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They don't seem to be able to be shot-down/Flared. So the moment an enemy has Cluster missiles, say goodbye to whichever Destroyer is being hit by 4 clusters at a time. Damage is too high compared to their cost to craft. (not Buy). You could literally lower their damage to half of what it is now and it'd still be extremely powerful from a missile standpoint since it costs almost nothing to build them.
больно смотреть как 8 торпедоносцев что с залпа сбили бы K, 50% убилось при наводке, остальные кое как с 1 из 5 выпустили торпеду и кое как убили его(1 ещё умер)
это не говоря про выбор торпед(1 торпеда, всего 1... но сами выставить не могут(первую 8 переодевал как и всех ракетчиков почти у хищьника...)
это все без мода, так как сам стреляю только с Астрида(у него лапки, поржал что он "торговый", ага не может быть наёмником...) и Асгарда(ОН ЛАПА)
Overall, my feeling is we exchange an excessive situation (too low missiles efficiency at vanilla) for an other excessive one, but inversed, at missiles reworked.
Since the conterpart is "Heavy"... ?
Because "Easy" means "simple" in opposition to "Hard" or "Difficult".
I like your mode, especially the increased range of individual missiles. It's suffering in a vanilla game, so ridiculously short range. I sadly remember the game X3 Reunion and X3 Terran Conflict when I read the names of missiles, in your mode.
The plan was to separate the ammunition that would be fired by M torpedo and rocket launchers on medium ships and turret rocket launchers on large ships. Thus, it will be possible to adjust the power of small and medium rocket launchers on corvettes / frigates / fighters - they will have powerful rockets / torpedoes, and rocket turrets will outperform the number and effectiveness of several types of missiles, rather than the alpha strike of a single torpedo or missile.
It is so, becasue the Turrets cant stand the damage and normal weapons, even L class cannons, are getting destroyed very fast.
I am fine with the damage to the ship itself tho.
Hope that feedback helps.
Ive noticed, that there are weapons in vanilla that do extra damage to turrets and engines. But I cant tell, if that is related to any specific damage type or what not.
Yes, there are some kind of missiles that are aimed at shooting down other missiles (as I understand it from the heat trail), but in my personal experience they work very badly, and it’s hard for me to understand through the code what and how to correct so that they work as excellent or at least would be acceptable opposition.
BUT I still think what you're doing is a good idea. I was SUPER bummed out when I first discovered VRO had the only missile rework. And spent some time desperately searching for another way - but I couldn't find one and the vanilla implementation is so stupid I was either uninstalling or I had to install VRO.
But your ranges are almost identical to VROs cruise ranges and in VRO weapons and ranges in general are extended. Which means in vanilla, your mod will make missiles an instant win against any station or large ship since at 45km they would outrange anything by like, what, 30km?
Just curious what your plans are regarding that, even if just they are intentionally for dominating those things. As long as they cost about as much as the ship, to fill its magazines, seems legit imo haha
haha
So if you're being inspired by VRO don't forget this REALLY IMPORTANT part of it.
LAUNCHERS COMING IN MULTIPLE SIZES!. Not sizes in terms of how many missiles they hold, that's one of egosoft's worst ideas ever. But sizes in terms of:
A CRUISE MISSILE launcher on a battleship is NOT the same launcher that a fighter uses to launch a single anti fighter missile.
The way VRO locked cruise missiles to cruise missile turrets and cruise missile turrets to L/XL ships really brought it all together for me.
I found out that missiles were also reworked in the VRO only after I uploaded the mod, and I don’t have much desire to put on a complete rework just to see the new implementation of missiles and torpedoes.
Right now I'm in the process of introducing individual missiles into the game, without changing the characteristics of existing ones. As soon as the mod is ready and tested, I will upload it here.
You wrote missiles wrong in the title.
Now I'm trying to figure out more precisely where this value described in the characteristic file will be used in the game itself - it is possible that these missile range numbers, as you say for AI. If knowledgeable people will read this, I will be glad to see an explanation here.
Thanks for doing this.