[WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
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- Posts: 65
- Joined: Sun Feb 26, 2017 2:34 pm
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0, Updated!]
Looks interesting. The design on some might give me some potential ideas when/if I move on to weapons in my hard-coded mod. Keep up the good work.
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]
Nice weapon pack, some gorgeous sprite work there.
I haven't checked whether the ion beams really are beams, but just in case you don't know: Ion damage on beams does not really work. Beams deal their ion damage every frame, so they pretty much add full stacks of ion damage to anything they hit. You can see for yourself with fully upgrade sensors. They will also instantly ionize any amount of shields, so generally they are broken/OP.
I haven't checked whether the ion beams really are beams, but just in case you don't know: Ion damage on beams does not really work. Beams deal their ion damage every frame, so they pretty much add full stacks of ion damage to anything they hit. You can see for yourself with fully upgrade sensors. They will also instantly ionize any amount of shields, so generally they are broken/OP.
- Arfy
- Posts: 206
- Joined: Mon Apr 11, 2016 4:14 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]
Sleeper Service wrote:
I haven't checked whether the ion beams really are beams, but just in case you don't know: Ion damage on beams does not really work. Beams deal their ion damage every frame, so they pretty much add full stacks of ion damage to anything they hit. You can see for yourself with fully upgrade sensors. They will also instantly ionize any amount of shields, so generally they are broken/OP.
Yeah, I tried and tested ion beams before, I've tried to balance it out by making the beam length fairly small.
Discord: ATLAS#9226
- Sleeper Service
- Posts: 2305
- Joined: Sun Mar 24, 2013 8:49 pm
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]
Yeah but even with one pixel beam length it will still compleately ionize any system through any amount of shields. Meaning as soon as it is charged you can thoroughly disarm every enemy ship. That behevaiour also makes the difference in ion damage meaningless. If the mark I charges faster than mark II it would be far superior actually.
- Arfy
- Posts: 206
- Joined: Mon Apr 11, 2016 4:14 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]
LONG OVER DUE UPDATE!
Added 3 new weapons! Check main post for more details.
<<READ!>> Note: Since the AEA ship patch has not been updated to have the starting ships be equipped with these new weapons, their rarity and cost have been lowered, for now.
Added 3 new weapons! Check main post for more details.
<<READ!>> Note: Since the AEA ship patch has not been updated to have the starting ships be equipped with these new weapons, their rarity and cost have been lowered, for now.
Discord: ATLAS#9226
- KingdomKrafters
- Posts: 139
- Joined: Sat Oct 28, 2017 8:09 pm
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]
Sweet this looks awesome. Would you mind if I used it in my Super Ship Extension Pack on certain ships?
- Arfy
- Posts: 206
- Joined: Mon Apr 11, 2016 4:14 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]
KingdomKrafters wrote:Sweet this looks awesome. Would you mind if I used it in my Super Ship Extension Pack on certain ships?
Sure! Go ahead!
Discord: ATLAS#9226
- Arfy
- Posts: 206
- Joined: Mon Apr 11, 2016 4:14 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
MASSIVE UPDATE!
Hoo boy, it has been quite a while since I've updated this weapon's pack; almost an entire year since the last update. After much thinking, I decided to come back to FTL modding to simply make another update for this mod:
Changelog:
Weapons:
11 NEW WEAPONS! (See main post for more details, weapons are underneath the dark blue "NEW WEAPONS" tag.)
Misc:
Enjoy!
Hoo boy, it has been quite a while since I've updated this weapon's pack; almost an entire year since the last update. After much thinking, I decided to come back to FTL modding to simply make another update for this mod:
Changelog:
Weapons:
11 NEW WEAPONS! (See main post for more details, weapons are underneath the dark blue "NEW WEAPONS" tag.)
- Doomsday Bomb
- Reaper Burst
- Lochaber Beam
- Rhongomiant Beam
- Vulcan Mark I
- Nemesis Fission Missiles
- Concord Beam
- Heavy Impact Laser
- Impact Missiles
- Hull Smasher Flak Mark I
- Reactor Discharger
Misc:
- Ion Beam I and II balanced (Speed = 9999)
- Fixed the sprite of the Ion Beam II
- Prices of all weapons have been decreased
- Excalibur Beam slightly nerfed
- Buffed the Cluster Missile (0 SP --> 1 SP)
- Crystal Charge Burst buffed (Power: 3 --> 2)
Enjoy!
Discord: ATLAS#9226
- AgentTHeKat
- Posts: 19
- Joined: Thu Apr 12, 2018 3:08 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
big dunce
It's me, one of those Multiverse Devs!
Do you have a ship sprite you aren't sure about? Do you think it could be better, but aren't sure how?
Contact me on discord (AgentTheKat#1953), and I'll see what I can do! It's kind of my thing.
Do you have a ship sprite you aren't sure about? Do you think it could be better, but aren't sure how?
Contact me on discord (AgentTheKat#1953), and I'll see what I can do! It's kind of my thing.
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- Posts: 7
- Joined: Wed Jan 15, 2020 9:56 am
Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]
Ayy necro-ing threads is my specialty. Anyway, the animSheet for "ion_beam_contact" (the collision effect for most of your ion beams) is erroneously named to be "weapons/beam_ion_contact.png" instead of "weapons/ion_beam_contact.png"
EDIT: And also the chargeimage for Falx Chainbeam II (BEAM_CHAIN_2) is erroneously "chainbeam_mini_2_chainglow.png" instead of "weapons/chainbeam_mini_2_chainglow.png"
EDIT: And also the chargeimage for Falx Chainbeam II (BEAM_CHAIN_2) is erroneously "chainbeam_mini_2_chainglow.png" instead of "weapons/chainbeam_mini_2_chainglow.png"