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Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Thu Oct 11, 2012 10:04 pm
by UberFubarius
Lazurkri wrote:Lolz. The split bomb rules when you use shield penetration missiles to blow a enemies O2 plant... I think I managed to suffocate about 10 different ships, if not more, and managed to do a real number on the Rebel Flagship with it. Great work!
I have a idea for a arty mod; a Microwave beam, that would cut across a ship, do a good amount of health damage to the enemy crew, and have a high chance to set fires.
So, Fire Beam + Anti-Bio Beam?
Sounds like every boarder's wet-dream.
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri Oct 12, 2012 9:31 pm
by GoldenShadowGS
I find the anti-bio is more useful when you don't use boarders. Use bombs and the anti-bio beam and lvl 2 sensors to kills the enemy crew. Still not easy when you have lots of shields to bring down first.
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Wed Oct 24, 2012 11:10 am
by Law
Well, back in this thread before bed just to show off that I'm not slacking off and doing other stuff (though that has to happen as well)...
Here's a WIP screenshot for an upcoming update.
If you want, there's a high quality animated PNG here.
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri Oct 26, 2012 6:33 am
by SirAwesome
Looks Awesome
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri Nov 02, 2012 5:46 am
by Law
I updated the Rapid Missiles, and bumped the version up to v0.5, now featuring the new animation shown in the previous post. Take a look at the first post for a download!
I've also begun some work on a new custom ship by the way.

Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri Nov 23, 2012 8:55 am
by Law
Still working on the ship, I've made a little layout (with help from a ship design program), some xml handling and replaced the Engi Cruiser B. It looks pretty good, and most of the systems are in (including a custom air system room graphic). Just need to iron out some of the crew station areas...
In keeping with naming form with The Kestrel, the default ship name for this one is
The Peregrine.
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Wed Nov 28, 2012 9:20 pm
by ExtraCheesyPie
The Athena missiles look really cool, but I don't want them to be on the Kestral...
Would it be possible to have them not on it?
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Wed Nov 28, 2012 10:15 pm
by BrenTenkage
Law wrote:Still working on the ship, I've made a little layout (with help from a ship design program), some xml handling and replaced the Engi Cruiser B. It looks pretty good, and most of the systems are in (including a custom air system room graphic). Just need to iron out some of the crew station areas...
In keeping with naming form with The Kestrel, the default ship name for this one is
The Peregrine.
Once you get everything ironed out, I am so Lets Playing this ship
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri May 02, 2014 3:21 pm
by English Narwhal
ElleryQueen wrote:I am new to this game and your post which is shared above really helped me to know about the Law's arsenal of Mods and Overpowered Weapons. I have downloaded the mods and I am sure these will help me to play this game in a better way.
That, there, was a 2-year necro.
Re: [MOD] Law's arsenal of Mods and Overpowered Weapons!
Posted: Fri May 02, 2014 5:13 pm
by Kieve
English Narwhal wrote:That, there, was a 2-year necro.
That there was a spammer. They're dead now, Jim.