Re: FTL Captain's Edition 1.212b/Inf 1.212b/EL 1.212b
Posted: Fri May 16, 2014 2:06 pm
I can't find new artillery at shops. (Visit ~10 shops already) Did you change artillery system's rarity? 

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CE BLUEPRINT:
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Beam</title> <!-- dummy text. will steal from whatever weapon blueprint it uses-->
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc> <!-- dummy text. will steal from whatever weapon blueprint it uses-->
<rarity>1</rarity>
<cost>150</cost>
</systemBlueprint>
OPEN ARTILLERY BLUEPRINT:
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery Weapon</title>
[b]<!-- shows up as shop title, but is replaced in ship screen once the system is installed-->[/b]
<desc>A powerful, automatic weapon. The weapon installed depends on your ship type.</desc>
[b]<!-- shows up as shop description, but is replaced in ship screen once the system is installed-->[/b]
<rarity>2</rarity>
<cost>130</cost>
</systemBlueprint>
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<weaponMounts>
<mount x="614" y="120" rotate="true" mirror="true" gib="5" slide="up"/>
<mount x="614" y="281" rotate="true" mirror="false" gib="6" slide="down"/>
<mount x="268" y="33" rotate="true" mirror="true" gib="2" slide="up"/>
<mount x="268" y="368" rotate="true" mirror="false" gib="4" slide="down"/>
<mount x="649" y="200" rotate="false" mirror="false" gib="6" slide="no"/>
</weaponMounts>
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<weaponMounts>
<mount x="460" y="178" rotate="true" mirror="true" gib="4" slide="up"/>
<mount x="460" y="428" rotate="true" mirror="false" gib="3" slide="down"/>
<mount x="425" y="135" rotate="true" mirror="true" gib="6" slide="right"/>
<mount x="425" y="472" rotate="true" mirror="false" gib="3" slide="right"/>
<!-- artillery mount -->
<mount x="460" y="303" rotate="false" mirror="false" gib="4" slide="no"/>
</weaponMounts>
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<weaponBlueprint name="BA_ARTILLERY_ENERGY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
I actually wouldn't mind giving the Federation Artillery a light Buff. Any ideas?Player Artillery
Most of the different artillery weapons "are meant to" match the Vindicator beam in terms of damage potential, but deal their damage in a different way that often require you to adjust your combat tactics accordingly. The Vindicator still "is meant to" rule them all, as the ultimate "power and forget" weapon.
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<weaponBlueprint name="BA_ARTILLERY_STEALTH">
<type>LASER</type>
<title>Valentine Missile Rack</title>
<short>Valentine</short>
<desc>High-tech missile artillery that replicates it's own ammunition and scrambles the targeting systems of enemy defense drones.</desc>
<tooltip>Automatically fires a high velocity stealth missile that deals 2 damage, pierces all shields and evades lvl 1 defense drones. 30 seconds base cooldown.</tooltip>
<damage>2</damage>
<shots>1</shots>
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<weaponBlueprint name="BA_ARTILLERY_ROCK">
<type>BURST</type>
<title>Emperor Missile Battery</title>
<short>Emperor</short>
<desc>Fires swarms of missiles across the enemy ships, doing up to 8 damage. Replicates it's own ammunition.</desc>
<tooltip>Automatically bombards the enemy ships with swarms of missiles, dealing up to 8 damage. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>105</radius>
<damage>1</damage>
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<weaponBlueprint name="BA_ARTILLERY_SLUG">
<type>BURST</type>
<title>Bliss Neural Stunner</title>
<short>Bliss</short>
<desc>Outlawed brainwave artillery that can permanently paralyze entire ship crews. Stuns for 20 seconds.</desc>
<tooltip>Automatically attempts to stuns the entire enemy crew for 20 seconds. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<stun>20</stun>
<projectiles>
<projectile count="30" fake="false">ba_effector_impact_1</projectile>
</projectiles>
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SPOILERS SPOILERS SPOILERS
CE Artillery Blueprints
<weaponBlueprint name="ARTILLERY_FED">
<type>BEAM</type>
<title>Vindicator Beam</title>
<short>Vindicator</short>
<desc>This advanced beam cuts through all shields, but can't be aimed manually. Indicates you command high rank Federation ship.</desc>
<tooltip>Artillery beam that automatically fires a 1 damage beam that pierces all shields. 40 seconds base cooldown.</tooltip>
