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most WC missiles don't have more than 50 HP lol
Keep up the good work, looks great
Pyro-acid: reduced projectile speed on all variants, reduced the damage of the second explosions by half, reduced the damage bonus against components from 300% to 200%, reduced shield pen factor from 0.25 to 0.15.
Bio-plasma: complete rework. Now fires a streams of homing plasma arcs to overload the shields. MASSIVELY reduced damage and penetration capabilities. Added homing capabilities. Removed damage bonuses against armor. Effective range reduced. Reduced the rate of fire.
Leech Spewer: reduced overwhelming penetration capabilities, 2x decrease to rate of fire, effective range reduced.
Predator cannon: damage penalty against heavy armor is changed from 0.5 to 0.25.
Bio-Torpedo: EMP effect is swapped for gyroscope disabling, duration of the effect reduced by half. Increased rate of fire.
Overall changes: all weapons now have 20% more health.
given the description I had the assumption they'd be stopped by heavy armor, but once they've broken through the armor they'd be gutting all the systems past it, not effectively ignoring it the armor- once I saw how they worked it was just humorously "ok cool shoot something I don't need, like my main engines" since i have some banks of ascent thrusters that let me dodge if i need to
maybe a better way of putting it is my engine nacelle is the tank ship and it's performing wonderfully but after a bit i was curious about making them more interesting to build/play around rather than writing one engine off and sipping coffee until the guns stop
The Leech Spewer weapon has the lowest range of all tyranid auxiliary weapons. It's meant to be extra punishing in close-combat, and you should use long-ranged modded weapons to dispatch of Spewers. There's many 10km missile launchers or 20km railguns to do it comfortably and reliably.
If you wanna fight a Spewer in close-combat, you may think of heavier armor or additional "tank" AI ship which will soak some damage from leeches.
P.S. also, if you build a Borg Cube, it may work against Spewers and such weapons, but will be HEAVILY punished by other anti-heavy guns like Pyro-acid, Bio-Plasma or Tentacles.
engagements were ending with very light damage to my ship but the main engines melted, the important areas of the hull have welders as do the engines, but as far as I can tell shield bypass -> splashing onto the heavy armor next to the engine with a 2m zero-falloff aoe with 10m pen just made the strategy 'break the engine and have it tickle the nonfunctional engine and heavy armor until it dies' but admittedly i need to fight them more to see what i can reasonably do otherwise
i could build a borg cube and not worry when ironically that might be what you're actually intending to punish with how the weapon works
What particular shield-bypassing weapons are needed to be balanced in your opinion? Some of my guns bypass shields just partially, dealing only a fraction of damage through them, while others ignores them completely, to force players into certain strategies and dodging/kiting instead of just tanking.
I honestly doubt it😅 There're people in Workshop who could do that way better than me
Even though I kept eye on the tyranids that spawned, the projectile was too fast so I couldn't see it. It was like a scene from a cartoon where I kept going forward with only steering wheel in hand. It may be that bio-torpedo since it was from 5 km away. But I think the leech spewer could also use a little nerf since it has a combination of massive damage, penetration, accuracy and firerate.
Can you describe the weapon or projectile it shot, so i can see how i can bakance it properly?
Yes, some of the weapons are capable of deling some damage through shields (from 15 th 50%), while other weapons, mostly close-rsnged ones, ognores shields completely. I'm still balancing this out, so any feedback would be nice.
Carry on and keep up the great work.
Yes, it would be great)
Thanks for the offer, for now i only need some model improvements. If you guys csn help me with that — i'll be grateful beyond measure)
Fistly, because the organic-themed mods on SE workshop needs a popularisation, and secondly - i want to see this stuff in action so badly))
You can search the mod's files in "Workshop/Content" folder where you can modify the values.
I'm working on a server and would like to include this mod with some balancing done to the weapons. Would you be ok with that?