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Messages - BonhommeCarnaval

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16
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 02:07:55 PM »
You can mostly negate the coasting nerf by putting 10 points in the speed skill so you get zero flux speed boost up to 25% flux. If that's not enough and you want the game to be even easier and the player to have an ever greater advantage over everyone else, turn the damage down to half in the options. If that's not enough, I'm afraid making the game easy enough for you would ruin it for everyone else (this is not directed at anyone in particular).

I'm glad coasting was removed. It's a fair change and not a nerf to any one ship, only a nerf to the player which in this case is justified.

17
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 01:51:09 PM »
Jesus christ, I usually just start a new game every time I reach 15 or so because everything feels like easy-mode with all of the character buffs after that.

I say the Conquest was nerfed because the maneuvering jets used to give you a massive speed bonus for long periods of time. Since coasting is no longer in the game, the Conquest gets the +speed bonus from the jets for a much shorter period of time (~5-10 seconds vs. indefinitely). The ship travels almost half as fast as it did before the patch. That's literally the textbook definition of a nerf.

Mine goes over 150 before maneuvering jets, over 200 with the jets. That's perhaps 10% slower than pre-patch although I can't remember exactly. If the Conquest went 300-400 speed pre-patch then I'm glad it was nerfed. The cooldown on the jets is very short and you only got an indefinite speed boost from them pre-patch if you stopped maneuvering completely while the jets were cooling down, which doesn't sound like the intended function of something with the word Maneuvering in the name.

If the game is easy at level 15 (I don't disagree) then instead of restarting every 2 hours of playtime, maybe you could fly the "underpowered" Conquest to make the game challenging again.

18
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 01:34:51 PM »
Player modified/and piloted ships will always be better than the computer ones (especially if the player ship has massive stats buffs from character bonuses and the enemy doesn't lol). I'm not disputing that your variant does well under capable hands (especially with the stat buffs), its just that the Conquest is now a significantly "worse" ship than it was before. Maneuvering jets are now a fairly crappy ship system, whereas they used to be one of the best.

Also, I know everyone says coasting was gamey, but it feels really silly when your ship suddenly decelerates after firing a weapon or raising shields. Like, what happened to inertia and the laws of physics?  ::)

I don't know what you're talking about, the Conquest wasn't nerfed, coasting was. It's about as worse than before as the Onslaught and Paragon are. That affects every player ship. Maneuvering jets weren't nerfed either and are still amazing, regardless of your character skills. Keep in mind in that screenshot my character is level 27, that's not particularly high.

Starsector never had anything to do with physics. I'm thankful for that because I'm not sure a combat game based on the Kerbal Space Program engine would make for particularly epic fights (might still be entertaining though).

As for slowing down when you fire a single weapon or raise your shields, get the perk that changes it so it only happens at 25% flux. If you actually want to use a Conquest (speed over everything else) then I'm sure you were already maxing that skill.  :P

19
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 01:18:45 PM »
I think we can all agree on two things:

-Maneuvering jets are awful now/redundant (the +75% maneuverability from the combat skill and auxiliary thrusters hullmod both do the same thing but better)
-The Conquest was OP before, but is now hands-down the worst capital ship in the game (virtually anything else is a better use of money/command points)

Correct me if I'm wrong, but in light of their relatively light weapons loadouts and staying power, the only advantage to using those ships was the ability to outmaneuver your opponents. You can't do that now. There's really no reason to use midlines now since the high/low tech ships do everything the midlines do, but better.

In my post just above yours, I disagree with everything you said and I show you why. I guess that means we're not all agreeing on those two things. The Conquest wasn't OP before, it was and still is extremely good, just like a properly setup Paragon flown by the player, or a properly setup Onslaught flown by the player. To know if something is OP you'd have to fly it against another player of the same character level and same player flying skills.

