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Author Topic: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)  (Read 580626 times)

Tartiflette

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[0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: November 30, 2015, 02:39:10 PM »





Alway DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

Earliest save-compatible version: 2.50 BETA 8

Having problems running mods?  Visit the Mod Troubleshooting Guide!



   Claiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.

   GAMEPLAY

 The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. The subtility they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles.

 A typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support.


Features advanced transforming ships:

       
     

SCREENSHOTS
 

[close]


   ALTERNATIVE SKIN MODS
Customize your fleet using one of those alternative skin pack mods. Only activate one in the launcher along with the main mod, you can swap them as often as you want without issue: https://imgur.com/a/SX6Jvq2

Resources to easily make your own custom skin: https://imgur.com/a/JIYc9nQ
I eagerly await to see what others may come up with for their custom paint jobs. I will gladly feature popular skin pack mods in this collection.



(Click to enlarge)


Spoiler
Versant Teaser:


Old Valiant showcase:
https://www.youtube.com/watch?v=QfwsHQgEC1g
[close]


RECENT CHANGELOGS

2.53, post tournament patch

BALANCING:
 - Winee EMPR fire delay raised to 8s from 7.
 - Nocturne EMP Array:
   . EMP and Kinetic damage increased by 66.6% (!)
   . OP increased to 12 from 11.
   . Fire delay increased to 8.5s from 6.
 - Artdeux twin cannon:
   . Base ammo count lowered to 30 from 40.
   . Clip size raised to 15 from 10.
   . Reload rate nearly doubled (sustained DPS raised to 300 from 160).
   . Added Flux-dependent extra frag damage on hits.
 - SRAB projectile hitpoints raised to 600 from 300.
 - Opfer GV base ammo count reduced to 400 from 600.
 - Glowtusk:
   . Fire delay reduced to 2.5s from 3 (200 dps from 166.6).
   . Range reduced to 600 from 650.
 - Thunderbolts:
   . Base damage reduced to 500, updated stat card to reflect previous changes in the piercing effect.
   . Rack fires missiles in pairs, ammo raised to 8 from 5, OP raised to 6 from 4.
   . Pod fires missiles in triplets, ammo raised to 24 from 16, OP raised to 12 from 10.
 - Gust-class cruiser deployment cost and maintenance raised to 24 from 22.
 - Haze-class cruiser:
   . Deployment cost and maintenance lowered to 25 from 28.
   . Shield efficiency buffed to 0.9 from 1.
   . OP raised to 160 from 155.
 - Storm-class carrier deployment cost and maintenance lowered to 23 from 26.
 - Daze-class cruiser
   . Deployment cost and maintenance lowered to 22 from 23.
   . Shield efficiency buffed to 0.8 from 0.9.
   . OP raised to 145 from 140.
 - Zephyr wanzer wing:
   . Leash range extended to 4000 from 2000.
   . Micro Glaux range increased to 650 from 550.
   . Speed increased to 165 from 150.

BUGFIXES/IMPROVEMENTS:
 - Fixed crash when looting Universal Wanzer Deck Upgrade
 - Commissioned Crew hullmod now halve the damage taken from hyperspace storms instead of reducing the ship's maintenance.

2.52

BALANCING:
 - Weapon prices lowered by 5 to 20%.
 - Ship prices and deployment cost raised by 5 to 10%.

BUGFIXES/IMPROVEMENTS:
 - Tentative fix for the banish torpedo firing every frame.
 - Wanzer Gantry tooltip fixed and clarified.

2.51

BALANCING:
 - Versant tweaks:
   . Now gets slightly debuffed PPT from using any engine mod/SO.
   . Now has multiple selectable fire modes for its built-in Harvests (auto, burst, semi-auto) that slightly alter the weapons stats.

 - Wanzer Servicing Gantry:
   . Now reduces Wanzers replacement time by 50% from 33%
   . Wanzer replacement time increased across the board to more or less compensate.
   . Replacement rate depletion debuff now 20% per fitted wing from 33% flat.

 - Rime, Rime (F):
   . Ship system replaced with Plasma Capacitors (micro fortress shield) from Plasma Burn

BUGFIXES/IMPROVEMENTS:
 - Wanzers:
   . Reduced glow from systems effects.

