What is your preference for my 2025 Project ( search thread for "Poll 2025" to see details)

  • GAME 1 - Hex Academy

    Votes: 1,333 10.1%
  • GAME 2 - Arcane Academy: Goblin Uprising

    Votes: 2,128 16.1%
  • GAME 3 - Sexbot Rebellion

    Votes: 1,352 10.2%
  • GAME 4 - Dairy Dynasty

    Votes: 1,260 9.5%
  • GAME 5 - Space Journey X Continued

    Votes: 4,689 35.5%
  • Any above OK with me

    Votes: 2,197 16.7%
  • Something else

    Votes: 236 1.8%

  • Total voters
    13,195

yv0751

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Game Developer
Jul 8, 2017
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Everyone has their own opinion and here is mine:

Take the Hellhammer.
With 6 underverse effectors, it hits harder than the MK 2 Voron torpedoes and just as hard, if not harder, than the Collapsar torpedoes. It is single target only, but you do have torpedoes for area damage.
With 6 underverse effectors, the only thing I ran into that survived more than 2 shots was the Underverse ship and it took 3 or 4 shots.


After that mission, the Infiltrator bot should be in a bot container in your ship's cargo.

There should be a small yellow and black box near the left side of your bed, which is the item that the Infiltrator retreives.
If you use your wrist com on it, you can peek inside for an item that you only get one chance at, which unlocks a gallery scene. After you take (or don't take) the item inside the box, you can return it to Nimhe.
This post regarding Hellhammer made me thinking.
During 2.30 iteration I've been testing it a bit.
Findings:
  • The base energy output in 2.20 was double that of the Quantum lance (about 20 GWatt), with option to add another 100% with 6 underverse effectors
  • Thanks to a coding mistake I did not add 100% to the base output but 100 GWatt, which is 500% more ;) (100 Jigawatts!? Great Scott!)
  • That was the reason it oneshotted everything
  • I recalibrated it so that Underverse ships now take 3 hits (still testing) with fully pimped Hellhammer (or six with Quantum Lance)
  • That kind of makes sense as you should not be able to defeat 2 UV ships without serious UV gear yourself
  • To compensate I also added 8AP max in case you have 130%+ engine output
  • Hellhammer still hits hard (Pirates and Krell get one-shotted) but not godmode hard
:)

My combat code is structured badly, that's why I didn't notice until too late. The combat module originally was a quickly rigged proof-of-concept and just expanded from there without redesign... Never dared to touch it in a fundamental way... ;)
 

initiated

Member
Apr 8, 2018
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141
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Maybe add a newer type of ship? one thats a bit stronger then the UV ships? some kind of boss fight for players who maxed theur spaceship?

Im very eager to play the latest version when you release it!
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,857
5,454
703
Maybe add a newer type of ship? one thats a bit stronger then the UV ships? some kind of boss fight for players who maxed theur spaceship?

Im very eager to play the latest version when you release it!
There is a challenge level (The Underverse Pit) in 2.30.
One fight after the other with more difficult opponents until you tap out :)
1759585634154.jpeg
 

CaptainBipto

Well-Known Member
Sep 20, 2018
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This post regarding Hellhammer made me thinking.
During 2.30 iteration I've been testing it a bit.
Findings:
  • The base energy output in 2.20 was double that of the Quantum lance (about 20 GWatt), with option to add another 100% with 6 underverse effectors
  • Thanks to a coding mistake I did not add 100% to the base output but 100 GWatt, which is 500% more ;) (100 Jigawatts!? Great Scott!)
  • That was the reason it oneshotted everything
  • I recalibrated it so that Underverse ships now take 3 hits (still testing) with fully pimped Hellhammer (or six with Quantum Lance)
  • That kind of makes sense as you should not be able to defeat 2 UV ships without serious UV gear yourself
  • To compensate I also added 8AP max in case you have 130%+ engine output
  • Hellhammer still hits hard (Pirates and Krell get one-shotted) but not godmode hard
:)

My combat code is structured badly, that's why I didn't notice until too late. The combat module originally was a quickly rigged proof-of-concept and just expanded from there without redesign... Never dared to touch it in a fundamental way... ;)
Well, that is disappointing to hear. If I understand your statements correctly, you are crippling the Hell Hammer to the point that it does the exact same damage as the 'basic bitch' Quantum Lance.

The Quantum Lance, which you can gain in the very first system, before you even unlock the ability to use the Hyper Gates, will have the exact same combat power as the late game weapon, the Hell Hammer.
The Hell Hammer, a very late game weapon, will have to be 'fully pimp out' so that it can perform somewhat better than a basic weapon that one can gain in the starting system.
 

Chrisdarock19

Well-Known Member
Oct 15, 2018
1,454
2,046
461
Well, that is disappointing to hear. If I understand your statements correctly, you are crippling the Hell Hammer to the point that it does the exact same damage as the 'basic bitch' Quantum Lance.