I love the maneuvering jets, they're good for maneuvering. An Onslaught burns straight at me, I dodge like a freaking ninja and shoot him up the a**. Working as intended, I think.   ::)

20
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 01:08:03 PM »
Players coasting while the AI can't was ridiculous. If the game is too hard for you, go in the options and set the damage received to half. And if your ship is faster than the enemy ship, turn off autofiring and you can catch it just fine. If their missiles force you to shield up and slow down, get the skill bonus that allows you to keep your zero-flux speed boost until you have 25% flux.

And here's how you fit a Conquest when you're not even level 30 yet and you want to destroy pretty much any system defense fleet solo. It's still a beast and arguably better than the Onslaught and Paragon in some cases, mostly when you fly with only 1 ship like I do.



It's not even near it's full potential because my character skills are still very far from optimal. Maulers reliably destroy armor at long range, Storm Needlers reliably destroy shields (and anything fragile) at long range. Most of the time I can take on a major fleet by myself without activating my shield, because no one gets in range and missiles usually can't touch me. The biggest threat is that if you have 6 fighter wings on you at the same time they might scratch your paint before your burst PD zaps them to dust. And tachyon lances.

21
Suggestions / Re: Rare Ships / Prototypes
« on: August 08, 2012, 06:32:00 PM »
I suggested this before but the fact is, fanboys believe that if Alex the Almighty (no offense Alex) hasn't thought of it or put it in the game yet then it's because he judges that it's not good and his judgement must not be questionned. I think that's one of the rules in the Starfarer bible or something.

Now the truth about it : it's easy content (doesn't require much graphical work) and satisfies the collectors/hoarders out there, which there are a lot of. Having such ships in the game cannot possibly take anything away from the game either.

Many sci-fi games have them and you will rarely if ever see their players complains about unique ship variants. They're a very nice extra in the X series and Eve Online, for example. People who like that sort of thing can pursue their goal of acquiring them, players who aren't interested can pursue another of the many player-made objectives in the sandbox.

22
Dude it's way simpler than that. This is a feedback thread on ship systems, let's talk about that. I don't even care if you want to accuse me of random things but let's do it in PMs. I don't mind if you post your thoughts here as long as they're related to either my feedback on ship systems or just related to ship systems in general.

Your initial comment about "taking control of the game" was unjustified and I don't really know what motivated you to post that, but if that's your belief then just keep it where it belongs (PMs to me, PMs to moderators, etc.)

23
Suggestions / Re: Phase missiles
« on: July 14, 2012, 08:07:18 PM »
The idea sounds cool but would need to be balanced. Sure it'd be fun to launch phase missiles or phase torpedoes at someone but keep in mind they'll get launched at you too. Getting exploded can be fun if you learn from it but if you feel like you couldn't avoid it at all, it can be frustrating instead. :P

So the question is, how would it be balanced? What would counter it? We need to make sure most if not all ships have some form of defense against this. Looking at your version of it, it seems like long range high damage PD would become mandatory (or just very good armor). In other words, any high tech ship not fielding a few burst PDs would be screwed.

Also, is that meant to be a weapon used only by phase ships? Because that could be part of what makes it balanced.

So what counter/defensive measure do you suggest?

24
To clarify; sure, originality is good and feedback based on facts is nice, but Alex thinks little things like this out much more than you do and has done a very good job so far. There have been some problems, like the tachyon lance - he fixed that because of feedback given by people actually playing the game giving observations.

You have not played the build you are commenting on so far, yet for some reason you think you can improve the game by giving advice that you thought up from just reading Alex's forum post. From your perspective maybe it seems like a fine thing to do at first, but think about what it seems like to the devs - it seems like you think you know better than them about their own game without even playing it. I don't want us as a community to give that impression like so many others do.

And I never said you would take over the game. I said you were trying to. So stop it with the tin hats.

Sorry for any hurt feelings, but I have to defend myself from this vicious attack on my post.  ::)

I would say something on topic but... well, then I would be a hypocrite in this very post, so.