 - Arbitrator:
   . Booster now acts as a rocket instead of a bomb to reduce friendly fire incidents.

 - Nexerelin:
   . Improved integration.

 - Externalized the few remaining compiled strings.

2.50

NEW CONTENT:

 - New/tweaked sprites for every single ship and weapon.
 - Rime-class
   . Freighter variant is now a conversion from a military hull.
   . Military variant hull is a light cruiser.
   . 2 decks + 2 medium missile hardpoints + 1 medium hybrid turret.
   . Still very fragile.
 - Sleet-class heavy frigate:
   . Tough armor, dependable hull.
   . Moderate armament.
   . Decent shielded cargo.
   . Totally not a smuggler ship!
 - Reintroduced the Stratus (P):
   . Similar to old regular Stratus.
   . Except with a cool pirate paint-job.
   . Armed with a medium hardpoint and a bunch of built-in micro missiles.
 - Reintroduced Rime (P):
   . No flight deck but keeps those 2 medium missile hardpoints.
   . Has a cool painjob so it must be strong.
 - Artdeux twin cannons:
   . BRRRRRRRRRRRRRRT
   . BRRRRT
   . BRRRRT
 - Winee EMPR:
   . Burst Ion cannon on steroids.
 - Grave Autocannon:
   . Small burst Grave witha mean punch.
 - Blizzaia Artillery wanzer:
   . Entirely redone.
   . Beefier, meaner, but also single.
   . Equipped with a Cicada grenade launcher and a Grave Light Auto-Cannon.
   . OP cost set to 15.
 - Avalanche Assault wanzer:
   . Brings the pain up close.
   . Doesn't like to be ticked.
   . Brings A LOT MORE PAIN if tickled.
 - Added support for Commissioned Crew:
   . Optimized Operations.
   . -2 or -25% (whichever is smaller) supplies per month.
   . -15% CR recovery rate.

BALANCING:

 - Removed Advanced Avionics hullmod.
 - Wanzer Gantry:
   . Only affects full wanzer complements.
   . Increases the rate at which the fighter replacement rate decreases due to fighter losses by 33%.
   . Reduces replacement times by 33%, only with full wanzer complements.
 - All wanzers no longer get extra craft from Reserve Deployment.

--- WEAPONS ---

 - Artassault:
   . Damage per shot reduced to 60 from 65.
   . Flux per shot raised to 60 from 55.
   . Accuracy significantly increased, projectile speed slightly decreased.
 - Recson V:
   . Fire-rate increased to 24 rpm from 20.
   . Damage per shot reduced to 200 Kinetic, from 250, flux to fire reduced to 250 from 300.
 - Grave HMC:
   . DPS increased to 325 from 260.
   . Flux efficiency improved to 0.8 from 1.0.
 - Glowtusk:
   . OP cost reduced to 10 from 11.
   . Flux to fire reduced to 500 from 750.
   . Range increased to 650 from 625.
   . Firerate increased to 20 rpm from 15
   . Removed random extra damage on shield hits.
   . Projectile speed reduced by 15%.
 - Mostro Cannon Array:
   . Now fires two by two.
   . Damage per shot increased to 250 from 200, fire-rate reduced to maintain DPS.
   . Range extended to 800 from 700.

 - Burchel:
   . Range extended to 600 from 550.
   . Flux to fire reduced to 333 from 350.
 - Glaux:
   . OP cost reduced to 11 from 12.
   . Range extended to 700 from 650.
   . Flux efficiency slightly buffed to 1.17 from 1.27.
 - Hexafire Scatter Cannon (both):
   . Now an Energy weapons instead of Ballistic.
   . Removed ricochet effect.
   . Now gets up to 50% extra damage the higher the firing ship's hard flux is.
   . Fire-rate reduced to 30rpm from 40.
   . (Twin Hexafire) Range reduced to 700 from 900.
   . (Hexafire) OP cost raised to 11 from 10.
   . Flux-to-Damage buffed to 1.1 from 1.25.
 - Lazyhorn projector:
   . Now an energy weapon instead of ballistic.
   . Damage per shot raised to 350 from 200, flux per shot raised to 150 from 100.
 - SRAB:
   . Damage type changed to Energy from High Explosive.
   . Added 400 EMP damage per shot.
   . Flux per shot reduced to 750 from 900.
   . Fire rate increased to 20 rpm from 15.
   . Projectile speed decreased by 10%.
 - Nocturne EMP Array:
   . Beams growth speed increased by 20%.
 - Uhlan Siege Laser:
   . Max accuracy reduced to 5deg from 0.
   . Min accuracy increased to 15deg from 12.

