Children of a Dead Earth

Children of a Dead Earth

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Cossak Class Destroyer
   
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22 sep 2020 om 11:21
27 sep 2020 om 14:17
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Cossak Class Destroyer

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kveligotskiy  [auteur] 27 sep 2020 om 11:14 
Actually I had intention to remove nuke from missile becouse though at 95t it is usless
kveligotskiy  [auteur] 27 sep 2020 om 11:01 
Was not aware about a bug.
I have used nuke + flack to remove wimple shields before shrapnel hit the target
Actually never noticed.
My designs with 30+ sm boron filament armor holds against that misseles pretty well.
AtomHeartDragon 27 sep 2020 om 6:24 
Brimstone bug is putting multiple warheads on one missile (typically nuke + flak). If you select the missile and detonate the nuke, the game places the nuke explosion and deletes the missile, then it tries to place flak explosion, but it no longer has the object it should be placed at, so as the camera is switching to the enemy ship the explosion is placed inside the enemy ship bypassing any armour.

It's completely dependent on the camera - for example if you pause, detonate the nuke, switch to enemy ship, then unpause, it won't work and 100% a bug exploit.

The easiest option to combine nuke and flak is to simply have two types of missiles. The second easiest is to place one of them in a blast launcher (but it turns missile into a drone which has its implications to the AI which may need to be worked around).
kveligotskiy  [auteur] 27 sep 2020 om 4:08 
zombieship , i believe left from testing stage, not sure what brimstone is :)
and for the missiles - it is really hard part:
they are too good not to use(cheap, light and deadly) but "max launch count" should be adjusted per PC.
In any case i dont mind if be adjusted individualy :)
AtomHeartDragon 26 sep 2020 om 13:48 
Would be more fun and pretty nice design if it didn't use cheap exploits (brimstone, zombieship) and hard to bear (for framerate reasons) tricks like swarming humongous numbers of missiles (with droptanks).