I can't possibly mind control Alex using black magics on the forum, so pretending that I'm trying to do so is equally ridiculous. My feedback is equally legitimate compared to anyone else's feedback and the only difference between me and the majority of the community is that I don't sugar coat it or censor it because I assume Alex is not a wet paper towel who needs to be baby-talked.

Alex released information regarding the upcoming patch and that is what I'm giving feedback about. When reading my feedback, it is implied that you should take this into consideration, since it is obvious that I haven't played the upcoming patch before its release.

As for your post being viciously attacked, it isn't. You're in my ship systems feedback thread making ridiculous accusations towards me and derailing the topic (which apparently the moderator approves of).

Where in this post would anyone be offended? It's just feedback. And yes, the one with the 90% ballistic increase sounds out of place, especially compared to to other systems. Burn Drive is amazing! How could it be boring? At least you don't have to wait five minutes before anything happens if you want to use an Onslaught. Torpedo racks, also a bit out of place, not as bad as the increase, it could work, there's no PROBLEM with it, it just could be better. Yeah, agreeing. IMO, flares are ok. Very utilitarian. But I'm still a burn drive and teleportation fanboy.

Now you know who would be offended.  ::)

25
It is up to alex in the end, and we really shouldn't be trying to make decisions like that through the forums - it is his game. This forum is for giving ideas, not trying to take control of the game through words.

There is no difference between giving well thought out ideas with the hope they might one day be implemented and posting well thought ideas with the intention of trying to have them implemented(and therefore taking "control" of the game). Suggestions are influence and influence is a form of control. The only delusion one could have is expecting an idea (in this case, switching a system between ships) to be implemented simply because you think its the best thing ever or something.

So obviously, yes, it is up to alex in the end and thinking otherwise is foolhardy, but you cannot to claim someone is trying to "take control of the game" without applying the same connotations to every other suggestion ever made in these forums.

Thanks for saying what I was thinking. I couldn't be bothered explaining this basic common sense.

To those afraid of me somehow forcefully taking control of the game through the forums, buy Alex a tinfoil hat or something.

26
"Your ship designs are incredibly different from mine! I think thats great, because it means the game can be played so many ways."

This is a big part of why I'm making this thread. I feel like if I want to make profits or at least break even and not have to spend 90% of my time replacing and refitting ships, I have to play a certain way. I'm practically certain there are a ton of other viable ways to play but I need the community's help to find them. :P

I'll try out your Medusa setups eventually but I'm more curious about how you'd fit an Onslaught (the entire setups if possible).

By the way, the Onslaught setup I've posted takes on bigger ships than destroyers and quite a few of them. I'll go play around with it right now and see what kind of victory I can pull off.

-------------------

EDIT

There you go, first battle after I said that. The battlefield had 2 sensor arrays which my my Tempests took easily (AI piloted, setup shown in the screenshot). The Paragon was fielded last and couldn't really do anything. The hits I did take mostly dented my armor and could've been avoided if I had been smart enough to raise my shield briefly, as they were all on the very front.

Spoiler
[close]

27
The setups don't have to be for solo play, I sometimes bring SOME support. The reason I play mainly solo is because I don't see how one can make progress while having the AI suicide their ships left and right. As soon as you lose 1 or 2 frigates, you not only have a net loss but you have to go through the inconvenience of finding and fitting the replacements.

Another reason is how overpowered and silly capture points are (nav buoys and sensor arrays), so I try to stick to "small engagements" that don't have any.

28
Ok so I imagine most of us here have been playing a lot of Starfarer. I know I have. There are some ships I can put to good use and some ships I can't do crap with. I know some people can use each ship effectively so I'm looking for ship setups that work. I'll also give and explain ship setups that I have been using effectively.

First some general guidelines for the kind of setups I'm looking for...