<damage>1</damage>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<speed>10</speed>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<image>ba_beam_hit_artillery</image>
<length>500</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>artillery_fed</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_KESTREL">
<type>LASER</type>
<title>Standard Heavy Burst Laser</title>
<short>Standard</short>
<desc>This widely used artillery weapon fires a powerful barrage, but can't be aimed manually.</desc>
<tooltip>Heavy artillery laser that automatically fires three projectiles that do 2 damage each. 40 seconds base cooldown.</tooltip>
<damage>2</damage>
<shots>3</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<image>laser_heavy1</image>
<explosion>ba_explosion_laser_hit_heavy</explosion>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>boss_1</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CIRCLE">
<type>BURST</type>
<title>Waveform EMP</title>
<short>EMP</short>
<desc>Emmits an electromagnetic pulse that can disable entire ships.</desc>
<tooltip>Ion pulse weapon that deals up to 8 ion damage to shields and up to 8 ion damage to systems. 40 seconds base cooldown.</tooltip>
<damage>0</damage>
<ion>1</ion>
<sp>5</sp>
<radius>105</radius>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<speed>120</speed>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<explosion>ba_explosion_artillery_circle</explosion>
<projectiles>
<projectile count="8" fake="false">ba_effector_impact_1</projectile>
</projectiles>
<launchSounds>
<sound>pulsar</sound>
</launchSounds>
<hitShipSounds>
<sound>silence</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>silence</sound>
</hitShieldSounds>
<missSounds>
<sound>silence</sound>
</missSounds>
<weaponArt>ba_artillery_circle</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CIRCLE_2">
<type>BEAM</type>
<tip>ce_tip_beams_industrial</tip>
<title>Tool XL Industrial Beam</title>
<short>Tool</short>
<desc>Heavy duty industrial beam that can keep the enemy constantly under fire.</desc>
<tooltip>Extended beam artillery that automatically fires a 1 damage beam. 20 seconds base cooldown.</tooltip>
<damage>1</damage>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<speed>1</speed>
<cooldown>20</cooldown>
<power>1</power>
<cost>50</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>ba_beam_hit_mining</image>
<length>115</length>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_artillery_circle_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ENERGY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<speed>1</speed>
<cooldown>40</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>0</rarity>
<image>ba_beam_hit_heavy</image>
<length>20</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_artillery_energy</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ENERGY_ENEMY">
<type>BEAM</type>
<title>Verdict Focus Beam</title>
<short>Verdict</short>
<desc>Highly focused beam weapon that will penetrate through any defense, but can't be aimed manually.</desc>
<tooltip>Focused beam artillery that automatically fires a 6 damage beam on a single room. 40 seconds base cooldown.</tooltip>
<damage>6</damage>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>5</breachChance>
<speed>1</speed>
<cooldown>40</cooldown>
<power>4</power>
<cost>110</cost>
<bp>12</bp>
<rarity>0</rarity>
<image>ba_beam_impact_heavy</image>
<length>20</length>
<launchSounds>
<sound>focusbeam1</sound>
<sound>focusbeam2</sound>
<sound>focusbeam3</sound>
</launchSounds>
<weaponArt>ba_artillery_energy</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_MANTIS">
<type>LASER</type>
<flavorType>Antipersonnel Laser</flavorType>
<title>Kaz'trt Light Burst Artillery</title>
<short>Kaz'trt</short>
<desc>Light artillery weapon that decimates crew, but can't be aimed manually.</desc>
<tooltip>Light laser artillery that automatically fires 3 shots that pierce all shields and damage crew. 20 seconds base cooldown.</tooltip>
<persDamage>4</persDamage>
<stunChance>2</stunChance>
<damage>0</damage>
<shots>3</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>4</breachChance>
<cooldown>20</cooldown>
<power>1</power>
<cost>60</cost>
<bp>7</bp>
<rarity>0</rarity>
<speed>90</speed>
<image>ba_laser_light_artillery_shot</image>
<launchSounds>
<sound>apLaser1</sound>
<sound>apLaser2</sound>
