1.6
- Advanced Turret Gyros reworked to 0.96a current change: damage bonus vs fighter/missiles and damage bonus vs smaller ship sizes of the ship!
- Converted Fighter Bay S-Mod will also reduce deployment point of the ship!
- Efficiency Overhaul S-Mod should properly detect if Phantom is a civilian ship and other ships!
- Expanded Deck Crews S-Mod reworked: +25% faster replacement rate!
- Heavy Armor now applies an increased maneuverability penalty as the s-mod penalty.
- High-Resolution Sensors: Changed cost to 4/6/9/15 (was: 9/9/9/15) and gave s-mod effect with 0.96a changelog!
- Nav Relay S-Mod reworked: Adds maneuverability based on the total nav rating of your fleet. Fighters gain +20% top speed and maneuverability!
- Shield Conversion Omni S-Mod reworked: No longer reduces shield arcs!
- Shield Shunt re-added as an S-Mod bonus with 0.96a changelog: Increasing the armor bonus to +30% armor!
- Recovery Shuttle reworked: Reduces the rate at which the fighter replacement rate decreases due to fighter losses by 40% when engaging! (You gain -50% when on recall in vanilla behavior!)
- Unstable Injector reworked: Increases the ship's zero-flux engine boost to top speed by 20!
That's unfortunate. Most of the logistics ships added by mods aren't civilian flagged, even in vanilla about 1/3rd to 1/2 of the logistics ships aren't civilian tagged either.
actually its not even just that, it seems its just tied to the presence of civilian grade hull, or militarized subsystems... Revenants and phantoms get the combat bonus whilst literally not having any guns, and getting the drive field bonus of the bulk-transport skill.
Fixed!
Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
I second this motion. Something like it’s armour increase set to 30% or 50% EMP resistance, because currently Shield Shunt is just begging the enemy to pepper your with torpedoes and missiles for the same amount of armour that armoured weapon mounts gives you.
Done!
A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Done!
I have two questions about the way the modifiers from Blast Doors are implemented.
From what I can tell the -10% Armor Damage Taken is added upon the existing modifier, for example if there is Impact Mitigation already. So with Blast Doors built in this should result in -35% or 0.65 modifier? This seems very powerful, maybe instead of deducting another 10 it might be better to multiply with 0.9?
And is the - 25% HE Damage Taken applied before the armor calculation to affect the impact of weapons, or after for the damage calculation only?
Both of these together seem to provide a lot of value to armor ships.
Should be a .675 modifier as they stack multiplicatively. the -25% HE Damage taken applied should be before the armor calculation.