From The Depths

From The Depths

Missile gauge, stronger missiles 2.16 [OBSOLETE]
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Update: 10 Jul, 2018 @ 12:19pm

APN and TPG won't activate until the initial 1-turn finishes(if the missile has it).

Update: 10 Jul, 2018 @ 11:23am

Updated for 2.16

Update: 19 Feb, 2018 @ 11:07am

Updated for 2.15

Update: 3 Jan, 2018 @ 12:32pm

Updated for 2.12.
As a side effect L launchers can only take 4 ejectors for now, will be fixed soon.

Update: 19 Dec, 2017 @ 1:35pm

Missile expansion inventory tab reordered

  • Now all missile launchers/gantries are flattened on a single page
  • They are ordered in columns: light S, S, light M, M, L
  • Launchers top, gantries below them, hatches bottom

Damage changes
  • HE/EMP warhead damage halved, now 200/2000/20000, HE radius rescaled to be roughly the same
  • Fragment damage halved, 200/1000/5000 at 360° (15/30/60 fragments with 6 AP)
  • Thump damage down to ~53%
  • Penetrator damage down to 75%, AP down to ~86%

Defense changes
  • Interceptor damage down to 400/4000 from 750/7500
  • Interceptor submunition count can be changed between 1-5.
    The nominal damage is divided evenly between them: 1x4000, 2x2000, 3x1333, 4x1000, 5x800 for M.
  • APS flak damage down to 50% the damage of HE (from 75%)

Fixes
  • Remote guidance module now no longer increases missile lifetime
  • Removed cable length indicator that appeared for all missiles

Overall missiles should do less damage against unprepared opponents, and defenses aren't as effective in taking them down.

Update: 22 Nov, 2017 @ 5:29pm

New module: remote control

  • Lua lite, it goes for the target of the LWC attached to the launchpad's controller
  • Has 20% of the base HP
  • Not restricted to the head
A bit too strong for now, will add a random error based on distance from the launchpad or some kind of other countermeasure when I'm balancing IR/radar/sonar.

Balance
  • Frag AP reduced from 10 to 6. Now it's noticeably worse against strong armor than HE, still much better against internals.

Fixes
  • TPG/APN fix, now they also work on beam riders and on the missiles that the player follows
  • The damage indicator in the upper right corner only shows the actual damage done for kinetic, without overkill
  • Damage indicator in the top right will always remove damage instances after 5 seconds

Update: 17 Nov, 2017 @ 4:50pm

Penetrator/impact damage and AP change

  • Penetrator damage reduced: 4 * SPEED * MODULECOUNT * SCALE
  • Penetrator AP scaling changed: 3.5 * SPEED * BODY_RATIO^2 * SCALE^2
  • Impact AP doubled to 20, damage halved(doesn't brutalize soft bits that hard)
  • Penetrator module is only available on M/L missiles

Update: 17 Nov, 2017 @ 9:05am

Penetrator number changes(again :) )

  • Damage: 5 * SPEED * MODULECOUNT * SCALE
  • AP: SPEED * BODY_RATIO * SCALE^2
  • SCALE is 0.5/1/2 for S/M/L
  • BODY_RATIO is (BODY_COUNT + THUMPER_COUNT) / TOTAL_MODULE_COUNT
I really like this version, probably sticking with it(maybe with some adjustments to numbers).

Shortrange thruster changes
  • Fuel efficiency decreased, in 5 seconds now it uses up 4 fuel tanks(was 3)
  • Duration can be 1-5 seconds, instead of 2.5-5

Update: 16 Nov, 2017 @ 12:56pm

Penetrator numbers changed

  • Kinetic damage is (BASE_DAMAGE / BODY_MODIFIER) * SQRT(EFFICIENCY_FACTOR)
  • Kinetic AP is 40 * BODY_MODIFIER * SQRT(EFFICIENCY_FACTOR)
  • EFFICIENCY_FACTOR is 0.1/1/10 for S/M/L
  • BASE_DAMAGE is THUMP_DAMAGE * 0.55 at a given speed
  • BODY_MODIFIER is SQRT(THUMPER_COUNT + BODY_COUNT + MODULE_COUNT/20)
It's an overall buff for penetrators with few bodies, a nerf for big missiles with SR thrusters.

Misc changes
  • The 10% mass decrease of the previous update reverted, S mass increased by ~5%, L decreased by the same amount
  • HE radius increased from DAMAGE^0.28 to DAMAGE^0.32

Update: 15 Nov, 2017 @ 5:05pm

Penetrator missiles added

  • Penetrator module in the Utilities tab(standard drag, same HP as fins/fuel)
  • If a penetrator is present thump damage is converted to kinetic and a time after impact fuse is added(0.01 - 0.2 sec range)
  • Kinetic has half the nominal damage of thump, AP is directly proportional to speed(15 at 200 m/s)
  • L missiles do 5 penetrations(4 corners of a 1x1 square + the middle)
  • When the fuse goes off EMP warheads arc their charge to the closest block within 5m
At ground level the heaviest SR thruster S missiles will go through ~1m metal, Ms a few meters of metal or 1 HA with some fluff, Ls ~2m HA.
Going higher penetrators get ugly, flying HA bricks beware!

Complete hit detection rewrite
  • Fast missiles can't teleport through solid blocks, no more hits under armor
  • Missiles can't get stuck in the gantries and do not knock each other around after launch
  • Missiles explode on contact with the ground
  • Unarmed/safety fused missiles still do thump damage to whatever they hit, then get destroyed
  • Kinetic CIWS doesn't work with the changes, it's a useless newbie trap so no real loss

Damage changes
  • HE/EMP damage down from 500/5000/50000 to 400/4000/40000
  • Impact damage down from 50 for each m/s of speed to 30 (bodies were too close in damage on top of the durability bonus)
  • Thumpers now only do the same damage as bodies(thumper+rider is still more durable, dumbfire more durable and more damaging than normal missiles)
  • Frag scaling is now: 15 frags/400 damage/10 AP for S, 30/2000/10 for M, 60/10000/10 for L.
    Helps with performance and now S aren't disproportionately good against light targets.

Thrust/mass changes
  • Torpedo propellers back to 2000 max thrust from 3000
  • Shortrange thruster max thrust reduced to 4500 from 5000. Fuel cost increased to match, in 5 seconds it uses up 1 tank for every 1500 thrust.
  • S are proportionally lighter, L are heavier (both ~15%), base mass is reduced by 5% for all sizes(affects both acceleration and top speed in the game).

Other changes
  • Interceptors now show the damage done in the upper right corner
  • Updated some module names/descriptions
  • Beam riders now have APN/TPG