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Distribute and discuss mods that are functional. Moderator - Grognak
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That_Fr1dge
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Post by That_Fr1dge »

now you don't have to worry about it.
Last edited by That_Fr1dge on Tue Jul 28, 2015 3:07 pm, edited 8 times in total.
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steamtex
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Re: [SHIP][OP]Federation Gunship v1.0.0

Post by steamtex »

Interesting, but it looks like those starting weapons are extremely overpowered...
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That_Fr1dge
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Post by That_Fr1dge »

steamtex wrote:Interesting, but it looks like those starting weapons are extremely overpowered...
I suppose they're a bit overpowered, but the point of the ship boils down to having big guns in exchange for minimal systems.
I'll change it to having only a pair of mk3's and see how that works.
EDIT: There, removed the launchers and weakened the hull a bit. That should fix it.
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Sleeper Service
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Re: [SHIP][OP]Federation Gunship v1.1.0

Post by Sleeper Service »

You can still one-shot every ship you encounter right at the start of each battle. That will become boring quickly.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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That_Fr1dge
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Re: [SHIP][OP]Federation Gunship v1.1.0

Post by That_Fr1dge »

Sleeper Service wrote:You can still one-shot every ship you encounter right at the start of each battle. That will become boring quickly.
I'd bring the guns down one more notch, but then what would be the point of the ship? It's supposed to have powerful weapons. I think the fact that you can't add systems makes up for this fact. If you don't, fine. you don't have to use the mod.
EDIT: OK, I put dual mk2's on it, dropped the hull down to 20, and dropped the subsystems to level 1. If it's STILL too powerful to you, then maybe this isn't the mod for you.
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stylesrj
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Re: [SHIP]Federation Gunship v1.2.0

Post by stylesrj »

I recommend two Dual Lasers instead of 2 Burst Mk.II's

Dual lasers only take 1 power, fire 2 shots and have that mix of being both overpowered and underpowered at the same time
If it's STILL too powerful to you, then maybe this isn't the mod for you.
I'm not sure if it's actually a trend but people are very vocal about having ships that make the game a cakewalk. We're all masochists here and like the pain of crushing defeat or securing victory with one HP left and every system on fire.
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That_Fr1dge
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Re: [SHIP]Federation Gunship v1.2.0

Post by That_Fr1dge »

stylesrj wrote:We're all masochists here and like the pain of crushing defeat or securing victory with one HP left and every system on fire.
Then don't download it. Simple solution.
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stylesrj
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Re: [SHIP]Federation Gunship v1.2.0

Post by stylesrj »

That_Fr1dge wrote: Then don't download it. Simple solution.
Too late :lol:

By the way, does the ship have the option for a Clone Bay? (I've seen many ships forget that part).

I'd see for myself but I'm not at my FTL computer right now.
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NarnKar
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Re: [SHIP]Federation Gunship v1.2.0

Post by NarnKar »

Welcome to the forums!

I see your OP ship has already been met with some distaste. Yeah, that happens. I ain't gonna give you flak for it because it's your first mod, everyone makes an OP ship their first time around; chances are you're still learning the tools and messing around to make stuff. No big deal.

But yeah, most forumgoers don't really like seeing ships with double BL2's or glaives or maxed systems (I personally especially hate Rebel Flagship clones in that regard), because those kinds of ships pop up around here a lot--again, mostly by first-time visitors who don't really understand that that's not what is desired in these forums. That's not to say being overpowered is frowned upon; you just have to be overpowered creatively.
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R4V3-0N
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Re: [SHIP]Federation Gunship v1.2.0

Post by R4V3-0N »

A minor ballance that the devs use a lot and I is cutting some systems starting power or the systems on it... for eg those doors and sensors can be not present on the ship at the start and have to be bought.

Also limiting starting crew down a bit could help a little.

Besides that I can say right now that I see what you are trying to do- but the thing is if it is so powerful it can basicly annihilate most ships near the end game with it's starting weapons there's a bit of a problem...

Duel Lasers sounds like a good suggestion someone said. Another idea that I got is possibly lowering the starting level of weapons so that you can't use both weapons in sector 2.
R4V3-0N, a dreamer.
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