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News:

Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: [0.97a-RC11] San-Iris 0.9.91  (Read 81721 times)

Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #45 on: April 29, 2024, 12:23:24 PM »

The Unnr likes to rush into enemy lines and tends to die as it won't stay in the fleet's battle line for some reason
Currently trying to improve this ship in general. Looking into giving it carrier hint for a better support ai.

Played around with the Leviathan Offense, Its ability in ramming is quite underwhelming. Only using the ram and Hi-mac from Arma-Armatura, it fall to do any meaningful damage before it is inevitably destroyed. It is not especially fast. only doing 183.
Most feedback I had was it's able to overload most shield with the ram. Armor and hull damage is lower due to how the game calculates collision.
« Last Edit: April 29, 2024, 12:25:09 PM by Sikair »
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yajusenpai

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #46 on: May 03, 2024, 09:44:06 AM »

Most feedback I had was it's able to overload most shield with the ram. Armor and hull damage is lower due to how the game calculates collision.

You can overload most shield by ramming anything heavy enough fast enough, that is hardly an achievement.
The system is just a Burn Drive without the engine flame out, and Burn drive suck at ramming
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Please do not mention High Scatter Amplifier.

Sikair

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Re: [0.97a-RC11] San-Iris 0.9.91
« Reply #47 on: May 04, 2024, 04:32:13 AM »

It deals about 5 time the damage of a normal ship ramming since it has currently 24'000 mass during the ram, tho i agree hull damage are a bit underwhelming considering the visual.
You also get a decent damage reduction during the burn, will add that to description to clarify.
« Last Edit: May 04, 2024, 06:02:01 AM by Sikair »
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