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If payloads also increased the affect area, or they were proportional to the final damage modifier maybe, or if we got a "Burst" module to increase the blast radius (maybe at the cost of damage, so you can spread out the blast more but it will do less to each point in the blast area as a consequence) this would resolve a lot of that issue.
This is especially a problem with how much the missiles cost; you could destroy far more tiles with, say, 20 4-part missiles than 1 80-part missile focused on payload and payload only, even assuming the target has absolutely no point defense or shields to defend against the missile, because that 80-part missile will hit (i don't remember the blast radius off the top of my head, so assume 4m) about 48-ish tiles (pi * 4^2), pi rounded to 3 for simplicity, for an absolutely RIDICULOUS amount of damage, of which about 99% will be wasted. meanwhile, those 20 4-part missiles can hit about the same number, EACH, for far less damage, but even they can destroy internals easily, and 2 or 3 close together can destroy armor, so for the same cost you can either annihilate a small section of armor or internals, or you can hammer through that same armor AND damage internals further in, if they all follow approximately the same path.
The same applies to EMP missiles, except even the base missiles can deplete just about all the power from any component in their blast radius, so there isn't much of a point to increasing their payload except to counter a decrease.
Yes, the HE explosion radius is indeed 4m. In the recent balance update I did make it so that payload module slightly increases the explosion radius. I'll continue to play with the numbers a bit more to see what feels right.
Something that specifically upgrades the explosion radius might be interesting... I'll look into it.
Thanks for your feedback!
Specifically, I think the system as-is can do nuclear missiles. I’d heavily draw from the ingame maps and defs.
Maybe use a hidden value determining texture display when launcher end parts are arranged? Plus, that could also tell the loader and modules to calculate the new missile values for balance.
Lots of work, but I’ll see what I can do to mess around in the code
GA = Galactic Allegiance. It's one of the most popular Cosmoteer mods. IIRC currently it mostly adds a variety of weapons.
In its base form, the modular missile system consists of a loader and a launcher, and is identical to the vanilla missile launcher (except it doesn't have nukes and mines - nukes are still work in progress and mines have been moved to a separate system). Vanilla missile launchers are 2x4 btw.
I haven't really given any thought to a 1-wide missile launcher, but that's an interesting idea. It could fit in this mod, though it'll have to stay in the backlog for a while (or someone else can do it, that's fine by me too).
4x launchers with 2x payload and 1x fuel modules placed on a fast ship can absolutely wreck a whole fleet of ships. Reactors behind several layers of armor can easily be destroyed and take out most smaller ships in a single hit. While looking at the files to manually rebalance the mod I found that modular_missile_heat_shrapnel.rules has damage for HitOperational set to 1500 and HitStructual to 1000. Chopping off a 0 for each value still allows the HEAT missile to destroy internal structures like corridors in a single hit, but doesn't immediately cripple ships that aren't surrounded by 10 layers of armor.
If dropping down to 10% makes HEAT too weak then 20% or so should do.
Further reductions to damage may be necessary, but I don't think it needs to be as drastic as a 10x decrease.
(I originally wanted to make HEAT missiles fragment immediately when it exits armor, similar to how it behaves in FTD. It was intended to make spaced armor more relevant. But I haven't found a way to do that so I settled for 5m piercing.)