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Post by Rocket Witch on Apr 4, 2018 0:36:46 GMT
The 120mm had a turret, yes. I think it was a type of UHMPWE turret, something black (before UHMPWE was split between fiber and bulk). I remember it not having a turret back to September 2016. Was it changed in one of the first patches or in beta?
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Post by AdmiralObvious on Apr 4, 2018 0:44:52 GMT
The nuke guns are supposed to be assuming that the ship is pointed the right direction to begin combat. I remember making a railgun which fired HE payloads before fuses actually worked properly. They are pretty decent at getting rid of whipple shields and the small liners of most armor schemes. I think the 120mm used to have ammo before something changed. I remember early ships using them for point defense. The 1200mm was only ever made as a proof of concept gun to test the upper limits of the game engine. The scattergun isn't supposed to be accurate. Sometimes inaccuracy is a good thing. The heavy coilgun was added to replace the physics defying 164mm coilgun. The turret remains the same though. Devastators were supposed to be used in the SOI of asteroid belts. the heavy coilgun was a 283mm weapon Something unreasonably large. I couldn't remember.
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Post by AdmiralObvious on Apr 4, 2018 0:45:39 GMT
The 120mm had a turret, yes. I think it was a type of UHMPWE turret, something black (before UHMPWE was split between fiber and bulk). I remember it not having a turret back to September 2016. Was it changed in one of the first patches or in beta? I could've sworn it had one. I don't remember how early it was though.
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Post by treptoplax on Apr 17, 2018 21:12:01 GMT
- The 'drone' classification is changed to 'fighter' and they now require 1–2 person crew modules. Admittedly, making highly manoeuvrable ships and recently, making small, nimble 1kt designs with cannons as main armaments, and watching them duke it out in mirror matches has been a guilty pleasure of mine as of late. Do note that they are still kind of big for fighters (1kt, 40 crew), have turrets and so on. If we had less bloated crew requirements (starting with making administrative positions overlap with doers, and some positions overlap with one another), I would have probably gone further in this direction (still not fighters, but much smaller than anything manned we can build, possibly even with single digit crews). In my defence, in anything short of mature and fully escalated mutual laserstar/KKV annihilation, they seem to work - being capable of dispatching stock designs with relative ease, without skimping on vital necessities like delta-v. You know, I've never tried, but I wonder if anything prevents you from building a drone with a remote control (execute me, autopilot) and adding a 1-2 person crew compartment. Seems like nothing would prevent that...
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Post by coaxjack on Apr 18, 2018 18:39:15 GMT
The design will still throw flags for insufficient crew, because all crew modules need the Administration section of around 6-7 people. Even for what would obviously be a 2-person fighter cockpit crew module.
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