I wildly apologize, but loss by frigate dolphin opportunity to be tug are reflected or this is a bug? In the last versions it has no tow cable hull mod. Hardly, but I found a way to fix it at myself.
And, please, it shouldn't reduce hull integrity of dolphin, it will lose the most part of the usefulness, and so he often suffers from friendly fire ramming the opponent.
Whoops, I have no idea how that happened. I just fixed it, patch in a second. I also raised the Dolphin's hull integrity just a little again.
Hi Vayra I really like you mod and want to say few words, those words may be a little weird, because my English is not good enough. Kadur ships looks naturally in vanilla not like they from mod. And I can't say that some of them are ugly, so I can't help to find them
First of all, thank you!
I'll try to address some of your concerns here:
Balance is good now, but not perfect and there is some bugs:
First, there is a “feature” with Phase Shunt, when the ship have selected enemy, Phase Shunt turns ship in different direction. It's main weakness of Kadur ships for now.
This one I'm not sure if I can fix, it might be hardcoded into the way that phase teleporters work. I agree that it's less than optimal and very confusing when it happens, though -- I'll see what I can do, but it's a lower priority.
Another little bug: Demolisher Rail Cannon haven't shown in fixed ballistic and universal mounts.
Whoops. That's a straight up error. Fixed.
Balance of mediums guns is good, I even think that Heavy Mauler is better than Twinned Coilgun, it generates less flux. Big flux generation is also the reason why I sometimes change Twinned Reilguns for different weapon (I like Hypervelocity Driver).
Balance of small guns is questioned, they just don’t have good equivalent, need more testing... But if you thinking about how to nerf them – flux/10 OP is the best way.
I'm glad you're finding the weapons balanced, I feel like they're in an okay place now with having more straight-up kinetic DPS than a Hypervelocity Driver at better range, but slightly less per-shot damage (though more per burst), higher flux generation, and no EMP. It feels like a sidegrade and a conscious choice to use one or the other, which is what I was going for. Likewise for the Heavy Mauler/Twinned Assault Coilgun.
As for small ballistics, they're already fairly flux-intensive and deal less DPS than their competitors so I'm not 100% convinced they need a nerf... I'll take another look at them though. Anyone else have thoughts on this matter?
I need to say that corvettes are useless, although they have good firepower, but get destroyed too easily. They just too big, can be tracked by anti-ship missiles and have lower survivability than frigates. They almost can't use shield, because of fast flux build up, better give them more armor. And 5 crew members is just too much, even if corvettes be powerful, I can't justify so big losses. But their main weakness is that they use fighter logic and attack too straightness, they must maneuver like frigates. They must be more like Tempest, but smaller. I think they haven’t enough maneuverability to do so. I even not sure is it a good idea, heavy fighters is enough.
May be corvette with turret will be more interesting, mostly like support.
They're definitely intended to be used in more of a support role, I'll consider buffing their survivability a bit though, and I'll definitely lower the required crew.
Edit: Okay, they've gotten a slight combat stats buff all around in the next update. Also, Myrmidon and Immortal wings should act a little more intelligently. Let me know what you think.
Have you think about drones? I mean, if Kadur worry about peoples life so much, they can use some kind of heavy drones, or even robot fighters.
The Martyr drones are approximately the current extent of Kadur UCSV technology. This might change as they engage in tech-trades with various corporations, but for the most part I think drones (especially actually useful combat drones) go against the kind of low-tech personnel-heavy nature of the Kadur.
That, and I find them boring in gameplay most of the time. Drones are pretty much a "press F twice, forget about forever" ship system for me. Maybe I'm just doing it wrong, heh.
I do have some ideas for a sort of drone-like system, though. We'll see how things play out.
Oh, and your English is fine. I found it perfectly easy to understand, anyway. Better than some native speakers, that's for sure.
New version 1.1.7b out right here, just a couple of bugs fixed including compatibility with latest version of Blackrock Driveyards.If you play with Blackrock Driveyards turned on, make sure you grab the new version of that from
here, too.