Yet another double Nebulous update
🕑 Added 2022-09-19 07:50:51 +0000 UTCPRISM Aerospace International 0.2.21 - "Math harder"
The Thales finally got some love: the hull now has four emplacements for custom VLS. These are only available in 46 size one cells, and 12 size two cells. These should give it the versatility it has been sorely missing. Additionally I'm experimenting with a different hull buff that may end up being applied to the entire faction: The ship now has 4 (!) base missile programming channels, but also a -50% programming speed.
Personally I do not like how the entire programming speed feature can be ignored with a few modules, and this would be a good way to distinguish the faction from vanilla.
Changelog:
- Fixed all bridge lights not displaying power losses.
- Pythagoras internal armor density brought down to 1.1cm/m from 1.25.
- Descartes internal armor density brought back down to 1cm/m from 1.1.
- Descartes base hull cost increased to 700 points from 650 .
- Thales now has 4 special spinal VLS slots.
- Thales now has 4 base programming lines, and -50% programming speed, instead of +15% firerate.
- Euler now has three C2s, from one plus two C1s.
- Euler's DC board no longer overlap.
- Euler's hull bonus changed to -25% radar signature, from +25% missile programming speed.
Prism Aerospace International is available on the workshop.
Deadly Armaments Manufacture of Novia 0.2.30 - "Spicy"
D.A.M.N. introduces the "Needle" series of railgun weapons. Warning, these are an alternative take on the vanilla railguns meant to test different balance paradigms. They are NOT meant to be balanced against those but against every other weapons.
Like their vanilla counterpart, these are very much a work in progress and any feedback would be greatly appreciated.
The balance paradigm:These are burst-fire railguns, throwing slightly weaker shells with very low crit chance. They should be less oppressing than pre-patch railguns due to the damage being spread across a target when fired at long range instead of into a single module. They should be less spammable due to their very high power consumption. They do more consistent damage due to their very high AP and lack of spalling which in turn ensure they cannot replace the good old cannon firing HE shells. These should lay a good suppressing fire. Forcing the enemy to keep out of sight and very much deadly if ignored.
Other changes:
- Casemate's reload time reduced to 15s from 20.
- Casemate now has "fudge shot vector" toggled on (Which means the shots will be fired toward the target, plus some inaccuracy, instead of straight ahead. It will dramatically help the weapon to hit targets however it tends to also confuse the AI when multiple guns fight for a line of sight)
- Ocelot now has a 5km FCR (Initially meant to target missiles, but it turns out it's kind of useful to multi-lock enemies close-by)
D.A.M.N. is available on the workshop