Makeshift Shield Generator: reduced flux upkeep to 0.5 (was: 0.75) Reduced shield efficiency to 1.0 (was: 0.8)Ĭonquest: increased armor to 1200 (was: 1000) Went through all variants, made sure PD groups are set to autofireĪdded recovery cost and time information to "suspend repairs" tooltipĪdded CR loss and recovery cost of in-space refit to refit screen Increased the availability of certain weapons, fighter wings, and phase shipsĪdded "number of d-mods" indicator to ship list in refit screen Updated sounds for Neutrino Detector abilityįleet and trade screens at markets will remember selected submarket when switching to other tabs and back Transverse Jump: increased activation time to 4 seconds, to be slightly higher than IP charge time Sufficient sensor strength on affected fleet allows it to avoid interdict entirelyĪI fleets use IP and are aware of the various interactions No longer based on relative movement direction of targetĬooldown for affected abilities is set to a value based on the effect magnitudeĮ.G: 6 seconds base, +- (difference in sensor strength / 200) Range is based on sensor strength of using fleet shown while ability is chargingĮffect magnitude is based on the comparative sensor strength of using fleet and target Interrupts and/or triggers the cooldown on movement-related abilities of fleets in rangeĮmergency Burn, Sustained Burn, Transverse JumpĪlso interrupts other charging interdiction pulses Takes some time to charge up, fleet slows to a stop during this time Person bounty events: brought back small chance to have pirate bounties at high bounty levelsĪdded shielded variants of Hound and Cerberus to pirate fleetsĪdded tooltips explaining cause when "perform salvage" option is disabledĪdded sound effect for "pound into scrap" option Windows build ships with both 64-bit and 32-bit Java installs with proper one based on operating system When in a retreat scenario and only ships left are phase ships When only ships left are faster than player's, out of peak time, have not successfully dealt much damage recently, and don't outnumber the player too much Made some improvements to AI ordering a full retreat: Increased replacement time to 30 seconds (was: 20) Increased hull to 800 (was: 150) to roughly compensate Reduced shields and flux dissipation (to 200/50, from 1000/200) Ship AI: reduced confusion of frigate and destroyer-sized ships when dealing with fightersĬenturion: lowered supply cost to 4 (was: 6) Increased drops from some salvageable entities Limited occurrence of "Analyze Entity" missions with a target very far from the center of the system Guaranteed at least one bounty from commission faction in a relatively timely mannerĭamaged REDACTED have a level 10 officer in command instead of not having one at all Decoy flare ship system makes me sad though.Fixed fleet overpopulation issue that caused hyperspace to get laggy around the time of the tutorial end (scavenger fleets were hanging out in core area instead of heading out to the fringes) ![]() There's also a funny SO build for the Brilliant involving heavy machineguns, a heavy blaster, and a Paladin. Pretty much the only case I'd use the small synergies as energies. Or you can do the funny and put 4 AMBs and as many sabots on it as it can carry. Even if the torpedoes don't land, if shields go down that ship is getting its entire side turned off by EMP. ![]() Something like double ion pulser (or ion pulser + heavy blaster), typhoon reaper/sabot pod, your choice of 4 small missiles, and double IR pulse lasers for 11 DP, with HEF, packs enough firepower and mobility to terrify anything so long as it gets a clear shot. The PPT decrease makes mounting as many missiles as you can stuff into it more palatable too. Packing four small missiles (okay two are synergy but let's be real here) alongside a medium energy and TWO medium synergies (so you can put more missiles if you really want) makes an overridden Fulgent a nasty little package. You know what that means: OVERRIDE THE SAFETIES The Fulgent has 300 base dissipation and poor mobility.
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