NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

73 ratings
High Energy Aperture Technologies Weapon Systems
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.757 MB
Sep 18, 2022 @ 9:52am
May 29 @ 8:57am
37 Change Notes ( view )

Subscribe to download
High Energy Aperture Technologies Weapon Systems

Description
*competing for the longest mod name on the workshop.

A bunch of energy based weapons for C1, C2 and C3 mounts that really hurt (or tickle) your opponents.

Current Contents:

L1 laser lineup, 3 laser turrets for C1 mounts

- L1: A simple laser turret that can tickle your opponents for some armor burn.
- L1B: features a Fire Control Radar (steam censors the acronym) to target and burn down missiles with fairly good reliability. It does consume a lot more power though.
- L1C: a pulse beam that deals more damage in return for higher power consumption and cost.

L2 Medium Laser - L1 but bigger, better and stronger
L2B - PD go brrt

P1/2 Plasma Cannon - C1/2 rapid fire cannons

P3 Plasma Cannon - A C3 cannon weapon that fires plasma at your enemies and burns terrible holes into their armor and modules. has habit of knocking out drive components when firing at bow-tanking opponents

P4/5 Plasma Cannons, C4/5 plasma batteries that are incredibly inaccurate, expensive and will really hurt if they hit something
Popular Discussions View All (1)
1
Feb 24, 2023 @ 4:21pm
What Weapon Support modules have an effect on the output of weapons?
Preowned Oyster
50 Comments
Nyx (She/Her) May 28 @ 6:10pm 
Just kinda hoping maybe its something that could be solved with model optimization
Nyx (She/Her) May 28 @ 6:09pm 
Is there any chance you could investigate the flickering issue this mod causes? The only common thing I can pin down with folk that experience it is AMD GPUs, but that isn't much to go on. My theory is it may be somehow model detail related. It doesn't happen when there's a small number on a ship, and it affects the c1 guns mod and 50mm vulcan mod as well, which both feature detailed rounded barrels and complex turret geometry
Hello_There  [author] Apr 10 @ 2:10am 
against capitals at least
Hello_There  [author] Apr 10 @ 2:10am 
I did throw out a patch that make their damage model operate like vanilla AP which seens to have lowered their kill speed a decent amount
Everstorm Apr 9 @ 6:25pm 
It hadn't occurred to me that that was the case but I do really adore the modeling work and weapon concepts and I would love to use this more. Even if it ends up being that each weapon is basically just a reskin of basegame weapons, I just love using these things. That's all, but good to know that my friends' complaints is at least somewhat founded.
Hello_There  [author] Apr 9 @ 1:45am 
it was done to prevent overpens
HEAT has very much turned into a "look at the funny laser bolts" mod, non-faction component mods are kinda inherently unbalanced

I'll probably look at the mediums again in the near future since I actually want to use the weapons more in some campaigns
Everstorm Apr 8 @ 4:14pm 
I have one small question regarding the medium and heavy plasma charges. Why does the medium plasma have a guaranteed penetration depth of a kilometer? That seems a bit misbalanced to me. Are my friends just mad that I'm dumpstering on them or is there a misvalued attribute to these weapons? Saw values using the 'show hidden values' mod.
Nyx (She/Her) Apr 8 @ 2:12pm 
@Mike-22 So far as I can gather, its an AMD driver issue. Unless you don't have AMD hardware?
I do and I do get the black flickering frames issue, exclusively with modded weapons or ships.
Mike-22 Mar 10 @ 11:50am 
great mods but as soon as the weapons are used, "black frames" appear
Nyx (She/Her) Jan 31 @ 8:52pm 
sad that the lasers from this usually wind up just doing no damage at all. Plasma at least works (love the starwars sounds!)