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I really miss those on some other Ships XD
What I wanted to get across there, is that following vanilla logic a 250% capacity increase would equal to 1250% catastrophic event probability, setting the high-capacity mags at 50% chance of a significant emotional event for the crew (vs. 15% it is at right now).
Now not only is that thrown out of the window but it also gives bonuses to reload on pair with ammo elevators without needing the power.
And that would be the "It could be an ok module" argument, trading power use and explosion chance for having access to ammo elevator effect on a tight power limit single use gun boats.
But mixing it with a space compressing magazine is just too much for vanilla balance.
And again - your code, your mod. Have fun with it and don't mind me.
You can build an ~900 point Raines with 20km range on Spyglass or 17 km range on Parallax radars. I don't think I have to explain how much of an asset that makes it for any missile/rail fleet or even for standard fleet.
Or you could make a Raines with a 10 km ranged Tripwire radar with 2m target error allowing you to pummel oponents at range with no extra modules on the rest of the fleet.
It is not an instant no against any command guided missile, since it would need to have no backup seeker.
Chaff provides an instant no to all the radar guided missiles in game.
Flares provide an instant no to all wake seekers.
I can apply sonar logic and physics to radar as this isn't a hard science game.
The logic I used in the current description isn't sonar specific and could be applied to basically any active sensor.
I do have a passive variant planned but it'll come in a later update.
Yeah the towed array is a bit op, and I'll probably remove the sensitivity boost in the next update.
When you consider the gain from a reinforced mag to a bulk mag is 50% this is quite a reasonable number I feel.
Plus mag capacity isn't that important of an attribute, considering how much ammo you can fit in your average bulk mag.
meant
high-cap mag jump gets 250% more capacity (!) for 50% more ammo explosion chance.
The malus also is too little - jump from reinforced mag -> bulk mag gives 50% more space for 250% more explosion chance
while bulk mag -> high-cap mag jump gets 250% more capacity (!) for 50% more ammo space AND further bonuses to gunnery.
Tug drive, reinforced reactors and short range radars for AM duty are all great ideas.
Now, if you intend for those items to be, let's say, "in league of their own" you can throw all of that criticism out of the window, but if you intend to keep it anywhere balanced towards vanilla the numbers are way off.
It could work as a passive ELINT receiver with higher damage resistance than vanilla one and the mentioned in "Maybe" 360 FOV(because the actual sensors are far away from hull where stuff tends to explode, problem of engine backwash remains so maybe 270-300 FOV).
Deadeye is radiating FIFTY times more energy than most powerful radar illuminator. That makes it an instant "No" button against any command guided missiles, and is way out of vanilla balance.