 - Thunderbolt (all):
   . Damage increased to 550 from 400, extra damage reduced to 275 from 400.
 - Banish torpedoes (all)
   . Added 2000 EMP damage.
 - Plover:
   . Burst fire much quicker.
   . Damage increased to 400 from 200.
   . Fire-rate decreased to 13 from 17.
   . Ammo reduced to 50 from 60.

--- STRIKE-CRAFTS ---

 - Arbitrator interceptor:
   . New Sprite.
   . Main Artassault gun now has a 10deg arc.
   . Roaming range reduced to 6000 from 10000.
 - Arbitrator Z rocketeer:
   . Rocket range reduced to 600 from 1000.
   . Rocket spread reduced.
   . Rocket unload much quicker.
 - Frost trooper wanzer:
   . Hull reduced to 800 from 1100, armor reduced to 100 from 125, maneuverability increased by 25%.
   . Wing size increased to 3 from 2.
   . Covet sidearm changed into a Kinetic 6 shooter, from a Frag shotgun.
   . Botte Secrète system cool-down increased to 18s from 8, damage reduced by 50%.
   . OP cost increased to 10 from 8.
   . Roaming range extended to 4000 from 3000.
   . No longer triggers the "disabled" sound when deploying. (do tell me if the system miss-fires now!)
 - Strife gunner wanzer:
   . Hull reduced to 900 from 1450, armor reduced to 125 from 150, speed increased to 180 from 160, maneuverability increased by 33%.
   . Wing size increased to 2 from 1.
   . Thunderbolt rack ammo reduced to 2 from 5.
   . Grom MG damage per shot reduced to 75 from 100.
   . OP cost increased to 10 from 8.
   . Roaming range extended to 4000 from 3000.
 - Warlust sniper wanzer:
   . Hull increased to 1100 from 900, armor reduced to 100 from 115, speed reduced to 150 from 170, maneuverability increased by 80%.
   . Sniper Blaster fire-rate increased to 30rmp from 20.
   . Wing size reduced to 1 from 2.
   . Magibox PD missile salvo reduced to 1 from 4.
   . Added support drone system.
 - Zephyr wanzer wing:
   . Hull reduced to 1500 from 1850, maneuverability reduced by 15%.
   . OP cost lowered to 10 from 12.
   . Wing size reduced to 1 from 2.
   . Roaming range reduced to 2000 from 4000.
 - Raven heavy wanzer:
   . Hull reduced to 2000 from 2600.
   . Refit time raised to 45s from 30.
   . OP cost raised to 16 from 14.

--- FRIGATES ---

 - Draft frigate:
   . Arcus drone changed into a fixed module.
   . Armor module hull lowered to 4000 from 7500, armor raised to 400 from 150.
   . System changed to Arcus Armor Repairs from Arcus Drone.
   . Flux capacity reduced to 1500 from 2350.
 - Versant hybrid wanzer:
   . Gained one medium universal hardpoint.
   . Shield arc reduced to 270deg from 360.
   . OP amount increased to 45 from 30.
   . Harvest built-in guns damage decreased to 75 from 150, flux decreased to 80 from 140, fire-rate increased to 200rpm from 170.

