Reassembly

Reassembly

Expanded Armoury
Owlfeathers  [developer] 26 Mar, 2018 @ 7:33pm
Suggestions
If you have an idea for a new part you'd like to see added to the mod, feel free to mention it here. If it seems reasonable enough and it's in keeping with the theme of the faction it's for, I may just go ahead and add it.
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Showing 1-15 of 23 comments
gunsforguns 3 Apr, 2018 @ 3:05pm 
A mine launcher for every faction:splode:
Owlfeathers  [developer] 3 Apr, 2018 @ 7:27pm 
Originally posted by gunsforguns:
A mine launcher for every faction:splode:

Probably won't add them to every faction as I don't feel they fit with all factions' themes, but I can definitely give various types of mines to several of the factions which don't have any. Thanks for the suggestion.
Last edited by Owlfeathers; 3 Apr, 2018 @ 7:27pm
Metaladon 4 Apr, 2018 @ 7:12am 
Maybe this is too much of an upset to the general feeling of certain factions, but maybe some alternate block sets? I know this is mostly a weaponry mod, but maybe some weak but light armor for the Crystaline or an unobtainium-style armor for the Reds for very small application, it feels like there's unexplored possibilities of expanding armor options for factions.
Metaladon 4 Apr, 2018 @ 7:16am 
I know some of your weapons trend in this direction, but maybe a dedicated sub-500 range set of lasers for the Crystaline? Thier other guns are good enough for distance, but maybe you want even more DPM for short range, maybe with decreased energy costs over condensers.
Owlfeathers  [developer] 4 Apr, 2018 @ 8:31am 
Originally posted by Sir Metaladon:
Maybe this is too much of an upset to the general feeling of certain factions, but maybe some alternate block sets? I know this is mostly a weaponry mod, but maybe some weak but light armor for the Crystaline or an unobtainium-style armor for the Reds for very small application, it feels like there's unexplored possibilities of expanding armor options for factions.
I was thinking about adding new types of armour and shields and such... still undecided on whether or not I'll do it. I might add it in and test a bit to see whether or not the factions still feel like themselves.
Owlfeathers  [developer] 4 Apr, 2018 @ 8:33am 
Originally posted by Sir Metaladon:
I know some of your weapons trend in this direction, but maybe a dedicated sub-500 range set of lasers for the Crystaline? Thier other guns are good enough for distance, but maybe you want even more DPM for short range, maybe with decreased energy costs over condensers.
Something like a Crystalline proton sword or quantum doom beam? Hm. That might be a thing I can do; thanks for the suggestion.
Metaladon 4 Apr, 2018 @ 10:28am 
Originally posted by Owlfeathers0117:
Originally posted by Sir Metaladon:
I know some of your weapons trend in this direction, but maybe a dedicated sub-500 range set of lasers for the Crystaline? Thier other guns are good enough for distance, but maybe you want even more DPM for short range, maybe with decreased energy costs over condensers.
Something like a Crystalline proton sword or quantum doom beam? Hm. That might be a thing I can do; thanks for the suggestion.

Yeah, somthing between those 2 is what I was thinking... Make sure it turns slow enough to not be an OP antimissile/torp, and it should be good.
Metaladon 5 Apr, 2018 @ 3:07pm 
More large-cannon variants for the Sentinel? Why not make a 3x3 or larger? Alternatve versions like you gave the Crystaline? Who knows....
Owlfeathers  [developer] 5 Apr, 2018 @ 6:46pm 
Originally posted by Sir Metaladon:
More large-cannon variants for the Sentinel? Why not make a 3x3 or larger? Alternatve versions like you gave the Crystaline? Who knows....
Sure; why not. I can add a few of those.
lobster 7 Apr, 2018 @ 12:06pm 
I think a healing beam for the Terran would be excellent.
Mabye in the shape of the Manipulator, and high range but a low-ish healing rate?
IK terran already regens pretty fast, but y'know..
Owlfeathers  [developer] 7 Apr, 2018 @ 10:49pm 
Originally posted by Salsa Mage:
I think a healing beam for the Terran would be excellent.
Mabye in the shape of the Manipulator, and high range but a low-ish healing rate?
IK terran already regens pretty fast, but y'know..
Seems reasonable. I threw it into the latest update.
Last edited by Owlfeathers; 7 Apr, 2018 @ 10:50pm
Metaladon 27 Apr, 2018 @ 9:02am 
Some sort of variety addition to the Tinkrell?

I can't think of somthing that wouldn't just be very bland, but I was thinking an alternate, strange weapon type that's just barely a side grade to the standard "defence lasers and big modulars" setup. Turret-mines? Idk....
Owlfeathers  [developer] 27 Apr, 2018 @ 10:31am 
Originally posted by Sir Metaladon:
Some sort of variety addition to the Tinkrell?

I can't think of somthing that wouldn't just be very bland, but I was thinking an alternate, strange weapon type that's just barely a side grade to the standard "defence lasers and big modulars" setup. Turret-mines? Idk....

Hm... I'll see if I can think of anything. Tink's kinda difficult to come up with ideas for, because it needs to be something which doesn't change the overall feel of the faction too much while still adding something interesting. Vanilla Tink has really pitiful weapon variety though, so most things which are actually worth adding would be too big a change to the faction. One thing I'm adding to them in the next update is a 360 degree pulse cannon base, but I'd definitely like to add something which isn't a modular cannon as well.

I'm kinda short on ideas for Tink though, so I'm open to ideas if anything comes to mind.
spinnirack 28 Apr, 2018 @ 1:32pm 
One idea for a weapon iv had would be a charging laser that is also a shield and i regens like a normal shield but when it fires the shield goes down but its got good damage and range.

it might work for the modular cannon faction.

(no im not good with names)
Owlfeathers  [developer] 29 Apr, 2018 @ 11:48am 
Originally posted by spinnirack:
One idea for a weapon iv had would be a charging laser that is also a shield and i regens like a normal shield but when it fires the shield goes down but its got good damage and range.

it might work for the modular cannon faction.

(no im not good with names)

Unfortunately, that isn't actually possible to do. The options available to modders are somewhat limited, and as far as I'm aware, there is no mechanic which would allow me to make a weapon which disables its shield upon firing.
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