<sound>apLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_artillery_mantis_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_MANTIS_2">
<type>BOMB</type>
<title>Sha'k Internal Teleporter</title>
<short>Sha'k</short>
<locked>1</locked>
<desc>Hidden artillery teleporter that incapacitates ships and crew with self-teleporting shrapnel cluster bombs.</desc>
<tooltip>Cluster bomb artillery that deploys 3 shrapnel payloads. Deals damage to systems and crew and stuns for 10 seconds. 20 seconds base cooldown.</tooltip>
<damage>0</damage>
<stun>10</stun>
<sysDamage>2</sysDamage>
<persDamage>2</persDamage>
<ion>0</ion>
<missiles>0</missiles>
<shots>3</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>20</cooldown>
<power>1</power>
<cost>45</cost>
<bp>4</bp>
<rarity>0</rarity>
<image>ba_bomb_cluster_flashbang_shrapnel_impact</image>
<explosion>ba_explosion_shrapnel</explosion>
<launchSounds>
<sound>bombteleport_cluster</sound>
</launchSounds>
<hitShipSounds>
<sound>flashbangPlayer</sound>
</hitShipSounds>
<weaponArt>ba_bomblauncher_cluster_flashbang</weaponArt>
<iconImage>bomb</iconImage>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_SLUG">
<type>BURST</type>
<tip>ce_tip_stungun</tip>
<title>Bliss Neural Stunner</title>
<short>Bliss</short>
<flavorType>Stungun</flavorType>
<desc>Outlawed brainwave artillery that can permanently paralyze entire ship crews. Stuns for 20 seconds.</desc>
<tooltip>Automatically attempts to stuns the entire enemy crew for 20 seconds. Pierces all shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<damage>0</damage>
<stun>20</stun>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>70</cost>
<bp>10</bp>
<speed>180</speed>
<rarity>0</rarity>
<explosion>ba_effector_impact_1</explosion>
<projectiles>
<projectile count="30" fake="false">ba_effector_impact_1</projectile>
</projectiles>
<launchSounds>
<sound>mindControl</sound>
</launchSounds>
<hitShipSounds>
<sound>silence</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>silence</sound>
</hitShieldSounds>
<missSounds>
<sound>silence</sound>
</missSounds>
<weaponArt>ba_artillery_slug</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK">
<type>BURST</type>
<flavorType>Swarm Missile Blast</flavorType>
<title>Emperor Missile Battery</title>
<tip>tip_flak</tip>
<short>Emperor</short>
<desc>Fires swarms of missiles across the enemy ships, doing up to 8 damage. Replicates it's own ammunition.</desc>
<tooltip>Automatically bombards the enemy ships with swarms of missiles, dealing up to 8 damage. Pierces all shields. 40 seconds base cooldown.</tooltip>
<drone_targetable>2</drone_targetable>
<radius>105</radius>
<damage>1</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>3</power>
<cost>70</cost>
<bp>10</bp>
<speed>35</speed>
<rarity>0</rarity>
<explosion>ba_explosion_anime</explosion>
<projectiles>
<projectile count="1" fake="false">ba_shotgun_missile_shot_1</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_2</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_3</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_4</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_5</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_6</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_7</projectile>
<projectile count="1" fake="false">ba_shotgun_missile_shot_8</projectile>
</projectiles>
<launchSounds>
<sound>engine_missile_swarm_launch</sound>
</launchSounds>
<hitShipSounds>
<sound>hit_hull_scatter_1</sound>
<sound>hit_hull_scatter_2</sound>
<sound>hit_hull_scatter_3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hit_shield_scatter_1</sound>
<sound>hit_shield_scatter_2</sound>
<sound>hit_shield_scatter_3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_artillery_rock</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK_PLASMA">
<type>BURST</type>
<flavorType>Physical Projectile Blast</flavorType>
<tip>ce_tip_plasma</tip>
<title>Mother Sun Plasma Thrower</title>
<short>Mother Sun</short>
<desc>Plasma artillery that has a chance to set the entire enemy ship on fire, but cannot deal physical damage or deplete shields.</desc>
<tooltip>Automatically fires 9 plasma bolts that have a high fire chance, but are unable to deplete or penetrate shields. 40 seconds base cooldown.</tooltip>
<radius>35</radius>
<damage>0</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>0</sp>
<fireChance>8</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>40</cost>
<bp>10</bp>
<speed>30</speed>
<rarity>0</rarity>
<explosion>ba_explosion_fire</explosion>
