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Apart from that its the the modular encpunters stuuf and its brethren.
Ill delete the guns one to see if i can get this one working (y)
Do you know why that is at all?
https://steamproxy.net/sharedfiles/filedetails/?id=2137875033 is the revision of this version.
As the notes and spreadsheet show, all ranges are now based on the bullet calibre, with a sliding scale starting at 500m and ending at 3000m. This leaves the 122 at 800m. Damage remains the same per PCU as before.
I've added in an extra block's worth of border around the 300mm and 900mm large grid side turrets to help mitigate 'gunwalling' - we've had the same problem on our servers over at Sigma Draconis.
I hope you like it!
Given the 122mm turret/casimate are a stand out in the mod, we were either going to remove it, cut it's damage by three quarters, reduce it's range to 500-700m or increase it's block size, or some combination.
I personally think reducing it's range is enough, it's okay that it's the best gun as long as you have to stay inside a very restricted range to utilise it. Adds a tactical dimension to it, risk/reward etc.
I'm of a mind to just adjust the range curve of the weapons from smallest to largest calibre and fork this pack to v1.1. What were you planning on doing to resolve it? If you have balanced figures in mind I'm happy to work with you on doing so!
Personally I wouldn't have a problem with you reuploading with your own adjustments - however the models are not mine, at the very least you'll need to attribute the former mod owners, although it's always better to seek direct permission as you've done here of course! Okim has effectively abandonded his, Rider hasn't been seen in some time and Mexpex never responds to me - so I guess as long as you attribute and set as 'unlisted' you'll be ok.
This normally wouldn't matter, it's going to come down to who can put the greatest number of the best weapons towards the enemy anyway, the issue is that whilst logistically a ship which can do that with X-3's and have decent shields at the same time is a challenge, merely covering your ship with 1x1 122mm is not. It also encourages players on the server to overuse conveyor junctions to create huge arrays of 122mm spam, so we're looking at solutions to the problem. What do you think?
We are working on a completely new revision of this pack with a few other weapons added in (with permission of course). Balancing will largely be based around block size and calibre, with the smaller guns having a shorter range and lower damage on the whole - and minimum block dimensions will be changing too. The new pack will be ready for the next iteration of Sigma Draconis and will have multiple highly PvP-experienced players balancing it (rather than just myself).
PVP-wise, Floggy isn't wrong. The balancing metric basically normalizes the guns based on PCU. So the only significant differentiating attribute is range and accuracy.
The balancing efforts to this point have caused the 122 gun wall/brick meta. If you want a variety of weapons, balancing needs to be done properly. There is simply no substantive reason to choose anything even remotely short range. The next competitor for the 122 is the 50 cal (1900 range, better accuracy).
In fairness, there are other mods in play that directly impact balancing efforts (Defense Shields) but basic, proper weapons balancing is lacking IMO. Balancing everything vs PCU is the wrong way to go as it ignores all the other weapon attributes.
Also, where is the fun in sitting kilometers away to kill an enemy?
Since SE is filled with bullshit, some designs spin some long wings and nullify 90% of your turrets placed, so, your ONLY choice is fast battleships with fixed 122s. Don't you ever try to waste your time on any of other weapons, it's just a huge waste of time and effort. Build a kite machine or die. That's all.
This pack is actually now being completely reworked/refactored from the ground up for the Draconis cluster. We're going to be incorporating Whip's Weapon Framework and rebalancing the pack entirely, with bounding box changes on the guns too for better PVP balance and to mitigate the "Gun-wall-of-death" metagame which seems to be presiding at the moment.
I'll be adding it as a new pack but won't be updating this pack further, I don't think - unless there's lots of demand for it.
Watch this space :)
Also i noticed some wierdness with some of the fixed OKI weapons placement (wierd placement on a few, again, nothing really problematic, i can work around it, just may be an issue when using projector and printing it in survival).
In general, this seems to be a great rebalance and i appreciate all the info provided by you in the spreadsheet!
I think he was leading this Link
Try and unsubscribe, delete your local cached copy, and redownload the mod. Mexpex are working fine as far as I can tell?
Found there was this particular mod 'MWI - Weapon Collection 2 (8)' in my mod list within SE, wasn't subscribed to it on steam as I've unsubbed so I could get this particular mod as it covers the same essentially, completely forgot that SE doesn't actually remove it from your list until you take it out and refresh... doh!
Thank's for the insight however, completely oblivious over here clearly!
Loving the mod and keep up the fantasitc work! :D
I've got a fair few mods so wouldn't surprise me if I've accidentally got one of the older versions installed :3
Thankfully as mentioned, doesn't appear to cause any problemos
Doesn't seem to cause any problems as far as I'm aware,
From the log it states MOD_CRITICAL_ERROR: Combined Cannons and Turrets in file **My Steam Folder location** - No weapon ammo data specified for projectile ammo (<ProjectileAmmoData> tag is missing in weapon definition)
Couldn't see anything in the comments so thought I'd report it :)
While testing, I noticed that if I set the gun to continuously fire and then spawn blocks on the wall, it will destroy them. Then the wall itself will start taking what I assume to be the normal damage it is supposed to be taking. You can see that here: https://www.youtube.com/watch?v=731xZSDbHMc
I will say that people have seen mixed results in test worlds with static grids shooting themselves/their own subgrids, there also seems to be some issue with the update before simulation rate - try building it on to a moving grid, shuffle around and shoot at the target, see what happens?
Here I am shooting a wall of light armor blocks and nothing is happening. Everything else in the pack causes damage. https://www.youtube.com/watch?v=cXSQeU0Nv0o
@Sud0 - yes I'm afraid these aren't set up for progression. That's something I will look at adding when I have some spare time.