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The mod is based on turret factory logic, so it is somewhat expected as the optimal path. I added the NPC ones for immersion purposes honestly.
After testing this myself, I found the mod working entirely as intended.
Please note that this mod does not simply copy the TF turrets (You won't ever see a chaingun) and uses the same distance based probability for their appearances.
In simpler terms: You won't see anything bar mining/salvage lasers at the iron region. Please move closer to the core (Xanion is reccomended minimum) and I'm sure you'll see more.
You'll now need the Capital Weapons lib support mod under required items or this mod will NOT work.
This mod also adds it's own sector to the generation that'll spawn these stations naturally. These won't appear unless you have unexplored area in an existing galaxy or starting from scratch!
If it is, please let me know.
Quick and dirty:
-Balancing pass over turrets to be more in-line with the 10-20k dps/slot expectations
-Removed plenty of turrets that just didnt feel right in the mod
-Updated most of the remaining turrets to feel like upsized variants of their base game versions more
-Unique sounds
-Coax Superlasers now drain excessive power to counter their huge burst damage potential
-Factories can now be rerolled like normal TF's for all that clicking goodness at a 20mill cost. This is also married to a general cost reduction including founding cost down by half.
-Turretingredients now accurately reflects the size of the turrets/balances them by costing extra.
Might expand on that last one to make them take larger, more expensive goods such as fusion gens or accelerators.
Otherwise per slot values should be about equal to v1.1.4 averages. Will take a look at it.
tech 49 Laser 49km range max materials 1,2M dps 8 slots 7.2 billion credits (credit cost is not the objection same factory has many other ridiculous lasers.
Anti-fighter cannon (same factory) 250k dps, 5.2 billion cost 37k.7m range 9 slots this is so far beyond what an anti fighter cannon does in vanilla it is not funny
PDC (same factory) 9 slots 37km, 121k dps 348M cost
All weapons here in the first factory drastically outpaced a the per slot dps on rusty's server where you have elongated turret factories and 1500 seeds in some cases. so while i cannot give you enough data on how far this mod's turrets can go, I can state that they vasty outperform the best of 1,500 turret factories.The greatest turret I saw was a 35k dps/slot at 40km for 2 slot launcher using non-capital turrets. While the range is easily justifiable as a trade-off for tracking speed, over 100k dps/slot is likely not.
Please provide - Turret Type, Tech Level, Turret Damage and the cost to build them in a turret factory.
That will allow me to sample and fix any outliers.
Player built only, both station and weapons.