  • I tend to play most of my ships solo, because the AI often gets needlessly killed and then I just end up loading and trying to fight too many times over. I also generally hate battles with command points and try to stick with the "small engagements that don't leave much room for a grand strategy". When I do use AI ships, they tend to be fighters (if I have a flight deck) or Tempests, as those tend to die much less often.
  • My flagships always have an elite crew since I generally have no trouble acquiring those.
  • I always play with 100% damage to player, I don't play on handicap mode.
  • I try to take little or no crew losses in the vast majority of my fights, otherwise I couldn't keep my elite crew members for long. This means taking significant hull damage on a regular basis is out of the question.
  • While I'm willing to use them, I have a tendency to leave missile slots empty because I'm usually outnumbered and need weapons that will last me a whole battle.

The ship that puzzles me the most is the Conquest. Its purpose seems to be that of a fragile damage dealer with enough mobility to get to where it's needed and get out, but I find that its firepower is inferior to the Onslaught and Paragon and it has so little Ordinance Points available that I am forced to set it up lop-sided, where one side only has a few point defenses and I only use the other side in combat. Its shield is small and weak and I don't seem to have enough OP to afford improving the shields. The armor is unimpressive. To make the best of its mobility, I tried fitting auxiliary thrusters and augmented engines, which cost even more OP and gimped its flux dissipation.

I appreciate any good setups, mostly for a ship for which I'm not posting one of my own setups here, but the Conquest is really the one I'd like to make work. The Eagle may be another one but I haven't given it nearly as many attemps and none recently. I also have a half decent Odyssey setup but it's really not that impressive so suggestions are welcome. I'm also disappointed by the Medusa setups I've made so far, despite the praise the ship gets on this forum. Share your setups!

Now on to the ships I know how to use...

Tempest

This one is a no brainer. One of the best and most fun ships in the game in my opinion.

Setup :
9 Flux vents

Resistant Flux Conduits. Every Tempest should have this, since it costs 2 points and gives you more than 20 flux venting. As a side bonus, taking a single Salamander hit directly on your engines will no longer shut them down. The only reason to not have this is if you're using 0 or 1 flux vents total which would be ridiculous anyway for a hightech ship.

Augmented Engines. Take your biggest strength and improve it some more. This makes it very easy to have full control over the battle.

Extended Shields. The Tempest is clearly not an armor tank. When you do take a hit, you want it to be on your shield and the default 90 degrees is a rather small arc. You could always dump this for a 10th flux vent and 3 OP to spend wherever you want. Or use the 4 OP on a missile weapon (I leave it empty).

Heavy Blaster on the RIGHT mount. This is your main weapon and I suggest you control it manually. Much easier to use if you hold shift so your ship automatically points to your cursor. Not very flux efficient but the high damage bursts are great and the flux damage is permanent. You could replace this with a Pulse Laser if you prefer its better flux efficiency and more forgiving aim. I put this on the right mount because the right mount has less frontal arc, which I can deal with easily while I leave the left mount (more forgiving frontal arc) to the AI.

Graviton Beam on the LEFT mount. You leave this weapon to the AI, as it can use beams very well. Good versus unshielded fighters and to force someone to keep their shield up. The only downside is that the flux damage is not permanent so if you need to slowly shoot down someone's shield, you should turn this off and use all your flux to fire your Heavy Blaster as much as possible. Lately I've been considering removing this weapon completely, but adding a second Heavy Blaster is pointless since the Tempest's flux dissipation cannot fully handle a single Blaster.

How to use this setup : Avoid taking any damage other than on your shields. Slowly dismantle the enemies starting with the fastest/most threatening. Take advantage of the Blaster's permanent flux damage if an enemy has strong shields. With a lot of patience, good flying skills and a bit of luck, you can take down ridiculously large Hegemony fleets or lone T-T ships without taking any damage. If you're patient, you can use this to capture much bigger ships and go straight from being a lone frigate pilot to a wealthy fleet commander.

Hyperion

If the Paragon is Doctor Evil, this is Mini-me. Not as exciting to use as the Tempest, but it can be entertaining to sit in front of an enemy destroyer or cruiser and shrug off his pathetic attemps to break your tank. You may also die horribly depending on his weaponry...

