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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] More HullMods 1.8.0  (Read 54935 times)

BreenBB

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #45 on: June 05, 2021, 03:52:40 AM »

I have a different idea. Remove any spare ammunition from the launcher. Instead launchers generate a new full salvo after a prolonged cooldown between shots - you can no longer deal as much of burst damage but could potentially fire more salvos in long term. Might be useful if your ships uses a couple of torpedo launchers to take down overloaded ships but otherwise relies on energies or ballistics. Basically the ammo magazine is replaced with nanoforge.

I like that too, makes missiles regenerable, but limits salvo to one or two.

About regenerating missiles, also on forum is present mod called Hullmod Specialization, but its pretty OP, since missiles almost never end with that hullmod, but I personally edited it so it regenerates slower.
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