No, they will disrupt the target even if the shield is still up. They just have to hit.Spectre01 wrote:So the new FPD's side effect only works when the target shield is down?
[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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The PRG's bullet speed is 800m/s while the PBE's is 2000m/s. The higher bullet speed makes a huge difference in real damage output, especially with the higher ship speeds in the SRM. Currently, the PBE is the most accurate fighter weapon.paulwheeler wrote:I increased the PBE's hitbox to keep it inline with the prg. The PBE only does marginally more damage than the PRG. Perhaps ill reduce the hitbox again - that could be the PBE's thing - powerful but not very accurate.
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I have a question for you all:
Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?
You'll still see the energy levels going down anyway from the HUD, plus I don't believe this alarm sounds for turrets anyway.
I need to remove it for a new thing I'm working on for the SRM.
Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?
You'll still see the energy levels going down anyway from the HUD, plus I don't believe this alarm sounds for turrets anyway.
I need to remove it for a new thing I'm working on for the SRM.
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Surley you would want your Tyr to fire PSP's at a Q? .....its a anti-cap weapon, FPD is more of a secondary weapon.nap_rz wrote:paul, FPS is not working with MARS in ships like a Tyr, MARS still prefer PSPs to punch even Xenon P & Q than FPDs![]()
can you do something?
and why couldn't you put FPD in the same flag (category? or whatever it called) as PSP or MAML?
I have found PSP front, left, right set to "attack capitols" and FPD top, bottom, rear set to "attack enemies" is effective against caps and fighters.
I don't use MARS as it seems a bit daft to swap weapons in mid space!
Last edited by Sn4kemaster on Thu, 13. Jan 11, 13:39, edited 1 time in total.
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sirry, I mean P, and LSn4kemaster wrote:Surley you would want your Tyr to fire PSP's at a Q? .....its a anti-ca weapon, FPD is more of a secondary weapon.nap_rz wrote:paul, FPS is not working with MARS in ships like a Tyr, MARS still prefer PSPs to punch even Xenon P & Q than FPDs![]()
can you do something?
and why couldn't you put FPD in the same flag (category? or whatever it called) as PSP or MAML?
I have found PSP front, left, right set to "attack capitols" and FPD top, bottom, rear set to "attack enemies" is effective against caps and fighters.
Don't use MARS as it seems a bit daft to swap weapons in mid space!


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As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.
Solution: Get rid of your M/AM Launchers.
Solution: Get rid of your M/AM Launchers.
Last edited by paulwheeler on Thu, 13. Jan 11, 15:46, edited 2 times in total.
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But would it be the end of the world if you lost it? The feature I'm working on is really cool and it relys on the ship in question constantly running out of energy - several times a second. However, the constant alarm makes this impossible. (I started developing the feature with my speakers muted... I forgot about the alarm till I was already nearly finished!)Emerentius wrote:[Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?]
Hi paulwheeler, well I'm one of those who listen to that voice and react to it.
During a battle I don't have time to look at the bars. I know I should...
Otherwise I'll have to rethink the new feature.
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that's the problem, I already get rid the MAML as they sucked more cargo (+ the ammo) than FPD.paulwheeler wrote:As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.
Solution: Get rid of your M/AM Launchers.
so FPD supposed to be the bridge between PSP and SSC/EMR, but failed, MARS will try to shoot P & L with PSP and then there's some sort of 'gap' until MARS switched to SSC and EMR.
with MAML it's quite the contrary, MARS prefer MAML than EMPC & SSC, it's quite good for hitting M3 & M6, however the ammo is an issue and does not suit my taste.
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no, now tell us this cool feature you're working!paulwheeler wrote:But would it be the end of the world if you lost it? The feature I'm working on is really cool and it relys on the ship in question constantly running out of energy - several times a second. However, the constant alarm makes this impossible. (I started developing the feature with my speakers muted... I forgot about the alarm till I was already nearly finished!)Emerentius wrote:[Would it bother you if I removed the "Attention - Energy Low!" voice alarm from Betty when your laser energy gets low?]
Hi paulwheeler, well I'm one of those who listen to that voice and react to it.
During a battle I don't have time to look at the bars. I know I should...
Otherwise I'll have to rethink the new feature.