Setup :
10 flux vents, 1 capacitor. The only reason I use 1 capacitor is because I have nothing else to spend a single spare OP on.

Stabilized Shields. Your shields will be up most of the time and the Hyperion's shields cost a lot of flux to run, so this is a good return for your ordinance points.

Resistant Flux Conduits. Any Hyperion without this is a bad Hyperion. The explanation for this is in the Tempest setup.

Extended Shields. Makes your shields cover 360 degrees, why not?

Flux Distributor. Not OP-efficient at all, but your flux dissipation is the huge bottleneck on this setup and we already have max vents and the RFC hull mod.

Hardened Shields. They're already pretty damn hard, this makes your shields ridiculous (even more so combined with an Elite crew which is super easy to get in a 5-man frigate).

4x IR Pulse Lasers and empty missile slots. The reasoning is that IR Pulse Lasers are the most flux efficient permanent flux damage you can get and your flux dissipation can't handle firing these constantly so upgrading to 2x Pulse & 2x IR Pulse is a waste of ordinance points. No missiles because in a very small fight, you've already won before it starts anyway. In a large fight, your missiles will run out before they do you any good.

How to use this setup : Similar to the Tempest except that your speed isn't nearly good enough to outrun Pilum missiles or most fighter squadrons. On the other hand, you have a BEAST of a tank for a frigate. All of your damage is permanent so you can slowly grind down almost any ship. You'll often be able to sit in front of a larger enemy and trade blows until they go down, long before your shields do.


Aurora

The only cruiser I really enjoy, it used to be the Paragon's little brother until the 0.52 patch nerf to its shield efficiency. It's still good but significantly less viable as a solo ship. If you're playing 0.52 or higher, I recommend switching to a Paragon as soon as you can afford it.

Setup :
30 flux vents, 5 capacitors. Again, the capacitors are there because it's better than not spending the OP at all.

Stabilized Shields. Your shields will be up most of the time and the Aurora's shields cost a lot of flux to run, so this is a good return for your ordinance points.

Resistant Flux Conduits. Any Aurora without this is a bad Aurora. The explanation for this is in the Tempest setup.

Integrated Targetting Unit. On a cruiser or capital ship, this mod becomes very powerful. Allows you to pick off your slower enemies from outside their range.

Hardened Shields. This used to be better when the Aurora had proper shields, but is still pretty much mandatory on this setup. Shield efficiency is even better for your survivability than flux dissipation because it affects permanent flux damage aswell.

Advanced Turret Gyros. This is really optional and you could always spend these ordinance points on capacitors, or remove the capacitors aswell and fit some missiles. Another option would be accelerated shields.

Heavy Blasters in the medium mounts, PD lasers in the small mounts, no missiles. The biggest threat to the Aurora is a swarm of faster ships, and faster ships tend to die quickly to sustained fire from 1 or 2 Blasters. PD lasers cost 1 less OP than their long range variant and do 50% more damage. Their range isn't that bad with the Targetting Unit hull mod. Missile slots are empty because fitting something useful in them would cost more OP than what we have left, but if I were to use them it would probably be rockets or swarmers. The large slot would work best with MIRVs but that's even more OP that we can't afford.

How to use this setup : Backpedal while taking care of the faster enemies as quickly as possible. Once that's done, it becomes much safer to vent your flux and the battle becomes much more manageable. Dominators, Onslaughts and Paragons can be very problematic depending on their weaponry so it may be best to avoid them unless you're bringing support along with you. An elite crew is pretty much mandatory. As with the Tempest, you could always switch the Heavy Blasters for Pulse Lasers for better flux efficiency.


Onslaught

If you don't like showering your enemies with high explosives while taking hits like a man, go see a doctor. The Onslaught has the best armor in the game and in a face to face fight, it can usually take on anything easily except a Paragon, which it can still destroy with some skill and the right setup.