<projectiles>
<projectile count="9" fake="false">ba_plasma_shot</projectile>
</projectiles>
<launchSounds>
<sound>heavyLaserScatter1</sound>
<sound>heavyLaserScatter2</sound>
<sound>heavyLaserScatter3</sound>
</launchSounds>
<hitShipSounds>
<sound>fireBomb</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>fireBomb</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_plasma_thrower_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_ROCK_PLASMA_ENEMY">
<type>BURST</type>
<flavorType>Physical Projectile Blast</flavorType>
<tip>ce_tip_plasma</tip>
<title>Mother Sun Plasma Thrower</title>
<short>Mother Sun</short>
<desc>Plasma artillery that has a chance to set the entire enemy ship on fire, but cannot deal physical damage or deplete shields.</desc>
<tooltip>Automatically fires 9 plasma bolts that have a high fire chance, but are unable to deplete or penetrate shields. 40 seconds base cooldown.</tooltip>
<radius>70</radius>
<damage>0</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>0</sp>
<fireChance>6</fireChance>
<breachChance>0</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>40</cost>
<bp>10</bp>
<speed>30</speed>
<rarity>0</rarity>
<explosion>ba_explosion_fire_impact</explosion>
<projectiles>
<projectile count="9" fake="false">ba_plasma_shot</projectile>
</projectiles>
<launchSounds>
<sound>heavyLaserScatter1</sound>
<sound>heavyLaserScatter2</sound>
<sound>heavyLaserScatter3</sound>
</launchSounds>
<hitShipSounds>
<sound>fireBomb</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>fireBomb</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_plasma_thrower_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_STEALTH">
<type>LASER</type>
<flavorType>Swarm Missile Blast</flavorType>
<title>Valentine Missile Rack</title>
<tip>tip_flak</tip>
<short>Valentine</short>
<desc>High-tech missile artillery that replicates it's own ammunition and scrambles the targeting systems of enemy defense drones.</desc>
<tooltip>Automatically fires a high velocity stealth missile that deals 2 damage, pierces all shields and evades lvl 1 defense drones. 30 seconds base cooldown.</tooltip>
<damage>2</damage>
<missiles>0</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>30</cooldown>
<power>1</power>
<cost>70</cost>
<bp>10</bp>
<speed>70</speed>
<rarity>0</rarity>
<explosion>explosion_random</explosion>
<image>ba_missile_tech</image>
<launchSounds>
<sound>cloak_missile</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_missiles_oni</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CRYSTAL">
<type>LASER</type>
<tip>tip_crystal</tip>
<title>Lattice Lockdown Blast</title>
<short>Lattice</short>
<desc>Powerful projectile artillery that can breach and crystallize the entire enemy ship. Vulnerable to defense drones.</desc>
<tooltip>Automatically fires 3 projectiles that deal 2 damage each; causes a hull breaches; causes heavy lockdown; pierces 1 shield; vulnerable to defense I. 40 seconds base cooldown.</tooltip>
<damage>2</damage>
<stun>10</stun>
<shots>3</shots>
<sp>1</sp>
<fireChance>0</fireChance>
<breachChance>10</breachChance>
<cooldown>40</cooldown>
<lockdown>1</lockdown>
<power>1</power>
<speed>50</speed>
<cost>10</cost>
<bp>2</bp>
<rarity>0</rarity>
<explosion>ba_explosion_lockdown_stun</explosion>
<image>crystal_shard3_vertical</image>
<launchSounds>
<sound>lockdown1</sound>
<sound>lockdown2</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>crystal_heavy_2</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="BA_ARTILLERY_CRYSTAL_LIGHT">
<type>BURST</type>
<tip>tip_crystal</tip>
<title>Shardstorm Crystal Burst</title>
<short>Shardstorm</short>
<desc>Powerful projectile artillery that riddles enemy ships with antipersonnel crystals.</desc>
<tooltip>Automatically fires 12 shots that damage crew; low breach chance; pierces 3 shield. 40 seconds base cooldown.</tooltip>
<persDamage>1</persDamage>
<damage>0</damage>
<radius>15</radius>
<shots>1</shots>
<sp>4</sp>
<fireChance>0</fireChance>
<breachChance>1</breachChance>
<cooldown>40</cooldown>
<power>1</power>
<cost>50</cost>
<bp>7</bp>
<rarity>0</rarity>
<speed>90</speed>
<projectiles>
<projectile count="12" fake="false">crystal_shot_light_vertical</projectile>
</projectiles>
<launchSounds>
<sound>lockdown1</sound>
<sound>lockdown2</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>crystal_burst_2_b</weaponArt>
</weaponBlueprint>
Yeah, I noticed that and changed it already.Russian Rockman wrote:Ok, so first off...
