Re: [SHIP][AE] Obsidian Bomber: The Paragonyx [v03.2]
Posted: Sun Feb 14, 2016 10:45 pm
Styles:
Ooooooh. See, this is the problem of not playing CE very often, I never knew about the last phase's augments...
Yeah, it'l get 2x ion fields. II'l swap the order for th enext release so it gets Drone Boost instead.
Fire wise, this ship starts with no fire-starting weapons. It's all hull breach. Plus the augment's efficiency has been dropped dramatically to stop it becoming over-powered on the player ship...
Narn:
That's interesting - I hadn't heard that, but to be honest my mileage has varied.
I spent a lot of time in MTE setting up the new artillery, and I had it firing every 10 seconds to test it quickly, and then at well over a minute when trying to balance it.
Currently the primary system fires roughly 1.5 times for every 1 secondary fire, assuming you leave both at 1 power.
Weirdly, both systems will use the same floor image. This means v001 and v002 looked a bit shoddy, but with the stacked-systems of v003, I had a bit more luck.
Thing is, the floor images are very slightly transparent, so having two overlayed actually made it a solid image. To fix this, I just set the floor image to 75% transparency.
One thing i'm not sure on is whether both systems get given the same level - my primary is set to 3, and secondary was set to 6 to try and give it extra buffering, but from a fire-bomb test it seems to also be at level 3.
Thing is, I also changed the artillery cap to 3, which may have capped the second system. Requires more testing.
Fun thing; if you stick two Zoltans in that room, it fully powers both systems!
Ooooooh. See, this is the problem of not playing CE very often, I never knew about the last phase's augments...
Yeah, it'l get 2x ion fields. II'l swap the order for th enext release so it gets Drone Boost instead.
Fire wise, this ship starts with no fire-starting weapons. It's all hull breach. Plus the augment's efficiency has been dropped dramatically to stop it becoming over-powered on the player ship...
Narn:
That's interesting - I hadn't heard that, but to be honest my mileage has varied.
I spent a lot of time in MTE setting up the new artillery, and I had it firing every 10 seconds to test it quickly, and then at well over a minute when trying to balance it.
Currently the primary system fires roughly 1.5 times for every 1 secondary fire, assuming you leave both at 1 power.
Weirdly, both systems will use the same floor image. This means v001 and v002 looked a bit shoddy, but with the stacked-systems of v003, I had a bit more luck.
Thing is, the floor images are very slightly transparent, so having two overlayed actually made it a solid image. To fix this, I just set the floor image to 75% transparency.
One thing i'm not sure on is whether both systems get given the same level - my primary is set to 3, and secondary was set to 6 to try and give it extra buffering, but from a fire-bomb test it seems to also be at level 3.
Thing is, I also changed the artillery cap to 3, which may have capped the second system. Requires more testing.
Fun thing; if you stick two Zoltans in that room, it fully powers both systems!