|
Post by typetester on Jul 19, 2019 14:07:07 GMT
OK so I'm new to coade and real thankful for the standard modules catalogue. I tinkered with a railgun and ended up with pic related 100mg payload design, basically only a couple aluminium and osmium wires with some spacers inbetween. Problem is this is ridiculously overpowered, it penetrates every stock armour in the game, no mater the angle, it will will shot trough a gunship nose to tail and kill a fleet carrier with a single shot, taking out most of the innards and it will penetrate custom armour with wipple shields and a foot of boron like it is not even there from 300km out. Isn't that a bit OP for what is supposedly a sandblaster gun? Like I mow down half a dozen corvettes in less than 20 seconds game time with a single gun.
|
|
|
Post by gedzilla on Jul 19, 2019 15:41:25 GMT
I Believe this is becuase when modules are "popped" (penetrated) even once, the game considers them compromise, and removes them from the equation. I.e if your needle hits a crew module, the module disappears. when in reality there would just a tiny hole leaking air in a real ship (which would kill the ship in the long term if not adressed, but wouldnt be instantly fatal).
|
|
|
Post by typetester on Jul 19, 2019 16:07:31 GMT
Well it does leave refrigerator sized exit holes and it vaporizes everything in its path, like I had one single 100mg round eliminating all the tanks and crew modules in a gunship at once. That must be a glitch, right? Attachments:
|
|
|
Post by AtomHeartDragon on Jul 19, 2019 17:30:16 GMT
Payload based needle guns are generally broken because of how game calculates stresses when firing (especially if involving spacers) but also because you'd expect such needle to vaporize on high-velocity impact on the whipple shield (payload impacts aren't necessarily handled right). You can make workable and reasonably sized 50-100km/s non-needlers, though, or 30-40km/s staged coilguns (non-capacitor).
|
|