Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Current status at least fair enough on large ships. It can do higher damage at close range, the advantage has been balanced out by fragile modules because any modular laser or energy block lost will result in power decrease and the laser cannot fire. Redundancy has been limited by ship module slots rather than price.
Maybe modular capacitors controlling the firing time / damage / reload time can solve the balance problem and make this mod more fun. The idea comes from a game names From the Depths, take a look if you still interested in modular weapons.
I just pushed version 0.2.9, doubling component damage (but keeping armor penetration the same).
that this mod makes Duel-Purpose / butterblade / sniper lasers. Maybe the balance remains unable to test by a persuasive way but once you try it it would be very easy to find out. In case you have no spare time......at least this is another 1 vote on balance issue.
Iirc at some point a chance was done to how damage models work and I cant remember if that was before or after this mod came around
I'm unlikely to change the balance based on a single piece of feedback, but I may revisit the balance of this if there's consistent feedback in one direction.