Setup :
50 flux vents, because destroying large enemy fleets or enemy capital ships can take a while and you're screwed if you can't fire your weapons.

Heavy Armor. As usual, make the most of your strengths.

Armored Weapon Mounts. Even with this, your guns will go offline regularly. Extremely useful on an armor tank like the Onslaught, it also gives a very nice 10% bonus to armor.

Expanded Magazines. Necessary for longer fights and at 10 OP, it's hard to pass this up.

Integrated Targetting Unit. At +50% range to all guns, this is a no brainer. I can't think of any capital ship setup that shouldn't use this.

With the amount of weapons this thing has, I'm just going to post a screenshot.

Spoiler
[close]

The weapons in the above screenshot are : Heavy maulers, railguns, flak cannons and heavy needlers. I'm considering replacing the heavy needlers but I'm still undecided.

The flak cannons are almost mandatory on a lowtech ship with poor shield converage. They're by far the best point defense in the game. I favor them over dual flaks because their ammo lasts longer, they have more range (crucial versus MIRVs) and they cost less OP. The railguns are used because their only downside is a 7 OP cost. They have perfect accuracy, great flux efficiency and good range for a small slot. The 2 heavy needlers complement the railguns for kinetic damage and their imperfect accuracy turns out to be a plus against fast fighters and frigates, since the spray of bullets will guarantee at least some hits. The heavy maulers give us our much needed explosive damage and can fire at 1500 range with good flux efficiency. Large weapons are not used because of lack of ordinance points. The 2 railguns in the rear medium slots are used because they're cheap and use little flux. Their purpose is simply to make life harder for fast ships trying to shoot our weak spot. Missile slots are empty (surprise!).

How to use this setup : This one is very straightforward. You can charge in if you want, depending on what you're facing. Your armor is ridiculous (2325 rating) and so is your firepower. Use your shields sparingly as they are far from efficient and your flux is better spent killing everything in sight. If you expect to be surrounded and don't mind abusing game mechanics, you can back yourself up against the edge of the map to protect your weak rear. It can be a good idea to manage your flux against tougher targets (enemy capitals mostly) by periodically turning off your kinetic weapons when shooting their armor and doing the opposite for their shields.


Paragon

Arguably the strongest ship in the game, with the only competition being the Onslaught. It has the best shield efficiency, the best flux capacity and the best flux dissipation, on top of great firepower.

Setup :
50 flux vents, 10 capacitors. The capacitors are simply spare ordinance points.

Accelerated shields. The only optional hull mod, could be swapped for more capacitors or some missile racks.

Stabilized Shields. Your shields will be up most of the time and the Paragon's shields cost a lot of flux to run, so this is a good return for your ordinance points.

Resistant Flux Conduits. Any Paragon without this is a bad Paragon. The explanation for this is in the Tempest setup.

Integrated Targetting Unit. At +50% range to all guns, this is a no brainer. I can't think of any capital ship setup that shouldn't use this.

Hardened shields. Because you want to have the toughest shields possible. An easy choice.

Autopulse Lasers in all 4 large slots. The most flux efficient energy weapons you can get, they have recently been buffed and have good initial burst damage. Flak cannons in the 2 universal slots. Why does this beast of a ship deserves the privilege of stealing the best point defense in the game from lowtech ships? I don't know, but you bet I'll do it. They get almost 360 degree coverage. They could be replaced with dual flak if you prefer but since Expanded Magazines aren't very efficient on a Paragon, I prefer the longevity of single flak. Pulse lasers in the medium energy slots and IR pulse lasers in the small energy slots. The reason for this is simple, we want to deal permanent flux damage to enemy shields and these weapons do it with the most flux efficiency. If you've read all the previous setups you'll probably be shocked off of your chair when you read this but... I leave the missile slots empty.  :o!

How to use this setup : Activate shields, shoot stuff, it dies. I really can't explain this in any more detail. You could use tachyon lances but they're mostly useful when you have a large fleet, in which case you might aswell put them on an AI piloted ship.


