5.0 Experimental is out

Dat thread: Request ship inspection - #21 by Mordgier

Still the same. And Im not sure if it fixed in 5.0. Talk to them (there was video with tests vs dat ship)

Ah I almost forgot about that ship:

https://forum.empyrion-homeworld.net/uploads/default/original/2X/f/f34a780d3c41d620e39c52aec2e1e73d41f0a2dc.jpg

That is basically the stealth version of that tactic. You fill up the center with random garbage blocks, move the core, then the enemy turrets/missiles blow up the center (which you want them to do) and then their turrets+missiles stop working. This gives you a massive advantage in terms of firepower and makes it nearly impossible to take down really large ships (takes hours).
And this tactic was already widely used before I even posted that, and later it got allowed and that’s the point where I spawned 2 of such ships myself.

And a quote from someone in one of those topics somewhere (I forgot where it was):

I rather have my turrets fire at random blocks than this crap. Even that would be better than the mechanics we have now.

Alpha 5.0? Huh. They do nothing new. HV drill :joy: (do you watch video - how does it works ? devs hands still not straight) uhahah) Where is the CV structural damage ? Where is the real new feature? Only stupid offline game improvements like a character customization and new bodies (we are not playing in the SIMs), fixed old (“new” again) bugs and finally - handsome candy wrapper but shit inside. Need take a half year break again

Watch this:
Bug Fixes:

  • Fixed: Problem with inaccurate weapon range. Now all weapons will fire exactly as far as indicated in “Effective Range”
  • Fixed: Splash damage is traveling through blocks + Fix for explosion damage going into adjacent diagonal blocks
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I mean structural damage like at bases, when the pieces fall off. And these bugfixes are likely again to single player. Damage through 3-5 layers still be here. Just start creative mode and fly into ship with godmode command… You will sell how the armor blocks counting by the game ) And i don’t belive that the devs make new calculations for the block. In pre alpha every block calculation as separate part.

And where the CV collision model? Internal one-dead-shoot still be here.

Omg I forgot about that one… Well… RIP PVP in 5.0. I at least hope that the lag-shots are truly fixed because otherwise with the 20k block limit combined with all other problems + perhaps the new drill lag it’s gonna be the same nightmare we had in 4.x, if not worse.

And depending on the rules the new drills will lag out the server. I really hope Rex will check it out and verify that this is not the case, and if it is, add a limit to it:

But no idea how he can test that for so many players he needs a lot of testers. But looking at 7 days to die and space engineers I can conclude that this WILL be the most performance draining element in the game. But even if not, who needs autominers when you can afk-drill an entire desposit in a few minutes, so broken without limits.

If turret targeting remains the way it is I don’t see the point of turrets anymore. It would be interesting if the number of front fire weapons on CV’s could be increased for a tradeoff on number of turrets.

Otherwise CV fights are going to be very long.

Fingers crossed they do something about turret targeting.

The path of development of the game reminds me of the SE (for a year and a half the game is just died - and all because it developers made new models and textures and did not improve the engine and total optimization - now it is unplayable).

Well they implemented some features that we really needed: faction alliances, no more lag shots (if it works), drills on HV’s (wanted them on SV/CV but okay better than nothing). And they also seem to implement a lot of things that the HWS server already implemented or at least they seem to look at it quite a lot, which is good.

The bad: Sometimes I wonder if the devs even play their own game. Some of the things they do sometimes… Takes me less than 10 seconds to find the exploit/imbalance. Or perhaps they know but they don’t care because “early access”. But either way sometimes I want to facepalm into the keyboard when I see patches.

I find 5.0 a big step in the right direction, but it’s not what I was hoping for and so far it is letting me down about as much as I expected it would. But overall I rather have 5.0 than 4.0, just wanted it to be a bit better.

Many players don’t play multiplayer.

Of the ones that do, very few PvP.

The broken turret mechanics are a huge problem for us because we have factions actually pvping against each other but how many others servers have that? This is a very niche problem. A huge and game breaking problem, yes, but very niche.

I really hope they fix it or that fixed weapon limits on CVs are increased.

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I was waiting for let not a revolution but at least some fresh air. The game needs more consistency, more different functional modules. And all these textures and models to draw the armistice. Made strong and stable core of the game and then paint.

Plus: Faction alliances (but it is minus too - we have only groups of bulls now it is be the herd)
Weapons range fix!
Fixed splash damage (if it work in mp)
Hangar doors 5x7 !!!

And it all for me.

I skyped + sceen shared with the devs and showed it to them. Fix is coming soon.

We discussed about target prioritization. Turrets were an idea but since you can sneaky build them and while moving it would be silly to hit we set it to the core for now.
Other suggestions?

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There is a great deal of discussion about turret targeting in this thread: http://empyriononline.com/threads/cv-combat-test-with-surprise-ending-possibility-to-make-stealth-ship-npc-aiming-priorities.7584/

Highlights are:
-Turrets targeting the device on the defending ship that is closest to the attacking ship
-Missiles tracking engines rather than center of ship

A dirty solution that might be easier to implement would be turrets targeting a random block on the ship. Not ideal but would be a far sight better than what we have now. Targeting core would also be a passable solution.

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Be able to “program” turrets prioritytargets, like Core, turrets, engines and so on in specific priority the player choose?

  • Core targeting doesn’t work (open for abuse). At least it’s better than center targeting. At least the turrets and missiles will always work and you can’t cheese aliens anymore with ‘godmode’… Oh wait you can…
  • Center targeting doesn’t work (open for exploit).
  • Turret targeting won’t work (also open for abuse as you already mentioned).
  • Random block targeting is meh. Fights would rely too much on RNG.
  • Component targeting I assume drains too much server performance?
  • Active cockpit targeting? Nope also open for abuse (respawn in another using many medbays/cockpits) but less open to abuse than most options.
  • Engine targeting also open for abuse.
  • Targetting the closest device is also open for abuse (same problem as turret targeting basically only worse) in 1vs1 fights. Perhaps in large scale battle that this would work.

So what’s left…

[quote=“Loke, post:24, topic:2733, full:true”]
Be able to “program” turrets prioritytargets, like Core, turrets, engines and so on in specific priority the player choose?
[/quote]This would be ideal but, probably not doable at such a short notice. Takes a lot of time to implement. But yes if I could program or assign priorities to my own turrets… That would be ideal.

My conclusion: I have no short-term quick-fix solution :frowning:

+1 …

I’ll make a large number of small armored boxes (hard to hit) in front of my ship with a random device in it. I also add many dummy engines that are turned off in very annoying places.

Then I move all critical components 100 blocks behind it or something while having a legion of dummy blocks and put my turrets and guns away from it for sure.

In a game where we can build ships to counter almost everything, making a good AI is very hard and complex. Therefor the ideal solution is to let the players chose it for themselves. But this like I said may not be doable within a weeks time. Considering that. IF I would have to vote, I agree with Alex/Xanif. But the cheese ships will come I guarantee it.

Please elaborate on this. Targeting components on the ship is, in my opinion, the best way to go about turret targeting. I fail to see how turrets shooting at important bits is “open to abuse.”

Edit: Hold on, just saw your response. Let me read it.

Edit 2: I fail to see how this is abuse. Creating dummy components, especially with device count in 5.0, is a calculate tradeoff in ship design. Having “decoy” systems would still be devices that can be destroyed.

Ah wait… The guns could be a target. You always want them to remain intact during battle. But after they are destroyed we need a 2nd target for the turrets. Hard to cheese those.

btw, 1st results of our faction tests - dmg still go through armor. Its gg.

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