Sleeper Service wrote: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.
Yeah, that was kind of the test setting. Not intended.
Is there anyway you could still show the "energy ball" charging up though? It could be pretty cool. The firing animation is still really fast, I wish I could appreciate a build up.
Sleeper Service wrote:CE Update 1.213
- Mantis C artillery gun animation fixed
The Mantis C's artillery placement is a bit weird though. It doesn't seem as "integrated" into the ship as the others, it just looks like any other weapon, it would be nice if it matched the color scheme of the ship too. It's also on the opposite side of the actual artillery room, breaking the trend of other ships. I think it should just mirror the 3rd weapon mount.
Sleeper Service wrote:- Fed B weapon mount fixed
- Vindicator Beam animation fixed
Very good job on those. They look great.
Sleeper Service wrote:- Fed C/Lanius A/Lanius B artillery animation fixed
The Lanius artillery doesn't seem to have a firing point. I can't see where the scrap is being launched from. I haven't tested if this is the same with the Fed C though. I think the Lanius ships should fire from the middle of the ship where the piloting is located. Or rather, from "beneath" the middle of the ship.
Sleeper Service wrote:- Stealth artillery damage increased
Thanks, I thought it could use just a little buff. What would you think about giving it 3, 1 damage, missiles though? I think it would be cool if it fired 3 in succession rather than just one.
Sleeper Service wrote:- Titel screen name spelling corrected (sorry everyone)
Tanks on fixing the TITEL tpyos. We understand.
Sleeper Service wrote: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.
Understood, however... There could be room for a fast firing type of artillery. Like a partially shield piercing focus beam or something...
Speaking of that, GOOD JOB on the Zoltan Artillery Beam. How did you make the beam seem thicker/brighter???? I must know????
The Zoltan Beam is still placed very awkwardly though. On the Zoltan A the Bardiche Beam even overlaps it if it's powered down and other bigger weapons will too.
Mr. Mister wrote:I actually wouldn't mind giving the Federation Artillery a light Buff. Any ideas?
Not really. I thought of changing it to 2-damage 2-pierce, or make it shorter and into a 2-damage 3-pierce, to encourage timed assistance with your weapons system, but they have their own drawbacks and won't allow for certain very pure tanking builds, and 2-damage 4-pierce might be a little too much.
Of course, each Fed layout could have a slightly different Vindicator too. Classic Vindicator, the shorter 2-damage 3-pierce Reinvindicator, and (if you haven't implemented it on another ship, as I'm about to check them out right now), a mega-focus Contravindicator.
Also, will you (if you haven't already) include the artillery system in the list of systems the enemy can internal-effectorize at the beggining of battle? Not sure what the in-universe explanation would be though.
I think that the Federation A and B should have the same artillery still. Giving the Vindicator a slightly higher fire and/or a breach chance would actually be pretty awesome I think. It would make it seem like a beam that shreds people even more without actually making it much more powerful.
I'm glad that Sleeper is trying to keep the Vindicator as the most powerful artillery beam still.