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I'm thinking about give FPD a bit more range, like 4~5.5km due to it suppose to be the Terran M7 main weapons, but lower the bullet speed and up the energy comsume so it won't be an anti fighter weapon. This way, from the weapon range perspective, it fills the gap between MAML and PSP.nap_rz wrote:that's the problem, I already get rid the MAML as they sucked more cargo (+ the ammo) than FPD.paulwheeler wrote:As far as I'm aware, MARS uses damage ratings and ship sizes to determine which weapon to use. The FPD has the same ship size rating as CIG and almost the same as M/AM. Since the M/AM does more damage than the FPD, thats why MARS prefers it.
Solution: Get rid of your M/AM Launchers.
so FPD supposed to be the bridge between PSP and SSC/EMR, but failed, MARS will try to shoot P & L with PSP and then there's some sort of 'gap' until MARS switched to SSC and EMR.
with MAML it's quite the contrary, MARS prefer MAML than EMPC & SSC, it's quite good for hitting M3 & M6, however the ammo is an issue and does not suit my taste.
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I guess I was never going to get the FPD perfect on the first attempt!
I'll have another look at it. I've never really used the M/AM so its difficult for me to balance against it - thats why I took CIG as my cue. Perhaps slowing it down a bit and making it more powerful will be better as the Terran's do have plenty of ant-fighter options.
As for MARS - maybe I did something wrong in the data file. I'll look at it again.
I'll have another look at it. I've never really used the M/AM so its difficult for me to balance against it - thats why I took CIG as my cue. Perhaps slowing it down a bit and making it more powerful will be better as the Terran's do have plenty of ant-fighter options.
As for MARS - maybe I did something wrong in the data file. I'll look at it again.
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Patience... Part of the idea actually came from someone else and I still need to get their permission to use it.nap_rz wrote:
no, now tell us this cool feature you're working!![]()
I'll give you a clue though - it involves a new ship and a new "weapon" that can only be mounted on this ship - in fact it comes built in. Its something a few people have asked for in recent months and its built by OTAS.
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OTAS Repair Ship per chance which uses ammo? If so feel free to create an OTAS version of my Terran Repair Laserpaulwheeler wrote:Patience... Part of the idea actually came from someone else and I still need to get their permission to use it.nap_rz wrote:
no, now tell us this cool feature you're working!![]()
I'll give you a clue though - it involves a new ship and a new "weapon" that can only be mounted on this ship - in fact it comes built in. Its something a few people have asked for in recent months and its built by OTAS.


Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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OTAS Maintenance Pod. With four built in Quantum Pulse Repair Lasers synchronized so that each fires in sequence. Uses quantum tubes as ammo.
Thanks for the permission.
It'll only work as it does if I give the ship hardly any energy with a quick recharge. This forces the beam to pulse and use ammo with each pulse.
That means I have to remove the alarm.
Otherwise ill have to make it a standard bullet. The beams look cool though!
Thanks for the permission.
It'll only work as it does if I give the ship hardly any energy with a quick recharge. This forces the beam to pulse and use ammo with each pulse.
That means I have to remove the alarm.
Otherwise ill have to make it a standard bullet. The beams look cool though!
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As mentioned before, i think you have done a good job on FPD, its a good multi-purpose secondary weapon for M2's given its range, but is a little too energy hungry for use on most M7 in the same role vs M/AM, it just needs a little more punch/speed to justify that XL size, price and energy consumption.paulwheeler wrote:I guess I was never going to get the FPD perfect on the first attempt!
I'll have another look at it. I've never really used the M/AM so its difficult for me to balance against it - thats why I took CIG as my cue. Perhaps slowing it down a bit and making it more powerful will be better as the Terran's do have plenty of ant-fighter options.
As for MARS - maybe I did something wrong in the data file. I'll look at it again.
But please keep the red laser look.....
PS...i like the disruption element, but always think the effects should be more far more drastic in these types of weapons, maybe keep the current set up but really make the weapon energy loss/speed disruption very severe.....im sure this is beyond the scope of the game, but would love to see ships hit with a weapon like that this, to have some kind of lightning/flicker/energy ripple effect them on a successful hit, to show the systems being effected.