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Author Topic: [0.9.1a] More HullMods 1.7.0  (Read 31803 times)

Klokinator

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #30 on: December 07, 2020, 02:49:51 AM »

If I could suggest a mod, how about 'Regenerative Missiles'?

All missiles with limited ammunition now gain a 10 second fabrication time between creating new salvos, giving all of them infinite usage during combat. However, in exchange, their engagement range and damage both drop by -33%.
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Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #31 on: December 07, 2020, 06:04:56 AM »

That's actually a neat idea but it can severely broken the game when player use Overriden ship with Cyclone Reaper. Even capital can greatly benefit from this like Legion and Onslaught Annihilator spam. Not mention the downside can be easily negated with officer skill.

But let's hear what PureTilt have to say on the matter.
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"Do what the entire universe does, submit to the laws of nature."

IonDragonX

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #32 on: December 07, 2020, 08:22:32 AM »

If I could suggest a mod, how about 'Regenerative Missiles'?
You want the "Missiles and Sundry" mod, then.

https://fractalsoftworks.com/forum/index.php?topic=14921.0
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Funny how much stuff you can get done while waiting for the update...
http://i.imgur.com/Ucj922u.gif

Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #33 on: December 07, 2020, 03:22:29 PM »

Missiles and Sundry make other mod effectively unusable because the change too much to be compatible with other mods.
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"Do what the entire universe does, submit to the laws of nature."

megabot

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #34 on: December 24, 2020, 08:32:49 AM »

hey umm, not every mod is shown in the description. could you please add them?
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Agalyon

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Re: [0.9.1a] More HullMods 1.7.0
« Reply #35 on: January 18, 2021, 06:46:35 AM »

That unstable shields nerf seems EXTREMELY harsh to me. I think either of the two changes would probably be fine on its own but together its hard to justify ever using it.

[EDIT] With some more testing, I think I was too hard on the change, or maybe the changelog isn't really accurate? Its hard to tell exactly whats going on with it. The changelog doesn't mention it now also takes longer for shields to START decaying while deployed, which does make a big difference. I still dont like how long they have to be down to START "repairing" though. I think taking 6 seconds to recharge fully is fine, but the new long delay means you almost have to be totally out of a fight to start getting them back. I think this is bad because it just encourages and rewards shield flicking even more than it did before, especially with ships that have normally terrible shields.

Maybe experiment with having the shields both decay and recharge very slowly, but start recharging almost immediately when closed. That way flicking wouldn't be as good, and making the choice to let them deploy more isn't as permanent of a downside.
« Last Edit: January 22, 2021, 06:25:09 PM by HeartofDiscord »
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