I'll start testing it in a few days when I get back into X2 mode
I do have a question tho - why have you reduced the Khaak weapon ranges?
Moderators: Moderators for English X Forum, Scripting / Modding Moderators


Spitfire79 wrote:How about upping the mass driver damage a bit further in your mod?

Only the fighter weapons, and only a tiny bit. The khaak M3 weapon still outdistances the HEPTs, and the Khaak M5 is now equiv to IREs. The capship weapon is unchanged (on a relative basis, it was / and is the same as the GPPC)roboneal wrote: I do have a question tho - why have you reduced the Khaak weapon ranges?



brohawk wrote:
Since I am using Burianek's laser mod, the mining laser has a 2K range.
Could the automining script check the range of the mining laser and adjust accordingly?
So do you use a global variable to show your mod is installed so Autominer v2.x can access that and adjust the range accordingly?Dr. Xavia wrote:
Do you know of anyway to detect if the mod is installed?
Xai Corp scripts are using a global variable to store which scripts are installed. If the laser mod uses something similar it would be simple to check if it's installed and adjust the closing range.






Yep, I played around with it, and I have some thoughts, but you can't increase the speeds too much without combat becoming frustrating.Zakalwe wrote:Hey Burianek!
Did you ever try to increase also rocket speeds? They are just useless right now. Hornet has a speed of 148m/s and is too slow to hit anything that moves. Which is pretty good for the player since the AI is spaming rockets like hell, but well, we want a challenge, eh? So technically it shouldn´t be a problem, but have you experienced some fights with lets say doubled rocket speeds? Can imagine it´s quite devastating.
Zak






*rushes off to purchase a Perseus*jduato wrote:PSGs are fine. This weapon is poor when fighting against small ships like TS, TP or M3, although it is fine for capturing. However, PSGs are incredible when fighting against destroyers and carriers. I killed many Xenon K and J with just a Perseus. Making them more powerful would unbalance the game too much.

Hmmmmm.... are you sure you're at the correct range? You know there's a "sweet spot" in terms of the correct range to target when you fire a PSG. If you're too close you'll do very little damage. I tested the balance in much the same way as you describe, and while I agree with your findings with the AHEPT (I used a Nova as target and it took roughly 65 sec of constant firing to kill) I found that BPSGs actually killed the Nova in roughly the same amount of time. Huh. If your range is right, I'm not sure what the issue is. (by the way, if you're planning on continuing to test, and please do, I love the feedback!happykoala wrote: 2 BPSG took 2min 20sec of constant shooting to kill it.
I agreejduato wrote:PSGs are fine. This weapon is poor when fighting against small ships like TS, TP or M3, although it is fine for capturing. However, PSGs are incredible when fighting against destroyers and carriers. I killed many Xenon K and J with just a Perseus. Making them more powerful would unbalance the game too much.
That's balancing. Here's my thought process, feel free to disagree:jduato wrote: On the other hand, Mass Driver is underpowered. Although I managed to kill Xenon Ks with both a Mamba and a Dragon, it took me ages to kill those Ks. Of course, you have to avoid being hit several times or you are dead.