--- DESTROYERS ---

 - Calm destroyer:
   . Removed built-in wings.
   . Changed system to Vortex drones from Flux Redirection, with added passive boost to various systems.
   . Top medium mount changed to a turret from a hardpoint, arc widened to 15deg from 5.
 - Derecho ECM destroyer:
   . Left medium mount changed to a turret from a hardpoint, arc widened to 15deg from 5.
 - Pocket Gust:
   . Added an extra sideways missile hardpoint because only one was just sad.
 - Stratus freighter:
   . Now a dedicated freighter instead of a combat freighter.
   . Removed two small turrets, replaced the small main turret by a universal hardpoint.
   . System changed to Active Flares from Passive Flares.
   . Armor reduced to 350 from 400.
   . Flux capacity reduced to 2500 from 3500, dissipation reduced to 150 from 200.
   . OP reduced to 40 from 54.
   . Speed reduced to 45 from 60.
   . Crew requirement reduced to 45 from 55, crew capacity increased to 100 from 80.
   . Cargo capacity reduced to 200 from 225.
   . Burn speed increased to 9 from 8.
   . Deployment/maintenance cost reduced to 6 from 7.
 - Cirrus troop transport:
   . System changed to Active Flares from Passive Flares.
   . Hull increased to 4250 from 4200, armor reduced to 400 from 420.
   . Crew capacity increased to 280 from 250.
   . Cargo capacity reduced to 60 from 75, fuel capacity increased to 100 from 75.
   . Burn speed increased to 9 from 8.
 - Chinook tanker:
   . System changed to Active Flares from Flicker Core.
   . Fuel capacity reduced to 400 from 550.
   . Burn speed increased to 9 from 8.
   . Deployment/maintenance cost increased to 6 from 5.
 - Fractus carrier:
   . Removed built-in Wanzer Gantry hullmod.
   . Added 2 small missile hardpoints.
   . OP increased to 70 from 60.

--- CRUISERS ---

 - Rime freighter:
   . Medium turret now hybrid from universal.
   . Cargo capacity decreased to 600 from 800.
   . Fuel capacity increased to 500 from 300.
   . System changed to Plasma Burst from Catalyzed Burn.
   . Fuel/ly reduced to 3.5 from 4.
   . Price droped to 60000 from 110000.
   . Deployment/maintenance cost increased to 10 from 15.
 - Storm battlecarrier:
   . Flight decks reduced to 2 from 3
   . Gained 2 medium missile turrets as well as 1 small hybrid turret.
   . Flux capacity increased to 9000 from 7000, dissipation reduced to 450 from 350.
   . Shield efficiency buffed to 0.9 from 1.
   . OP amount increased to 130 from 120.
 - Gulf Mod-cruiser:
   . Hull increased to 10000 from 9500, armor increased to 1000 from 950.
   . Speed reduced to 60 from 70.
   . Crew requirement increased to 205 from 165, crew capacity increased to 275 from 210.
   . Deployment/maintenance cost increased to 35 from 33.

--- CAPITAL SHIPS ---

 - Maelstrom battlecruiser:
   . Ship system switched to Phase Grazer Core from Heavy Flicker Core.
   . Removed 2 front small hardpoints, 2 rear missile hardpoints and 1 small turret.
   . layout shuffled around a bit.
   . Armor decreased to 1100 from 1200.
   . Flux capacity decreased to 18000 from 21250, dissipation reduced to 1000 from 1200.
   . OP amount reduced to 235 from 260.
   . Speed increased to 45 from 35.
 - Pandemonium dreadnought:
   . Ship system switched to Phase Grazer Core from Heavy Flicker Core.
   . Large hybrid mounts reduced to 2 from 4, but gained 2 built in Micro-missile Arrays, 2 medium universal turrets and 2 small hybrid turrets.
   . Armor increased to 1300 from 1200.
   . OP amount reduced to 360 from 435.


BUGFIXES/IMPROVEMENTS:
 - Externalized all string from compiled code to make translations easier.
 - Assume Wing Control system visual effect toned down.
 - Added DPS stats to the name of fighter only weapons, so that they show up on the fighter stat card.
 - Pocket Gust:
   . Weapons render order fixed.

[close]


Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

Credits:
FlashFrozen for the original mod and most designs.
Tartiflette for the artworks, scripting and post 0.7 implementation.
Debido for the Thunderbolt scripts.

You like the mod? Help to make it better: Donations will be used to commission content I cannot create myself, such as illustrations or music.
Additionally if you would enjoy playing with a custom paint job, I also take commissions for a reasonable rate. PM me for more details.



Please ask for permission before using any asset from this mod in projects that do not fall squarely within the scope of the included license.
« Last Edit: September 19, 2020, 12:37:23 PM by Tartiflette »
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Toxcity

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #1 on: November 30, 2015, 02:51:40 PM »

You're like extreme makeover for mods.
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RyMarq

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #2 on: November 30, 2015, 02:54:43 PM »

Not going to lie.