The Artillery "System" Blueprint needs to have it's description changed and also
As you already pointed out, the true damage of the Rock artillery is much lower and pretty unpredictable. The stealth artillery can actually outdamage the Rock one against small ships I'd say. The stealth artillery also takes into account that the stealth ships start out with cloak, meaning the full cloak+full artillery combo is slightly easier to pull of with them. Bombarding the enemy with missiles while sitting out large parts of the fight in your cloak can be pretty effective.Russian Rockman wrote:Is this 2 damage/30 second weapon really worth it
VS...
This 8 damage/40 second Behemoth? (<--New weapon name?)
It does.Russian Rockman wrote:I can't really see the Mantis C's Artillery weapon anywhere on the ship, though I know it should be using a recolored light gatling.
Enabling the player to stunlocking the enemy was kind of the point. Keep in mind that this does still not kill the enemy, just gives you a huge amount of controll. It also kicks in late in the fight. I still have to see how this plays out, but overall this will give you an edge if you are able to dominate your oponent already, but will help you less if your oponent is even or strong. I'll consider giving enemies some chance to resist this (aka inaccuracy.)Russian Rockman wrote:20 SECONDS of STUN??? At max power the weapon will reload in 20 seconds!
I actually wouldn't mind giving the Federation Artillery a light Buff. Any ideas?
Yeah, that was kind of the test setting. Not intended.Russian Rockman wrote:The Engi A and C's artillery looks really cool, I just don't like when it is half way charged because the half way image doesn't seem natural.
That would cut them off in the regular display as well and look odd I think. Also I did not make these as you know. Maybe consider giving feedback in the original mod thread.Russian Rockman wrote:One thing I mightsuggest though is to decrease the size of the crew portraits by 1 line of pixels from the bottom. The reason for this is just so that the portrait doesn't barely overlap the crew person's name when customizing them. (1 pixel equates to 3-4 pixels in that screen). And I also still think the female human's portrait is a bit too small. These are just really tiny nit-picks though and I know all you did was port it over from someone else to CE.
Yeah thanks again for these. That was one less thing I had to take care of. Very helpful.Sleeper Service wrote:I hope you like the artillery room images I sent you.
Of course not, go ahead.Russian Rockman wrote: Would you mind if I use some of your layouts or weapons for Open Artillery in the future?
There is no artillery in CE that would charge within one single "box", so I find that unnecessary. How much time one box represents depends entirely on how much power you have put into the system. My idea here is that players realize at which mark their individual artillery charges (half, 3/4, or full), a value that remains the same for each power level. The player can still deduce the individual cooldown from the tooltip, in case he/she wants to compare that with the rest of the loadout.Russian Rockman wrote:Also, good job on the graduated artillery charge bar. The only difference between yours and the Open Artillery one is yours has 2 divisions and ours has 4. I think you should separate the Artillery Bar 3 times though so you have 4 even boxes. I think people will be better able to understand that each "box" represents 10 seconds then.And it looks symmetrical.
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I was just going to post this.The wise Sten wrote:Hey, it seems as if both ELi and ELs links on the main page both leads to ELi mediafire. I can't download ELs.
That is the heavy lockdown effect and it's intended like that. I'll update the description of the weapon to telegraph more clearly what it does.thinkpad wrote:There seems to be a bug with the Lock 2 on the Crystal A, the lockdown animation covers the system icon...