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Post by AdmiralObvious on Dec 15, 2017 7:37:48 GMT
Anybody here who tried staged blast launcher guns? Yes. It crashed the game, but I assume it worked.
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Post by tangentialthreat on Jan 3, 2018 2:31:55 GMT
There are NEVER enough nukes. Okay so actually the loader wattage is set super-low because at max fire rate the screen just turned solid white and the game crashed. Each projectile is Apophys's 100t nuke plus the new weapons fuse wrapped in some totally unnecessary antilaser armor thrown at about 3 km/s. The above screenshot is the *From Orbit* heating three of jtyotjotjipaefvj's bongos towards a steady orange glow. Part of what makes nukes so viable is that a near-miss is still a hit, and AIs miss a lot. Acceleration seems to play a big part in the AI's ability to score hits early, which is why this ship is designed for an implausible 8.11 g dry. As a side note, due to some oddities of how the game models nukes it doesn't seem there's much benefit to designing a ridiculously huge gun to fire 10 kt nukes vs the 100t footballs. Micronuke spam is the way to go. The concept also makes a neat defensive weapon against swarms of smaller drones and micromissiles. Here's the schematic. And, uhh, maybe don't download it if you have seizures because your screen will repeatedly flash white while in use.
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