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To anyone reading this: take my earlier comment with a grain of salt. I strongly recommend testing it out to determine if it meets your needs before spending too much time fleet building, but it might end up meeting your needs perfectly fine, I'm not sure.
I talked to komet07 as well and it seems to me that it's just a different perception of the magnitude of issues. I care a great deal about balance, as an over- or under-powered ship is one that is either not fun for the user or the opponent in my experience. And if a ship can only use half of it's firepower, or use turrets only as spinals, that is a problem to me, where others might not see those as issues.
About things looking off.
I am no artist and DC board work is about as dull as it can get. I templated a DC board setup once and then just stuck to that for literally everything.
Couple months after that the game had a DC board rework. I didn't adapt anything to the new system because, as stated, I hate working on DC boards.
It works. About as well as everything else does.
And yes I mean the Anesta Farel as the 4.5k ship.
To be clear I didn't mean any offense with my previous comment, and I'm genuinely sorry if any was taken. I know modding in this game is very hard, and I'm really looking forward to seeing this mod fixed. The models and effects are fantastic and I think it has a lot of potential. I didn't even know you could have rotating hull parts like the Anesta Farel's, that's really cool.
Do elaborate
- ships turn the wrong way
Turret unmasking behaviour is fucked, always has been. Its unintuitive as hell to set up properly
- 4.5k ship v 12k
Presumeably you mean the Anesta Farel
The mod looks awesome, like the ship models are super cool and the idea of it I think would be really neat to see, so I recommend checking it out again after it's fixed, but until it's updated again I would not bother trying this out unless you just want to have unbalanced space battles and don't mind a lot of bugs.
(Posting this so others don't make the same mistake that I did in spending a lot of time building ships for it only to realize it's completely broken).
Big question here, though; are you still working on the mod? Love to see more content!
Also holy moly the Gladius punches waaaaay harder than I thought it would. The missiles alone will tear apart medium-sized ships within a burst, and an Axford can deploy EA-99s and there'll still be enough missiles not seduced to cripple it.
Not to mention those heckin lasguns!! Those things shred monitor armour like paper. But the fragility when they are hit with even 100mm HE shells does offset that. Looks like the DP PDTs from OP: BL will have bigger fish to fry now :3
I wanted to write that into the changelog
but I got distracted
a CM or two of armor being added is advised, at least in my opinion
Also, I feel like the Daedalus' spinals tend to struggle to get on target if both are tasked on something at the same time, due to their spacing
also yeah the lasguns are a bit potent in comparison to other mods and vanilla energy weapons
I have yet to receive complaints about Lasguns performing too well from the people actually using the mod in MP.
Im assuming this mod is not meant to be played with vanilla factions, and only against itself?
Their inclusion into the main faction was kinda a mistake to begin with and the OSP rockets don't feel like being unlocked
>Jian
>Falx
Somebody played X4: Foundations. Good taste :)