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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