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Changing Tides - Archived pre-subforum thread

(2016-06-14, 05:09 AM)Gaurdian23 Wrote: Sorry for not being on the forums for a while (even though it may show that I'm on them, it's most likely cause I have this in a background tab on my computer or tablet). Where are you guys finding these updates (am I just being blind?). So LAM's now affect CRAM's.....

This is the latest devtest. Not in stable yet (thankfully) and it definitely will be adjusted before reaching stable.

(2016-06-14, 05:09 AM)Gaurdian23 Wrote: I don't know whether that's a good thing or a bad thing honestly. CRAM's are nice for mass damage so in that respect it's nice to have another defense against them and the fact that they're going slow enough that a guy with a rifle could probably hit them. HOWEVER, I don't know if I'm the only one with this problem but only a portion of CRAM shells actually connect with their target. APS most of the time does hit them but CRAM's seem to just go sailing around the target. Furthermore it gives me more incentive not to mess with them, and potentially new players that same incentive since APS (as far as I know, again I have no idea where your seeing these updates) doesn't get affected by LAM's.

Believe me, it's a bad thing. I did some testing with a crappy LAMS system I threw together (results are in the 1.9557 thread if you feel the need to look at several lines of everything that isn't a spamcannon getting made useless), and LAMS is way too effective at shutting down CRAMs entirely. Worse yet, it also shreds 500mm APS, which is the next best thing for slow-firing battleship guns. Needless to say, I'm miffed because unless it gets changed the only reliable way to deal damage with cannons is spamcannons, which I loathe.

(2016-06-14, 05:09 AM)Gaurdian23 Wrote: However I have made a new Reefback Wrecker Barrage Balloon thingy. It's the first I've ever made so it's not in the slightest nice looking, but furthermore it's also a little buggy:

Say hello to the Matchstick CRAM:

(No photo here since I only have one photo of it and it requires some backstory)

It's taken me an astoundingly long time to design this, the Hunter was done in less time and sadly I feel as if this has kinda failed. It hovers at about 150 and will attempt to get over it's target and bombard them with CRAM shells that actually do a surprising amount of damage (tested it against a stationary Plunder and it destroyed the Bridge in a single shot, the downside is that the cannon takes a while to reload since I upped the packing time). However it's slow and when missiles are brought into play it'll disintegrate. Something that I found completely funny was the fact that they are darn good repairers. In the Designer I sent a swarm of 5 against some of my AA designs and all of them were taken out BUT two began repairing each other. One fully repaired one and my AA took it out, then that one repaired the other one, and my AA took that one out and this happened for a while until finally the timer just ran out on one (the long way) then the other fell because of that. Testing this again I sent a swarm of two, did the same thing BUT when I sent the swarm of five again only two survived and repaired each other. Can someone explain this to me please lol?

No explanation can be found. Repair tentacles have been a little wonky in my experience (sometimes refusing to repair ever again if a repair bot finishes a turret attachment point they were repairing).

(2016-06-14, 05:09 AM)Gaurdian23 Wrote: I've attached the BP even though I'm not 100% happy with it, I'm thinking of making a new one and instead of going for the ah....'matchstick' look I'll be going with the look that just screams: "Some idiot thought it was a good idea to attach balloons (dedi-blades) to a ship......" it just practically spells Reefback Wreckers!

I've had a look at it, and identified some things that could improve it:
  • Balloon looks pretty nice. Could pretty much stay the same.
  • Beaming. This vehicle seems to suffer from blockcount inflation.
  • Replacing the frag & hardener pellets with HE pellets will be a good idea. The Wreckers don't have very sophisticated weapons and rely on blunt trauma.
  • Add a few more gauge increasers and remove the packing time limitation. Again, the Wreckers aren't very sophisticated and generally suboptimal.
  • Add an "explode below" fuse and laser targeter to the CRAM so it can function as an anti-sub depth charge gun. Trust me, it'll be great.
  • Could probably use some sort of secondary weapon system. Maybe something like the Coffin Nail or Casket Bolt has would do well, since they're fairly similar in shape. As it stands, it has no firepower outside its bombing range and is massively vulnerable because of this.
  • Replacing the second layer of wood armour with metal (inside or outside, whichever looks better) would probably be a good idea.
  • AI - it's within 3 blocks of the ammo store. Anything within 3 blocks of an ammo barrel will get damaged when it blows, so move it upward a little. Also the tracker target ID card doesn't do anything (to my knowledge). The propulsion balancing card isn't making too much of a difference either. Still, it's well insulated from EMP, so that's good.

Also here's a pic of it fighting a TG Trilobite sub with the gauge and fuse modifications. Yes, it's flying. Apparently the Twin Guard make flying submarines.

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RE: Changing Tides - WIP custom campaign - by StahlSentinel - 2016-06-14, 05:38 PM

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