That's it for now. I obviously use many other ships but I feel like those are the ones where I'm confident that my setups are very good and worth sharing. I also have a silly "Giant Piranha" Lasher setup posted in a different thread that I started, feel free to look that up aswell.

Alright, now I demand to see your amazing setups for those other ships I can't seem to put to good use!

29
I checked the video again and the Onslaught doesn't go as fast as I remembered it did. Either I saw another video and can't find it again or I'm mistaking material from another game. The speed the Onslaught achieves in the blog is reasonable. It still seems like a slightly boring ability where you mostly use it to get to the fight, without much thought. Perhaps adding a colision bonus would be more fun, aswell as a drawback that occurs even when you don't collide, like weakened engines afterwards (otherwise there's no real decision making process).

As I said in the original post, while the burn drive sounds a bit boring, the maneuvering jets sound extremely boring. At least the burn drive looks cool. There's going to be many fights where someone doesn't even come close to considering using his maneuvering jets, because he didn't get into a bad spot in the first place. Useful on the Conquest to quickly use your large missiles and then return to a broadside position, not so useful on the smaller midtech ships.

Fast missile racks is just a passive DPS boost that you have to spam, as I said in the OP. Usually if you can stop 3 pilums, you can stop 6. They barely do anything to shields and the low tech ships are usually fitted with flak. In the end, it just means that on those ships that have this ability, you'll be activating it every time it's cooled down unless the fight is super easy or you're not anywhere near an enemy ship. It's a fun ability if you're using torps but the ships it's being (TENTATIVELY) given to aren't the more common torp users as far as I know.

High energy focus is not particularly fun but at least useful (except on the Aurora where it's total crap). It may even end up being overpowered, combined with the high flux energy damage bonus.

Accelerated ammo feeder is one of the worse, in my opinion. Ballistic weapons usually fire somewhat continuously, so it's really just a DPS increase for a few seconds every time it cools down. Without any drawbacks, there's no thought to put into it, it just forces you to keep track of your subsystem cooldown in every fight except if you're stomping a much weaker fleet. If the ability was toggled, gave +50% rate of fire and +100% flux generation from ballistic weapons, you would have to decide if you can afford to sacrifice flux efficiency for the extra burst of damage. It could be bad if the opponent survives and very good if used to quickly finish off a dangerous enemy. It'd also make more sense to be able to decide when you want to overwork your guns instead of having a fixed duration and cooldown.

As for my smartbomb suggestion, the reason it's called a SMARTbomb is because it doesn't do damage at the point of origin. Smarbombs are not only in Eve Online.

@BonhommeCarnaval - imagine you are a musician, and someone manages to hack into your mixing computer and leak some unfinished tracks you're working on. These tracks are subsequently picked up by a reviewer, who publishes as article and opens up a discussion about why your music is crap. Do you not see any fundamental issues here?

Let's fix your analogy.

"@BonhommeCarnaval - imagine you are a musician, and you make your unfinished tracks available to your supporters so that they can give feedback. These tracks are subsequently picked up by one supporter, who opens up a discussion on a forum you created for this very reason and discusses which songs he likes and which songs he dislikes, explaining his reasoning. Do you not see any fundamental issues here?"

Nope, I see no issue here. Wait yes, I do see an issue : Alex being very active on the forums and generally nice and good at what he does, people see him as a "good guy" game developper. This is fine but then it all goes wrong when the bigger part of this community thinks there is something wrong with constructive criticism and then try to defend Alex (without being asked to) as if he were a fragile child made of wet paper towel. You're a shining example of this. In the end, your fanboy attitude causes you to work against potential improvements to the game you pretend to defend.

Now back to discussing the subsystems please.  ::)

30
One of you exhibits humility-impairment syndrome, and the other has run face-first at max speed right into the profanity filter.

Humiliwhat? Let me google that... and add it to my sig!

Also I must have missed the profanity. Shame, I wanted to savor all the little emotions.  :-*

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