[WEAPON PACK] Arfy's Experimental Armaments [V2.2!]

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Northern_Warrior
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0, Updated!]

Postby Northern_Warrior » Mon Sep 04, 2017 1:06 am

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.
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Sleeper Service
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]

Postby Sleeper Service » Mon Sep 04, 2017 12:16 pm

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.
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Arfy
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]

Postby Arfy » Mon Sep 04, 2017 4:10 pm

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.
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Sleeper Service
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.0!]

Postby Sleeper Service » Mon Sep 04, 2017 7:52 pm

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.
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Arfy
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]

Postby Arfy » Sat Sep 30, 2017 2:04 am

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.
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KingdomKrafters
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]

Postby KingdomKrafters » Sat Nov 04, 2017 5:11 pm

Sweet this looks awesome. Would you mind if I used it in my Super Ship Extension Pack on certain ships?
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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Arfy
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.1!]

Postby Arfy » Sat Nov 04, 2017 6:27 pm

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!
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Arfy
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]

Postby Arfy » Sun May 06, 2018 1:14 am

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.)
  • 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!
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AgentTHeKat
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Re: [WEAPON PACK] Arfy's Experimental Armaments [V2.2!]

Postby AgentTHeKat » Wed Jan 30, 2019 7:59 pm

big dunce :geek:
Yours truly, AgentTHeKat.
Discord: AgentTheKat#1953
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