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Author Topic: New Hull Mod  (Read 3252 times)

Blips

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New Hull Mod
« on: January 20, 2014, 10:13:58 PM »

Possibly unlocked via the construction skill: Enlarged Vents. Essentially increases flux dispersion while reducing armor by X% and hull integrity by Y%.
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Dark.Revenant

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Re: New Hull Mod
« Reply #1 on: January 22, 2014, 04:29:46 PM »

Very powerful on the Monitor and most of the high-tech ships (especially Hyperion).  It might be better for it to be a fixed bonus/penalty instead.
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Bjørn_in_the_Sector

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Re: New Hull Mod
« Reply #2 on: January 22, 2014, 11:45:34 PM »

here's one: Specialised Munitions Racks: _____ (insert Energy, High Explosive, Kinetic or Fragmentation here). It transforms all ballistic or ammo-using weapons on the ship to that ammo type, with a small percentage penalty to hull strength and a decreased ammo capacity for all weapons.
benefits: a high degree of specialisation for your ships is available
drawbacks: highly specialised ships
This is probably most useful for endgame fleets, where creating dedicated task groups can be easier by making a hound covered in MGs deal stupid amounts of HE damage to overloaded capitals, while being screened by your own larger ships' PD systems.
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Re: New Hull Mod
« Reply #3 on: January 23, 2014, 12:24:03 AM »

I'm not sure if that would be entirely balanced....

vulcans and thumpers with energy damage comes to mind
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xenoargh

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Re: New Hull Mod
« Reply #4 on: January 23, 2014, 12:29:14 AM »

Better yet, Thumpers with Kinetic, lol.
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Bjørn_in_the_Sector

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Re: New Hull Mod
« Reply #5 on: January 23, 2014, 12:31:09 AM »

but then you sacrifice their PD capabilities, and the vulcan can be really nasty to damaged capitals who've lost their armour. It would probably be a final (or at least near-final) unlock in one of the skills in the combat tree.

also, what if you had to pay for hull mods.. ??? possible balancer, don'tcha think? money's almost irrelevant at the level you'd have to be to unlock it on a serious playthrough, and it would prevent players from rushing to them.
« Last Edit: January 23, 2014, 12:34:23 AM by Bjørn_in_the_Sector »
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LazyWizard

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Re: New Hull Mod
« Reply #6 on: January 23, 2014, 01:55:38 PM »

but then you sacrifice their PD capabilities, and the vulcan can be really nasty to damaged capitals who've lost their armour. It would probably be a final (or at least near-final) unlock in one of the skills in the combat tree.

Actually, any other damage type would be more effective for PD than fragmentation. Frag only does 100% damage against hull, same as everything else. It'd just do 4x as much damage against armor/shields if it was energy type, making it absolutely lethal against, well, everything. ;)

That's the point of the fragmentation damage type: PD weapons with very high frag damage can easily kill missiles/unarmored targets without being game-breaking against everything else. :)
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Bjørn_in_the_Sector

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Re: New Hull Mod
« Reply #7 on: January 23, 2014, 04:04:20 PM »

ah.. I got that wrong, then. I thought it did 400% damage vs hull. Not sure where I got that from :/
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ciago92

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Re: New Hull Mod
« Reply #8 on: January 23, 2014, 04:27:55 PM »

ah.. I got that wrong, then. I thought it did 400% damage vs hull. Not sure where I got that from :/

I thought it was 150% hull, 50% everything else
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CopperCoyote

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Re: New Hull Mod
« Reply #9 on: January 23, 2014, 04:36:29 PM »

ah.. I got that wrong, then. I thought it did 400% damage vs hull. Not sure where I got that from :/

I thought it was 150% hull, 50% everything else

Frag is 100% hull 25% everything else. I occasionally use thumpers in special situations. The nice feature of frag weaponry is it usually has 3 times as much DPS as the FPS. So if the defenses have been cracked open you can do a terrifying amount of DPS to the hull.
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Thaago

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Re: New Hull Mod
« Reply #10 on: January 23, 2014, 09:32:27 PM »

Yeah, frag damage can be surprising. A wing of Talons has horrifically high DPS... but only when it gets a perfect shot at an unshielded, unarmored target.
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