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real
the compression cannon turrets have very high projectile velocity, they are meant to be medium ranged weapons
the rolling punch turret has limited range and proj velocity but compensates with damage
the sniper cannons are stupidly fast, especially the largest one
anyways BE MORE SPECIFIC DAMN IT (lh)
a little rebalancing patchio, hope people like it
i am continuing my work on the project 2.0, weapons are gonna take the longest to figure out
you can join the reassembly discord and i implore anyone curious to do so – all the cool and awesome people are there
I know, the mod's arsenal is pitifully weak, no launchables of any kind, no good pd is probably the biggest killer here.
The mod is in it's finished state, aka i don't plan on making any other content changes.
All i can say is to look forward to part 2, as i have learned a METRIC TON of things from my first ever Reassembly mod.
Oh and that part 2 is in development rn, very early though, and i'm taking my sweet time with this one, no more being a crystalline punching bag!
Hello. I have found a good mod and am impressed. However, I have a big problem with this mod.
The ship is too weak. Is the concept like Red?The biggest ships in this mod can be defeated by my total of about 10000Px3, vanilla ships.
First, the attack is simply low.
The attack is less powerful, the bullet speed is slower, the range is shorter, and the blast range is narrower.
Also, the defensive capabilities do not seem so high.
Furthermore, intercepting missiles/drones seems to be nearly impossible. Aside from nuclear missiles, it cannot adequately intercept Terran missiles/drones.
Ahem, so a Solar Heart is the core generator block in this faction. The Solar Power Regulator trades generated power for power capacity and is required for a solar heart to be attached to the hull of a spaceship.
There are 3 tiers of solar hearts and power regulators.
The generator (solar heart) itself cannot be placed onto hull, the power regulator is required as a bridge between the two.
Each regulator converts 1/10 of the same tier's generator's output into power capacity while taking away 1/10 of the P cost of that generator.
So if you have 10 regulators and a generator of the same tier, the only thing you add to the ship is mass and energy capacity.
I'll probably do a quick update and fit some basic numbers into the blurbs of the generators.
Currently confused upon progression apart from ramming enemies with the solar hearts and effectively working as a kamikaze, which is fun as hell don't get me wrong, but I think that's not the intended way to play this faction.
Will also help newcomers who don't understand how you have to place solar limiters to place the hearts onto them and so forth. Overall, pretty cool.