I think the most efficient way is to record a youtube video while you play through it with as much as possible optional content. Everything beyond that has severe diminishing returns and is a lot of work for minor gain.
We live in the dark age of gaming. All the games that require servers from 2005 on will go extinct at some point. You can still play games from 1995, you can not play games from 2005. It will all be lost, like tears in rain.
This is the best idea ever! Except there does not need to be a special resurrect ability. Just let every +HP ability "resurrect" a ship. Engi Team, Hazard, etc.
Generally it's better to have trades in a transparent, open, public setting (exchange) than in a closed, dark alley corner (chat,in-person-trades,). Now if in this special case it increases or decreases the price, we shall see.
kyrrok, the fix would have been to change it from hundreds of triggers to 20. That would have fixed the lag. If not change it from 20 to 5. And even after that change it 1. The fact that the 1 trigger is always multiplied by 6 also make TS3 and TS2 the same drain as TS1. Which is also lame.
Also Torpedo Spread is just a confusing mess now. * Some procs trigger once per main target * Some procs trigger once per any target * Some procs trigger per torpedo per main target * Some procs trigger per torpedo per any target So if you fire a 4x5 Torpedo Spread, it could be the proc triggers 4 times (because you shot 4…
The saddest part in all of this is, that the server probably even could have handled the 20 triggers for TS3. But the old version had hundreds of triggers due to the 0.5km AoE of each torpedo or something like that. So they could have changed it from hundreds to 20 (1 for each torpedo) or even from hundreds to 5 (one for…
Turn the other cheek is fine, you are supposed to turn around, fly in a tight circle and it will hit and buff all sides, and then you even get immunity. All that stuff that relies on 2km is indeed worthless, because it will never trigger. Should be increased to 5km.
Agree on all points especially the imbalance of abilities. All of pilot and command is worthless. Intel only has OSS. Tac, eng and sci also have several worthless abilites. (Beam Overload, Boarding Party (lol), Charged Particle Burst, Target Subsystem, etc) And it's just not getting balanced. I am surprised you still…
The system is really stupid. The order of buying should not matter. Either there should be a discount on the c-ship if you have the fleet-ship or buying a fleet-ship should not even be possible when you don't have the c-ship.
Haha, never mind. It already was nerfed. I got it today and tested it: Torpedo High Yield now triggers only one additional torpedo on impact, so same as if you had fired without Torpedo High Yield. Torpedo Spread now triggers only one additional torpedo per target upon firing, so 3,4 or 5 additional torpedoes instead of…
Agree the engine should be able to handle the 5 triggers overall (1 for each target). Also HY should do 4 triggers on the same target, to be balanced. Neutronic still does 15 triggers and seems to work fine.
Yep, if of the 20 torpedoes the first 10 already strip the shields, the other 10 will hit hard and fully with their normal kinetic damage. All the shielddamage is pointless. That's why it was not hot fixed. 80 million shielddamage is insane but ultimately does not do any harm, beyond stripping the shields.
Here is a video of a 15 million TS3, you should only see the correct 3000 shield drain numbers, but if you look closely you get numbers into to 80,000: https://www.youtube.com/watch?v=wU9d-Ij2WpU
Yeah, it kinda does (exponentially and in a fake way). I mean the theoretical correct shield damage of this torpedo is 'only' 4*5*4*shielddamage*targets. So usually for example with a little flow cap that's 3000 shielddamage and lets say 7 targets from the ISA sphere spawn. That's a theoretical shielddamage of 4*5*4*3000*7…
Well I bought a new monitor, so now I can leave the brightness always at 100% thus I do not encounter this bug any more. But good luck to everybody who has set his brightness to 110%,120%,... I wonder if it will ever get fixed.
It looks like High Yield will stay as inferior in all cases as it is right now. Now: High Yield 1/2/3 does 1 shield drain trigger (which also heals your shields) Torpedo Spread 1/2/3 does 6/12/20 shield drain triggers Future: High Yield 1/2/3 does 1 shield drain trigger (which also heals your shields) Torpedo Spread 1/2/3…
Also doing shield damage to target where the shields are already down, multiplies the damage number by mysterious amounts. So the normal 3000 damage becomes 10,000, 30,000 or even 80,000. That way I do 15 million or even 25 million shield damage per Torpedo Spread. My ISA DPS: 366k
It's because the combat log parsers don't track the Quantum Phase damage. CombatLogReader tracks it as shield heal and CombatMeter removed it completely with the latest patch. (If you get an old version running you can see it though)