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Just M1 and M3 launchers are coaxial, that's below tech level 18.
Are all the Missile Launchers supposed to be coaxial?
You can add modded weapons, but can't remove new weapons or combat system.
DLC stuff should still appear if enabled - we just can't modify/fix it.
If you prefer Vanilla, there's only CombatAI , Formations and FlightPhysics working there.
If you want to tweak X, check main mod page for collections, difficulty tweaks, or mod compatibility discussions.
Is it possible to use some of the Xavorion mod parts with vanilla? For example, because of the major difference in weaponry that Xavorion has, would it be possible to have all the other parts of the mod in play, and just remove the weapons entirely?
The goal would be to have Xavorion and allow the factions / AI to use vanilla / modded weapons, thus allowing players who have the DLC able to use the Rift weapons and Black Market rewards.
Our group is enjoying many parts of the Xavorion overhaul, but may be looking to dial things back a little so wasn't sure if this was possible.
Ah, yeah, faction packs add extra difficulty and much stronger ships at late game.
It's interesting that railguns work, as they were supposed to be "same" as lasers.
I'll take a closer look at this.
As a side note, that deathray is the actual name of that laser.
It was meant to vaporize capital ships(M8) at close range, but its a capital class coax.
Other than that, laser stats you've posted look fine, actual damage should go around 500k per "charge",
but I'll try to test more around late game with faction packs.
Many thanks for detailed feedback
Thanks for the reply! The lasers from the enemy side then seem to crit often, at least the ones on the M7/M8 versions, and it looks like some sort of thick deathray at times. When I look at these lasers we can build (not in the core yet, so talking at highest, tech 38-42 we have found) the DPS of these lasers come out at around 32-48k, with 1.6 second use, and 24+ seconds recharge.
When we use these lasers, they don't do any real damage against M6,M7,M8 ships for some reason. I think part of that issue may be because the server I am on is using some ship mod packs, some of them toting 3-4m hull strength alone.
It would be nice to find a balance with the lasers, and perhaps even another variant that can be used like a pulse laser but turret abled (not coax). and even a variant more akin to phasers.
Just checked lasers, It's probably worth considering to buff them a bit.
Still, DPS value is not as important as hit damage and crits.
NPCs are using exact same RBE lasers, unless you've met enemies at tech 48+ inside barrier (unique, drop only)
Lasers depend on critical hit damage, and currently scale to nearly one-shotting same class enemy with single turret.
Coaxial weapons are mostly usable by small ships that depend on speed and shield regen, usually up to 50k in durability.
Proton torps only work if you can manage their "skill-shot" with small ship.
You've mentioned 1M hull ships - those are usually late game, M6+ class.
At this point, you should have access to at least HPE plasma weapons and SRM-5 launchers.
As a reference from Normal difficulty, a ship that is nearly invulnerable by itself before reaching barrier:
> 7-slot M4 Corvette with 600k HP and 43k DPS
> 2xRBE-5 & 2xSRM-5
lasers are giving very low dps, with 1sec or less of fire time, and then 15-20+ seconds CD.
Proton torps are OP, with 2-4m+ dmg
Enemies are using some sort of mega beam that is 1 shot most ships, even with 1m hull and shields, no idea what this is.
Would love to see more laser turret options, similar to the phaser beams we have seen in other mods, with reasonable use time and CD.
Cannons are defined at:
/data/scripts/TurretsDatabase/CombatArtillery.lua
If you want to change damage, look for lines
ShotDamage = WeaponTTK.ToDamage( 8, _CounterClass, 0.75 )
- First number ( 8 in this case ) means - seconds of continuous shooting to destroy normal target.
Lower == higher damage.
Note, cannons have "Barrel Tweaks" section - damage listed there overrides "Damage & DPS" section located earlier in scirpt file.
X supports other weapon/upgrade mods. Assuming you're using full overhaul.
You'll find modded items at Trading Stations under "Imported Turrets" shop tab.
If you've got a turret/upgrade mod enabled - and it's not showing up there - then it cant work with X.
SDK mods that don't require "Shadow Lib" should be compatible.
Not full SDK overhaul, submods only
Recent patch lowered fighter speed to 600. Try creating new fighters at Fighter Factory - existing ones cant change.
need to land 2-3 times after the fight
any suggest ?
Should be fixed now, thanks
Got it, a bug that came with 2.5.2 update... sigh...
Thanks, I'll fix that asap
Sounds like a bug or mod conflict - you don't use any other mods that change turrets or turret factories right? I'll need to check
Turret name has that information, ex.
SMG-1-A is M1
BMG-3-C is M3
LRM-6-GA is M6
-(1-8) codes a ship class
-(G)[A/C] codes (G)uided, (A)utomatic / (C)oaxial, though not relevant for fighters
Display being split into few lines is a bug.
Gunners required, not sure anymore.
It was picked back when lasers were too overpowered, probably forgot to tweak that.
Thanks
https://steamcommunity.com/sharedfiles/filedetails/?id=3260001843
I'm not english either, so I've tried to add as much "visual" info as I could.
That happens on Creative, which adds free 100 slots. You need to cover used slots with upgrades to keep their setup permanent.
Come to think of it, if there's any way to dramatically raise the rift protection for hybrid modules, that'd make bringing a corvette or frigate swarm a fair bit more doable (acid fog can only really be tanked with high protection, late materials, or with a hefty health pool).
All that said, I'll have to take a look at filling out ranks with smaller ships and see if that's able to mitigate the damage issues.
There is an end-game class of weapons, rarely carried by M8 only in the center.
Those are massive in size and range, but very, very slow.
You don't want bigger ship to counter them, but a fleet of faster ships.
If you see those weapons on anything smaller than M8, those are probably custom spawns(other mods),
that pull random turrets instead of using Class/Role system.
There's something wrong. What are the names of those turrets?
Do you have other mods that could interfere with weapons?
With class upgrades, defensives can deal some damage, but nowhere near what you've seen.
Yes, PTLs are part of this mod. Their usage is explained in Encyclopedia > Combat System > Bombers
In short, two types exist - one is easier to use, and works for carriers, second is a skillshot nuke.
Those with "Flight Vector" guidance, take speed from ship - so you need to fly in a straight line to drop bombs.
The other one just shoots slow projectiles. Still, not a general use weapon, and not easy to handle.
No mod can change that limit.
Class Upgrades has Torpedo Launcher upgrades, but it's a new game to start over, not a simple mod that can be added to existing save.
Since class upgrades were released, some balancing tweaks will appear from time to time to weapons.
If you have any suggestions, feel free to share.
I definitely appreciate that later game battles dont feel like as much of a slugging fest though - ships can actually seem to damage eachother now. just feels like the earlygame has instead gotten too much power from a relative standpoint, but im just one guy at the end of the day. i dunno how other people's experiences are with it
Rework of shops and upgrades is coming soon, so that should help. I think I've made a mistake of not providing enough tools to play with combat.
Can't promise that mod is perfectly balanced, I've seen that players either found a way to enjoy or break it - or cant find any way to handle it.
Weapons are almost in their intended spot with damage, so it's mostly about movement and loadouts.
And getting stuff that makes a difference is kind of hard right now. So, that's being fixed.
In general, small ships should evade damage, and quickly recharge anything that managed to hit.
For TPP that's boosting, for RTS sprint/move attacks. I've tried to show how that looks in videos at main mod page.
But yeah, we will see how it goes with update. I really appreciate any feedback - it's hard to jump out of your own playstyle. Thanks a lot