einhander Sn0m4n wrote:http://i5.photobucket.com/albums/y180/E ... rnwip2.png
...Yeah.Matt Huang wrote:*raises eyebrow*Einhander Sn0m4n wrote:http://i5.photobucket.com/albums/y180/E ... rnwip2.png
Weaponized candy corn?
Possibly the most interesting way to deal with it would be to introduce an internally consistent budgeting system balancing, say, energy requirement, mass, and efficiency.th15 wrote:Yea that's why game systems with customizable weapons such as Fleet Action 2 fell apart. Most game systems with customizable weapons restrict you to simply choosing which type of weapon to place on a point and giving you a list of pre-made weapons of varying classes (like Battletech).
The Infamous RayCav made an ISD, but I couldn't get it to work. A pity, since it looks more like an ISD than the ones in the SW ships pack.Qwerty 42 wrote:Has anyone tried an ISD?
I haven't had these issues, except for once or twice when my ship did something the game didn't like for some reason. Although the Ctrl+F3 (Spawn Normal Enemy Ship thingy) function in the Sandbox mode doesn't seem to work for me... which is a little annoying.DogsOfWar wrote:Anyone else notice a lot more bugs in this latest version? Like whenever you try to exit a level it crashes, and when a certain ship appears in skirmish it throws up errors?
Einhander Sn0m4n wrote:...Yeah.Matt Huang wrote:*raises eyebrow*Einhander Sn0m4n wrote:http://i5.photobucket.com/albums/y180/E ... rnwip2.png
Weaponized candy corn?
Long story short, Dave bought some candy corn. I squinted just the right way at it and saw potential for the shape as an elliptical-cross-section maneuvering reentry vehicle with a power-law forebody (read: nuclear warhead that can move around, that I made a fancy nose-cone curve for with a graphing calculator and a math equation). Could someone get Stuart please? Oh, and don't forget the candy corn.
I'm rather fond of them. Set a respectable clip size of about 4, set shot deviation to something like 30, and it lobs a decent looking missile volley. made my Kushan Missile Destroyers a hell of a lot better, and if you boost the range they're decent bombardment guns.Nephtys wrote:Now, gotta see if these new 'non-dumbfire' missiles are any good...