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The best way to test this yourself is to use the AI autobattler and pit your suits vs built in combat ships.
To make it easier, try downloading my mod which wont interfere with anything else, just adds stuff. Use my explosive structure AI to connect your suits together into groups and save as a ship. That way you can add 25 suits with 1 click. They separate automatically upon start of combat.
Its pretty entertaining to watch them fight and how they are better or worse vs different ships.... but they definitely wreck ANYTHING of comparable cost, and can usually take things twice their cost.
The two reloader thingy was an experiment considering the way I play around with things. Often I would leave my dropsuits on auto-fight and thought about how they would be stuck in the fight firing really low amounts of shots every second, so I added the big reloader per long while.
Thanks! If I, good lord, ever come around to making a 3x3 dropsuit, I might use "bulkier" terms like Fortress, Juggernaut or Bulwark.
Myeah, dropsuits are too jittery for things like stabilized turrets. I'll think of adding a collider too.
Good luck on your mod, man!
I like the differentiation between Striker, Defender, and Bruiser. Shield is a nice touch.
Good call removing the turret-effect on miner. I'd do the same with the others tbh.
As a compromise you can add a small TurretCollider as a partial blocker. This allows lines of squads but hampers blocks of them a bit.
B.3: Addressed in A.3 - They'll moderately generate a fake ammo that gets consumed per shot.
C.1: Haha, I actually just made that one for fun. Like a goon to fight when controlling a dropsuit.
C.2: Sure.
C.3: Sure. It does have vs shield damage, but I sucked (more) at editing at the time so it crashed when I tried to let the shield damage stat show up.
C.4: Sure.
I'll start with these things when I recover, or get the energy
A.1: Addressed in A.3
A.2: Sure. Ontop of that, I think a fun idea is making all of the dropsuits explode flammably on death. Since they're all flammable already, this could hurt the whole "block of dropsuits" thing.
A.3: I've figured out a way to add "overheating" due to a method used in General Munitions. I can have it generate a fake resource that runs dry without having to use energy as the ammunition, so that if they run out of ammo they won't lose control/thrust.
Mining version: 4000 cost. 80 range. 100 beam damage per second. 100k vs asteroids. Definitely needs to block as they can shoot through armor/ships/etc.
Heavy combat laser suit: Cost 10k. Damage down to 60 per hit from 180. Cut disruptor damage in half. Add vs shield damage.
Heavy kinetic suit - similar nerfs as machine gun version. Or heat cooldown period.
PD dude: Cost 2500. 10 damage. 40 shot damage. Overall weaker than a PD gun which makes sense.
Machine gun version: 2500 cost. 20 dmg per shot. 400dps. Your version pauses every 20 shots or so. Increase that pause to like 10 seconds, like the gun overheats or something. So more burst damage, but cant constantly fire.
Second big issue is that you can make giant blocks of dudes and they all concentrate firepower and can shoot through each other easily. So if they blocked each other by setting the ignoreLowLOS=false or whatever, this would balance them a lot more.
Adding ammo would allow for more firepower but the suit would run dry and need reloading like any other ammo-based gun. Or they just run out of ammo after a while and stop shooting. Both options are not very user friendly though, so Im thinking just slower shooting weapons, or guns that "overheat".
Sick right now so I can't think right, though.
Can you tell me what I can change without expression?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018217021
OR, pay 1200 bucks and get a 1200 DPS machine gunner dude. Oh wait.. hes got TWO OF THEM for 2400 DPS. Without any pesky ammo requirement.
The PD dude has TWO PD guns for 1000 bucks, same as a regular PD gun cost.
Normal mining lasers at 6k each? That do 640DPS at short range? Forget that! Ill take FOUR mining dudes for the same price, each one spitting out 900 DPS instead!
Its like 2 dudes with pistols hanging off a tank and doing more damage than the tank main gun!
I get it... I made the fighter components expansion mod and you want your small parts to have an actual impact on the game so if you scaled them all the way down, they would be useless. But theres got to be a middle ground.
I'm also going to backport General Munitions' effects to their old versions, because I'm going to do a second release of the mod so that it has a prettier thumbnail.
One day, you will have to play the latest version of the game.
for sanity reasons that is a joke.
Just so you know I'm planning on making 3x3 dropsuits.
Wanna know why?
Because the difference between the current version and the unreleased beta,
is that the damage definition for the mining laser is changed from..
Salvage
to..
salvage