Reassembly

Reassembly

ReRe Classic (old)
Showing 51-60 of 96 entries
< 1 ... 4  5  6  7  8 ... 10 >
Update: 30 Dec, 2018 @ 4:37pm

Changes:
- Reworked energy costs for weapons across the board. Blame the farmers. Just as many power consumptions went up as there are that went down.
- Adjusted farmer arsenal so it's not OP. Didn't do any reworks on weapons yet since they have so goddamn many that I want to see what people settle on first.
- Terran small plasma cannon now fires in bursts like its cousins.

Update: 25 Dec, 2018 @ 5:52pm

Post-tournament update part 1/2 for December 13th:

Changes:
- All applicable launchers now fire in barrage mode. This makes their missiles more resistant to random weapons and more vulnerable to dedicated point-defenses
- "Unobtanium Hull" -> "Unobtanium Armor"
- Added station cores. They're scale 3, and have 9x the stats of a standard core... alongside a 2x weight multiplier. They are currently a placeholder for an experiment.
- Thruster thrust no longer varies between factions. Instead, mass does. This means that a faction with a thruster buff has had the agility of its light ships significantly improved, but the agility of its heavy ships is unchanged. Factional mult is 1.5x and 0.5x, base stats are terran as always.
- Flak Pulser pattern changed to make spamming them less effective, AOE 10 -> 20, fixed visual bug that annoyed me way more than it had any right to
- Mortar & Burst laser minimum charge 100% -> 65%

Buffs:
- Ultralight: regen speed buffed by 20%
- Reworked Blasters into miniature railgun-tempest hybrids, removed free 'hardened'
- Terran superthruster reworked again: 1100 mass -> 1000 mass, 8000hp -> 10,000hp, regrowth 9 -> 10
- Unobtanium superthruster thrust 480,000kn -> 600,000kn, 980mass -> 964mass, 8000hp -> 9200hp, regrowth speed 4.5 -> 2.25
- Medium plasma: power consumption 58 -> 50
- Terran Railgun reworked again to be a modified medium-large hybrid plasma cannon with high range okay maybe it's nothing like a plasma cannon...
Damage 350 -> 360, power 200 -> 120, rate of fire 0.5 -> 1, fires in 2-shot bursts. range 2500 -> 2100, velocity 2000 -> 2100, cost 70p -> 80p
- Rotation speed of drone weapons doubled again, ~680 deg/s -> ~1375 deg/s

Nerfs:
- Health of all standard thrusters reduced by 33%
- Thruster base regen speed slowed by 50%
- Thruster base mass increased by 50%
- Mortar: AOE 75 -> 70
- Unobtanium: base regen rate halved (to regenerate a scale 2 square; 4.4 secs -> 8.8)
- Terran missile thrust 6500 -> 5000, thrusterboost 2 -> -1.5, boosttime 0.2 -> 1.20

Bugfixes:
- Fixed an unobtanium block with no cost
- Fixed literally the entire farmer arsenal having ~30% faster regen than intended. I have no idea what I was smoking when I put in the regen numbers...
- Fixed discolouration in some campaign ships and debris
- Fixed wrong core mass on all factions (terran 13.75, farmer 18, red 70 --> 80)
- Hardened spinal weapons had far lower regen than intended (regrowth 4 -> 10)

Update: 2 Dec, 2018 @ 7:02pm

Bugfixes:
- Fixed discoloured farmer rectangle
- Fixed farmer thrusters having the wrong mass

Update: 30 Nov, 2018 @ 9:16pm

Update: 30 Nov, 2018 @ 8:21pm

Changes:
- Added an "ILLEGAL IN TOURNIES" tag to the name of all hidden parts, this should prevent confusion building in sandbox until I figure out a better solution

Buffs:
- Replaced mine layer burst laser with constant laser, 25000 grabby force, width 4 -> 2, health 42 -> 88, explode radius 75 -> 50, launcherOutSpeed 50 -> 25, launcherOutPower 50 -> 25, rate of fire 1/sec -> 0.5/sec
- Hardened Superthruster 1050mass -> 1100mass, 7500hp -> 8000hp

Nerfs:
- Red anti-missile laser power cost increased to make it 50% as efficient as a proton sword for doing DPS

Bugfixes:
- Fixed bug where Red shields were able to store energy
- Fixed various bugs where various blocks that aren't called Container were able to store resources
- Removed point defense default binding from repulsor beam and phaser since it was causing glitches, bug has been reported to dev

Update: 29 Nov, 2018 @ 4:14pm

Update: 19 Nov, 2018 @ 7:37pm

Balance update for the November 15th tournament:

Changes:
- kShipMaxSpeed 5000 -> 2500
- Mortar frags removed, price 90 -> 80, aoe 65 -> 75
- Torpedo lifetime 6 -> 10, thrusterforce 8000 -> 6000

Buffs:
- Phaser damage 45 -> 44, spread 0.02 -> 0.06, explosive ENABLED -> PROXIMITY, cost 27 -> 36
- Blaster hardened for free, spread 0 -> 0.06
- Anti-missile laser: 9p -> 6p, damage 50 -> 150, range 400 -> 300, power 2 -> 3.5
- Laser (red): damage 250 -> 500, power 13 -> 15, width 3 -> 4
- Drone agility increased by 50%
- Burst laser chargemaxtime 2 -> 1.8
- Missile rate of fire 0.4/sec -> 0.6/sec, lifetime 4.5 -> 5.4, thrust 7500 -> 6500
- Hardened functional parts cost multiplier 1.3x -> 1.2x
- Mines now have a tractor beam. Fires once every 5 seconds, 10,000 grab force.

Nerfs:
- Tempest cost 54 -> 128, spread 0.03 -> 0.06, power consumption 4.5 -> 5 (I like round numbers), burstyness 0.3 -> 0.55
- Flak cannon rate of fire 2 -> 1.75, cost 30 -> 32

Bugfixes:
- Phaser & repulsor beam are now bound to point defense by default
- Block health was changing between shape types but not cost, this health deviation has been locked so there aren't objectively best shapes.
- Some ultralight armor pieces had twice the intended health. This is fixed.
- Ultralight armor's mass didn't change when resizing. This is fixed.

Update: 3 Nov, 2018 @ 10:04pm

Made Tempest 50% better, and also 50% more expensive. So you don't have to spam tons of them.

Update: 27 Oct, 2018 @ 7:54pm

Hotfixed red stuff showing up in terran palette

Update: 27 Oct, 2018 @ 5:33pm

Ultralight armor base mass 1 -> 5