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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)  (Read 96853 times)


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Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
« Reply #240 on: May 08, 2020, 06:52:55 AM »

Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

Yeah, small graple guns is okay...ish, but medium and heavy a bit devastating even for ammo dependent weapon (same mod adds drones what can restock your ammo lol).

I think the best solution would be copying mechanic from Vindicator's built-in unique weapon which is splits in to few submissions with lesser damage, but make them ricochete if they hit the shield.
« Last Edit: May 08, 2020, 05:22:38 PM by PainProjection »

Cyber Von Cyberus

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I finally got the Wurg and I must say it is truly impressive (although I now need to find a target worthy of being shot by it)
"When life gives you lemons, throw them out of the window and show life the lemonade you bought from the store yesterday"-Cave Johnson


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Love the Dobermann, best AFK ship ever! :D


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Amazing mod. Pounding enemies from afar with my Wurgandal supported by my armada of Carolinas feels cathartic after grinding so long to get em all.
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