Thank you everyone!
A bunch of assorted responses below:
Interesting, going by story mission names, they all seem like branches or sidequests rather than a direct continuation of Galatia.
Nice catch - yeah, that's the case! They're quite meaty, however.
Added Venture (P)
Replaced mining drone with large missile slot pointing backwards
Medium missile slots changed to ballistic
Thematically it's both hilarious and completely on brand that the pirates ripped out the mining pods to just chuck missiles out of the back. If the flux can be managed, and if it can turn fast enough to point at a target, the ship now has a great spread of mounts too.
(Gotta give full credit to MesoTroniK for the idea!)
So there's a buffer now for activating shields/phase after overload. Likewise it would be really nice if there was a small delay for Burn drive, since if you spam F it immediately cancels it.
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Seconded! I am guilty of canceling my burn drives by accident with a double press sometimes.
I ought to take a look at that, yeah.
>Command points are no longer refunded when the last order given during a pause is cancelled
Now, unless I am reading this incorrectly, does it mean that misclicks during pause will always result in command point loss? As someone who misclicks pretty often, I might need a mod that reverts this change
Actually kind of the same for me - I've been playing on a touchpad recently (new laptop must have SS on it) and right clicking is a two finger tap, which I'm still pretty unreliable with. Also I've bound shields to the 'q' key which is not ideal, but better than not having a reliable right click!
Ah, apologies! Just couldn't make it work out.
Squall really did not need a boost to anti-shield performance, it was already generally considered a very strong weapon.
To be perfectly honest, I'm a little surprised to see that in the notes; in my memory the scripted damage was just enough to bring it up to its original damage, not exceed it. I'm just going to... there.
I read up on it a bit and it seemed like another user had a similar issue, and appearently putSpec only works on a certain group of Obfuscated Spec-Implementations? (i.e BaseWeaponSpec instead of WeaponSpecAPI). Would be nice if those were fixed so that we can make even more use of the new Spec methods.
That's right, its usefulness is extremely limited right now.
I prefer to simply give myself infinite command points as I don't see a reason for this mechanic to exist in the first place.
I mean, you can keep doing that, so *thumbs up*
... and hephaestus gets a completely inconsequential buff
I'm just going to say it: the Hephaestus is underrated.
Speaking of AI venting, how about making AI vent in situations where it have high flux, but cannot withdraw to safety since enemy is simply faster? In such situation AI usually just sits with full flux, and cannot attack much or cover since it already at verge being overloaded, and just eats alot of damage until its got overloaded or killed, or vents, but at that point it takes much more damage compared to situation if it immediately vented.
Usually AI is not as brave as the player, buuuut you can make it vent more often by maxing vents and putting Resistant Flux Conduits on. Even then, venting in open tends to bait out missile strikes, which is why the AI is scared. It could become smarter, but I'm not really sure how without making it frustrating in another way.
Yeah - I did this for phase ships specifically (mentioned in the notes). For other ships, it's more risky, since they're not also slowed by having high flux and *generally* have a better chance to escape behind some allies etc. It's definitely a decision that can go very, very, bad so I don't want to do it across the board.
Heavy Burst Laser:
- Remomved ability to ignore decoy flares
Was it too good, when it had these buffs and ignored decoys? What ships did you test it on?
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It's more to avoid stepping on IPDAI's toes, and with the buffs I think it's fine. I was always a bit ambivalent about that aspect of it.
Integrated Point Defense AI:
- Converting small weapons to PD is now the s-mod effect bonus
That's an unexpected change. Did you change it to avoid interaction with elite Point Defence? Because you felt it was too strong anyway?
The idea is that there are times when you *don't* want the "turns smalls into PD" effect of the hullmod, while the other - now baseline - effects of it are always good. So now you can make that choice.
The Fury got mega bonked by the nerf hammer last patch, could the DP nerf 15->20 be partly reversed since 20DP for a Fury feels really bad, what about 18?
Hmm,
does it feel bad? I'll keep an eye on that during playtesting; right now I'm thinking that it's in an ok place. Further feedback welcome, though!