Those fighters are cool as hell.
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speeder

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #3 on: November 30, 2015, 08:41:26 PM »

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #4 on: December 01, 2015, 12:45:18 AM »

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
While I LOVED making that ship, it has more work in it than a significant portion of the other ships combined. Also, I kinda dig the fact that it's unique (and super strong!): having a whole swarm of different models would be hard to follow.
Although I could maybe think about something... Bigger. But that certainly isn't any time soon, and I'll have to talk to FlashFrozen before.
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Creepin

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #5 on: December 01, 2015, 01:27:02 AM »

Tartiflette, thanks a lot for updating this mod!

After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!
One of the things I always loved about Diable was how their bigger ships remind me of Zentraedi design. And now we have transforming ship as well, woot! Coincidence? :)

« Last Edit: December 01, 2015, 01:28:46 AM by Creepin »
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SeinTa

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #6 on: December 01, 2015, 02:05:11 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #7 on: December 01, 2015, 02:51:22 AM »

Thank you for the mod!
I love the looks of these ships, too bad they hate me(and I can't figure out how to get on good terms).

Interesting thing is that once you put on Safety Overrides on my Hayle, I got about 16 seconds of peak time and after that (suprisingly) my CR starts to go UP.
Needless to say very OP and fun.
Yeah, they get stronger over time but it's very slow and they take forever to get back their CR afterward (because even if CR rise in combat, the ships literally break down after the fight). Overall they are more dangerous to use: you will often have a first somewhat easier fight at high CR but then if you get ambushed while recovering you will be in a very bad position. It require to be a bit more careful when picking fights. In addition, the ships stats are slightly worse than vanilla ship, they require that CR boost to get on top.

Now that being said, we intend to change that mechanic. The ships will still get stronger over time but it will be done in an independent script rather than with CR. That will create some interesting situations in long fights where your weapons will be most effective when they are about to malfunction.
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Originem

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #8 on: December 01, 2015, 06:10:58 AM »

An awesome mod i'd waited for long time
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Troika

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #9 on: December 01, 2015, 09:03:14 AM »

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)
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Ghoti

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #10 on: December 01, 2015, 12:03:26 PM »

I'm really really liking this set so far, this mod seems vanilla balanced, brings in some interesting weapons, I haven't hit anything yet that made me say "Damn, I see no reason to ever use anything else."

Style is awesome
ships are interesting
fighters are scary powerful, but I might be ok with that.

This is damn good work.
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Troika

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #11 on: December 01, 2015, 04:04:43 PM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
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Toxcity

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #12 on: December 01, 2015, 04:23:44 PM »

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
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Ghoti

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #13 on: December 01, 2015, 05:25:10 PM »

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
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Tartiflette

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Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« Reply #14 on: December 02, 2015, 12:12:54 AM »

Hm, I noticed a possible bug: Storm-class barely fires it's micro missile launchers a lot of the time when controlled by the AI. Considering the huge amount of ammo it has, shouldn't it be liberally spamming them?
Small issue that will be corrected in the hotfix (today?). Thanks.

Played around with the mod a bit. Don't really have a lot of things to say atm, but there are a few weird things:
  • The Grave HMG is way too similar to the Assault Chaingun. Maybe it could have its DPS/Flux decreased a bit and have its range raised to 700-800.
  • The Thunderbolt SRMs onHitEffect could be a bit more noticeable, both in battle and in the description.
Yeah, with Flashfrozen we had the same feeling about the Grave, and ended up with the same idea: more range and less damage to make it an intermediary between Assault Chaingun and Heavy Mauler.
As for the Thunderbolts, I'll see what I can do about it.

Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.
My mistake, it was supposed to be 8 or 9 OP. Probably 8 due to the inaccuracy and slow shots compared to the Light Needler despite the slightly longer range.

This is very cool. I see you are a Front Mission fan as well, judging by those 'fighters'. Though if it's in space, can it really be called a wanzer? ;)
FlashFrozen is, I never played any Front Mission myself. I just saw mechs in space and I liked it! ^^
(though if it was my mod, I would probably have changed the names a bit, to avoid any IP conflicts and/or takedown. Devil Aerospace doesn't sound bad either...)
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