The Quantum Lance, which you can gain in the very first system, before you even unlock the ability to use the Hyper Gates, will have the exact same combat power as the late game weapon, the Hell Hammer.
The Hell Hammer, a very late game weapon, will have to be 'fully pimp out' so that it can perform somewhat better than a basic weapon that one can gain in the starting system.
"Exact same damage?" Come on be fair, how do you get that from what was written?. It was made OP by mistake and is being reconfigured. I love the Hell Hammer too, but let's wait until 2.30 to see the changes.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,857
5,454
703
Well, that is disappointing to hear. If I understand your statements correctly, you are crippling the Hell Hammer to the point that it does the exact same damage as the 'basic bitch' Quantum Lance.

The Quantum Lance, which you can gain in the very first system, before you even unlock the ability to use the Hyper Gates, will have the exact same combat power as the late game weapon, the Hell Hammer.
The Hell Hammer, a very late game weapon, will have to be 'fully pimp out' so that it can perform somewhat better than a basic weapon that one can gain in the starting system.
Nope. It will have a basic output of 18 GW (double of QL) and with add-ons it gets another 9 GW This means it has 300% of the basic quantum lance.

balancing it further will be done during the beta test. Given the fact that the Hellhammer does not have AOE in the underverse add-on configuration it needs to be at least three times as good as the grade 3 Cannon in my opinion.
 
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CaptainBipto

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Sep 20, 2018
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"Exact same damage?" Come on be fair, how do you get that from what was written?. It was made OP by mistake and is being reconfigured. I love the Hell Hammer too, but let's wait until 2.30 to see the changes.
I arrived at that number based on what YV stated about a combat test he made.
The base energy output in 2.20 was double that of the Quantum lance (about 20 GWatt), with option to add another 100% with 6 underverse effectors
I recalibrated it so that Underverse ships now take 3 hits (still testing) with fully pimped Hellhammer (or six with Quantum Lance)
There were no numbers or values assigned to anything he said, so I assigned the Quantum Lance a value of 1 since it was the item being measured against.

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If you read his latest post, a Quantum Lance does 9GW of damage per hit, the Hell Hammer does 18GW of damage, and 6 Underverse effectors would provide +50% damage (9GW) for a total of 27GW of damage for the Hell Hammer.

If the testing he mentioned still holds true: 9GW (QL) x 6 hits = 54GW of damage. An Underverse ship would have 53GW or 54GW of health (at max) depending on if health needs to be 0 or -1 for a kill.
A base Hell Hammer would need 3 hits (18GWx3=54) and 'pimped out' it will only need 2 hits (27GWx2=54).

Which is exactly where I am at right now. It takes me 2 hits (on V2.20) to destroy an Underverse ship and if my assumption about Underverse ship health is correct, it will still only take me 2 hits on the next version (2.3x).
If a maxed out Hell Hammer needs 3 hits (27x3=81), on the next version, then a Quantum Lance (and Nova Disruptor, same damage as QL) would need NINE hits to kill a single Underverse ship.

After reading his second message, I think I (kind of) understand what is going on.
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The only thing that will probably change is that Drengar Cruisers (and maybe Voron Zealots) will take 2 hits to destroy in the next version, instead of 1 hit in the current version. Which will still kinda suck, but it will give me reasons to fire torpedoes now and then during a fight.
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Feb 5, 2018
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There is a challenge level (The Underverse Pit) in 2.30.
One fight after the other with more difficult opponents until you tap out :)
I do ok with combat so I am so looking forward to the Pit. I always start from the beginning when beta testing so I'm far from the pit. But when I get there... Paraphrasing "I have Collapsers and I'm not afraid to use them."
 
Feb 5, 2018
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I use a Voron Nova Disruptor with 6 AOE units even though I have a Hellhammer with no add-ons. Since I maneuver enemies next to each other, AOE works well for me.
 
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CaptainBipto

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Hello everyone, what are assembler modules for?
They are for use with the Replicator machine in the Waystation system. You can use those modules to analyze certain items, like precursor crates, torpedoes, or the Galaxina shell and then, provided you have enough materials, you can then replicate those items that you have analyzed.
You can even analyze and replicate the salvage bots. So, instead of having to hyper all the way back to Voron space and purchase more, you can just replicate more when you need them, right in the system where you need to use them.
 

konstant61

Member
May 3, 2017
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They are for use with the Replicator machine in the Waystation system. You can use those modules to analyze certain items, like precursor crates, torpedoes, or the Galaxina shell and then, provided you have enough materials, you can then replicate those items that you have analyzed.
You can even analyze and replicate the salvage bots. So, instead of having to hyper all the way back to Voron space and purchase more, you can just replicate more when you need them, right in the system where you need to use them.
Where is this replicator? I looked everywhere and couldn't find it...
 

CaptainBipto

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Sep 20, 2018
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Where is this replicator? I looked everywhere and couldn't find it...
I think it is the Beacon of Assembly and it should be in the same 'zone' as the Assembly fields.

After you complete the puzzle/quest for that beacon, you can go back into the Beacon again and when you activate the computer panel again, it should have 2 options: Analyze and Replicate. You use those Assembler modules with the Analyze function.
 
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initiated

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The Beacon of Assembly itself is in the last system, the one you can get to after the swarm system.

The whole system is a bunch of different beacons each with its own puzzle
 
4.20 star(s) 159 Votes