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Do you think there might be a way to implement the script for our customisation? Something to the likes of the scaling you have achieved for the damage dealt per shot etc? Or is it because its in the metal tier, and that its considered a structure, that the devs don't allow for the adjustment of that variable?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=747462821
Anyway most servers I know use modded weapons that can blast a sentry down in 2-3 shots when at ascendant quality. So it's quite hard to balance this for those servers.
While I have you I may as well bring to your attention the problem of some Photon Canon firing sounds when flying around in the environment near no structures / bases, and no visible rouge turret placed in the wild - all on a fresh server. I'm not exactly sure what is going on there, but I thought I'd let you know.
Cheers, mate. Thanks for your time.
Keep up the great work!
1 RPG on our settings (0.03 structure res multi) was doing 800 damage to the 3000 health of the vanilla turrets with a primitive Launcher. 4 hits and its gone. Ascendant was in 2-3.
Juxtapose this with the Photon Sentry which has 20,000 health and considered a metal structure, where metal takes on x10 less damage than Stone.
This means 80 damage per direct hit to the Sentry off 20000HP, equating to 250 *direct hits* with RPGs to bring just one of these bad boys down.
For a structure that deals roughly 2x damage (adjustable) compared to the vanilla turrets, you would expect maybe a Stone Tier of about 5000-8000HP to be applied to such a deadly device on these settings, absolute tops.
EDIT : Heck, I'd even go insofar as to say they wouldn't be a bad structure if they were weaker than the vanilla turrets, as they can pack one hell of a punch if you want them too. And I guess therein lies your problem. Balancing an alterable variable against a static one. To balance it properly, probably wont be possible across the whole spectrum due to that.