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emphasis on might .
It should not have that massive collision, and since I haven't changed the collision at all since the original version of the mod, this indicates that Keen changed something about the way the data is interpreted, and now I need to figure out what they broke.
Thank you for reporting that, it might just help me fix this mod and others as well.
This is a lovely example of why copying someones mod without permission is a crappy thing to do, because now i have bug reports for bug in someone else's copy of my mod.
I want to use the low speed-High damage ammo but its not recognise it.
I am playing on a server WestUS Astro PvP and it has 17 mods
If both of you would be so kind as to list the other mods you are using, i'd like to check for mod conflict.
There are, unfortunately, a few other mods that are including these weapons without authorization, and crediting someone else with having created them (I'm not happy about this, but that's another discussion).
The problem with them including these guns, is that they haven't changed the block IDs, so you get overlap, and they have theirs defined to use a different ammo type, so if you have both mods, it varies from one save to the next which ammo a given gun will accept.
I dont know if this has anything to do with it but my interior turrets wont let me put ammo in them, no inventory access, super anoying.
As a side note, Keen has once again done something that broke my collision models, so these have strange collision, as a side effect, you can fly 'through' parts of the model, doing so is inadviseable however, as you will almost certainly get 'stuck' inside the model, with only one viable direction to exit, usually the side used to 'place' the block.
Please double check this, and if you are, indeed, using the correct one, let me know, and i'll see if I can figure out what's wrong.
so the question goes for them too - will link to all 3 ofc! ;-)
another question, may you like to model a large ship static gatling gun? :-) (with 6tube barrel instead of the smallships 3tube barrel^^)
another idea is to resize the rocket launcher models and simliar rockets (1 smaller for the ss rapid rl & 1 larger for the ls manual loaded 4 shot rl ;-)
so that you have a rapidfire rl with small rockets that also can pass trough small conveyor systems and reload the small rapidfire rl but with decent damage & a large manual loaded 4 shot rl with bigger rockets wich deal quite a punch!^^ - i search for coresponding date for the balance of a second type of missles so that they dont bypass the ingame ones!
can i add your large ship model?
Since you seem to value the vanilla art style and balanced weapons... would you take a moment to glance at a mod pack request I made in the forums? I really do think it would become the most popular thing in the workshop.
https://steamhost.cn/steamcommunity_com/workshop/discussions/-1/617329797182745299/?appid=244850
Awesome, thanks!
What are the ID names for the ammo types? I'm trying to use the auto inventory mod.. and I can't figure out the names on the 4 kinds of ammo. A little help?
Let me just thank you for even considering it. So many people consider their mods sacrosanct and won't even consider changes.
I actually think changing the slow/hard hitting ammo to something like a nickle plated DU core round would be a good idea. Again, not asking for the moon.. but being able to do 50% dmg to a missile turret with the small sniper from 2km? I don't think that would be unbalanced at all. Ant it would only be like 1/4 a heavy block worth of dmg from the large ship version.
I was just making up a name, considering that higher dmg and uranium cost. Honestly, I'm just trying to get a more balanced, vanilla weapon for myself. All non-stock weapons seem to either be insanely overpowered or underpowered.
My best recommendation would be to do something like reduce the slow speed high dmg rounds in the small sniper to something like 2km and do just enough damage to disable a turret. Scaling this up to the Large Sniper would still not be enough damage to take out 1 heavy armor block with anything less than 5 shots. The fast, low damage rounds being as weak as they are is perfectly fine. 4km+ range is just silly anyways. As it stands now there is almost no difference between the two ammo types.
I don't mean to be a pain.. it just seems excessively low to take 4 shots to disable a turret.. not even destroy it.
EDIT: If you want to go the ammo route.. there is always the idea of explosive rounds. We're talking about like 1/4 the dmg of a Missile.. so perhaps a similar amount of Uranium Ingots at 0.4 per the 4 round clip for small? Idunno.. just an idea.
I've been playing around with this mod a lot LATELY. I've come to a different conclusion... I think it's a tad underpowered.
I would honestly suggest a raising of large sniper dmg about 15% and small dmg about 50%.
4 small ship shots just to do 50%+ dmg to a missile turret to disable it seems incredibly weak. 2 shots? Sounds fine. 1 Shot from the large gun doing 75% dmg to a missile turret also sounds better than what it's at now.. about 55%.
I like that this is NOT an OP mod.. and is relatively balanced for the range and the relative cheapness of the ammo.. I just think it underperforms a little.
EDIT: Have you considered making it half as strong as the model was introduced in the dev video announcing the API for weapon mods? The small sniper was more than 1 shotting the Missile Turrets. Perhaps 50-55% dmg from the small and 100-125% from the large? It would take a couple shots from the large to punch through 1 heavy armor block.