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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9a] Rebalanced Pilums V1.3  (Read 40869 times)

Darloth

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Re: [0.8a] Rebalanced Pilums V1.1
« Reply #15 on: April 26, 2017, 01:55:17 PM »

Yeah...

Currently, I sometimes bring a Dram or something into battle just because I can shove a Nav Relay on it for an extra 2% speed, and it's cheap.

But, if I could ALSO get +1 LRM per ship doing that, well, then I think it might get out of hand :)
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grinningsphinx

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Re: [0.8a] Rebalanced Pilums V1.1
« Reply #16 on: April 26, 2017, 02:25:57 PM »

I think you can get small ballista's and muscles...I know Darts are small...Never seemed to get out of hand...Besides which slow missiles are fairly easy to shoot down even for the AI.
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DinoZavarski

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Re: [0.8a] Rebalanced Pilums V1.1
« Reply #17 on: April 26, 2017, 03:26:43 PM »

In un-moded SS small LRM may be inappropriate (not sure, me playing without mods was long ago and not for long), but after installing some mods you will find that small LRM's are quite common addition. And most such missiles have better stats, compared to this one (at least enemies can hit them without having to put to much effort).

As for publishing in separate tread - may do a pack of ships and weapons, but some are ported from old mods and i have to find someone to give me permission. Won't spam with single weapon treads however.
« Last Edit: April 26, 2017, 03:30:17 PM by DinoZavarski »
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Me no know, me no understand, me just root...

MesoTroniK

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Re: [0.8a] Rebalanced Pilums V1.1
« Reply #18 on: April 26, 2017, 03:46:41 PM »

A small LRM is an extremely volatile concept, the THI Muscle LRM only works in a balanced manner because it has a very complex custom missile AI and overall mechanics specifically designed to prevent deathballing, retargeting, and other things that make LRMs so powerful. Blunting their effectiveness when massed which is very easy to do with small missiles.

Basically and IMO, don't make them unless you really think it through and do a complex custom implementation.
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SafariJohn

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Re: [0.8.1a] Rebalanced Pilums V1.1
« Reply #19 on: October 24, 2017, 07:40:05 PM »

Now officially "updated" for 0.8.1a. By which I mean the line that said "0.8a" now says "0.8.1a".

If you already have version 1.1 downloaded, you don't need to download it again.
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SafariJohn

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #20 on: November 18, 2018, 09:57:40 AM »

Updated to 0.9a! Download in the OP. Enjoy!
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RickyRio

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #21 on: November 23, 2018, 06:04:52 PM »

Just wanted post in here that this is a great mod, really gives Pilums back their teeth without being overbearing. Been using it for a long time and can highly recommend it.
Really shines when you end up in a fight as a frigate and have to start trying to deal with a 2-4 on 1 while dodging Pilums, some of the most fun I have had flying a Wolf.
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Deshara

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #22 on: November 23, 2018, 06:50:55 PM »

I'm gonna be honest; gun to my head, I couldn't tell you how vanilla Pilums work anymore. I only know these.

In fact, I honestly think Piranhas should be slinging single or dual charge pilums and not bombs bc these nail their intended use (dodgable by frigates and destroyers) better AFAIA
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Darloth

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #23 on: November 24, 2018, 03:38:02 AM »

Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.
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grinningsphinx

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #24 on: November 24, 2018, 02:17:15 PM »

Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.

easy to fix yourself if you want them to be 7.
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Darloth

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Re: [0.9a] Rebalanced Pilums V1.2
« Reply #25 on: November 25, 2018, 04:29:25 AM »

I have done, yeah - but I thought I should let the author know.
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SafariJohn

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Re: [0.9a] Rebalanced Pilums V1.3
« Reply #26 on: November 25, 2018, 09:12:59 AM »

Pilums appear to be 10 OP with this mod.

In Vanilla, they are now 7.

Arguably, of course, they're a bit better in this mod... but I'm not sure if they're 3 OP better.  Worth considering, as I suspect it's an oversight.

It was an oversight. Thank you for bringing it to my attention.


Fixed and available for download in the OP.
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Tackywheat1

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Re: [0.9a] Rebalanced Pilums V1.3
« Reply #27 on: August 25, 2019, 04:31:57 PM »

Do pilum ammo regen like in vanilla?
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