Regarding the beam weapons disconnection - this is intentional, as AI usage of real beam
weapons is sub par, they tend to jerk the beam a lot, change targets every few seconds, stop shooting after a split second after they start, this leads to many problems:
- jerking beams at long range looks off and breaks immersion.
- deciding to stop attack right after beginning leads to sound effect spam, also it looks silly when beam shows up for 0.3 sec while sound plays 3 sec
- they are very hard to balance due to jerking, they are rather very weak when ai changes targets every second or very powerful if ai stays on one target for few seconds.
SO I decided to go this way, while it looks a bit off (not critical from my perceptive) it counters all the problems I mentioned.
Chris0132 wrote: ↑Sun, 24. Mar 19, 03:30
I like the look of the extended weapon ranges and they're nice and colourful, visually distinct, shame about the effects lagging behind the guns though.
Is it possible also to improve visibility of impact effects? That's one of the weird things about X4 where you can't actually see any impact effects most of the time.
As for weapon visuals - i changed really only L beam, pulse and plasma, everything else is vanilla, but used a bit more smart in conjunction with unique sounds, this makes a lot of difference
As for impact effect - this is something I will improve eventually, but its not the priority atm.
And a small bonus, K obliterates behemoth.