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  1. Nollauno
    Nollauno
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    Got a question for InquisitorOverhaulsReturn.

    I had a thought about weapon power requirements and I would love to have more weapons in a weapon group. However you cant go over the 12 for group. Could you actually add into the skill for say Energy Weapon Systems at say Rank 3 lower the power requirement by 1 for each of the lasers, then at Rank 4 lower the power requirements by 2.

    In this way you could double your firepower from the current need of 4 power for each laser, so you would only have 3 in the group to have the lower the power requirement of 2 per weapon, so you could have 6 weapons of the same in the group.

    This could also, be done if possible for each of the Tech skills.
    1. InquisitorOverhaulsReturn
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      The easier solution would be to add 2 new weapons as class B and C... that way you can have 36 weapons xD 
    2. Nollauno
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      You have probably noticed that the actually manual weapons are a lot worse than the turrets.

      I wish there were stronger un-turreted weapons.

      As the fact that each of the turreted weapons would need a dedicated fire-control system linked into the radar then a way to cool the weapon, which isn't as easy as it sounds in space, so it should have a lower rate of fire but do more damage and the fact you wouldnt have to aim it.
    3. InquisitorOverhaulsReturn
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      Honestly I find them all equally good... you can check my other ship weapon mods, maybe you will get what you need! 
  2. Metalsnakegear
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    MR inquister if you'd contact me via discord @ the_silent_avenger i'd be glad to aid with knowledge i have picked up from browsing through the vast starfield esm
    1. InquisitorOverhaulsReturn
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      Hey, thanks! I contact you tomorrow 😊
  3. Nollauno
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    The weapon isnt showing up in starui ship builder.
    1. InquisitorOverhaulsReturn
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      Did you activate esm inside plugins.txt ? 
    2. Nollauno
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      Yep!
    3. InquisitorOverhaulsReturn
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      Oh maybe its a problem with UI then :( 

      Since my mod is completely new record, maybe UI cannot read it.. oh man :( 
  4. tomomi1922
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    Interesting finding... I found an enemy ship.  But the turret refuse to fire when I hover around the enemy ship.  Then only when I let my ship lock on to an enemy (in the front, within the cone), then the missile turret will start shooting at the locked on enemy at interval. 

    I am not sure if this is intended, or currently is at limitation.  But this is not exactly very ideal to have a turret that depends on my targeting system to shoot.  If this is the case, I rather just have my own missile pod so I can decide when to shoot the missile.  

    The idea for a turret is for it to do its own targeting and shooting without the pilot ever have to interfere.  

    This is just a feedback.  I know it's hard to make this work perfectly.  Or maybe I am doing something wrong?
    1. InquisitorOverhaulsReturn
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      Its all correct, missiles are hardcoded to only follow when locked, i cannot change that. 

      But i find it balanced that way, since they do a lot of dmg, they have a power.. you can make insane stuff 
  5. Mythos214
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    "Ever wanted your ship to be stupidly broken? If yes, then this mod is for you!"

    Is how I read that part. Also yes, I would like my ship to be stupidly broken, please.

    I suspect that's part of the reason Bethesda didn't make missile turrets, or missile pods that function similar to the ones in Armored Core or Mech Warrior (that is a pod that can launch swarms of missiles that lock into and pursue targets).

    It would also be nice if missiles could "pitbull", that is detect a target that is within close proximity and then chase that target down, without having to lock on with the ship first.
    1. InquisitorOverhaulsReturn
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      Actually i do not think this is broken at all, 0.60 fire rate and 4 ammo capacity plus reload time 8 seconds... its actually underwelming... 

      If i didnt use god mode in that video i would die ten times 😝
    2. Mythos214
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      I'm at work so I wasn't able to watch it. I just know that missiles are a handicapped, and I mean kneecapped, hidden beast of a weapon.

      Imagine a missile turret that can stream several missiles in a row without a cool down, like the vanilla  missile pods. It would be pretty broken, DPS wise, especially since they lock on and pursue targets. This would certainly be true of the heaviest hitting missile pods, which do (at least in my case) about 224 to hull and shields per missile.
    3. InquisitorOverhaulsReturn
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      This one does 50/50 damage 😃
  6. tomomi1922
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    I can't change placement direction for this turret (and that Starkiller turret).  How do I make it cover the side and the rear? 
    1. InquisitorOverhaulsReturn
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      Sorry bro, still learning that aspect, for now only front! :( 
  7. Deantendo
    Deantendo
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    Hm, nice, very nice! Although... Maybe the autocannon turret instead? That way you can say it's an auto mini-missile launcher, turn up the rate of fire, and lower the damage?
    1. tomomi1922
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      I think OP is working an auto machine gun turret.  So the rate of fire is insanely fast.  You should check out his NEW Ship Weapon - Machine Gun Mithril 19-A-61, this one is not yet a turret, but the fire rate is extremely high.  
    2. InquisitorOverhaulsReturn
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      I made the Turret Machine gun too! Check Starkiller Machine Gun mod, its basically machine gun that uses starborn nif as an effect! I also have turret there, so its like a machine gun turret! 
    3. InquisitorOverhaulsReturn
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      https://www.nexusmods.com/starfield/mods/7220

      This one 😊
  8. Crimyreaf5555
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    would it be possible to change the weapon model to one of the missle pod models? also the damage seems to be pretty weak.
    1. InquisitorOverhaulsReturn
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      I wanted to do that but I am scared with auto function, I am not sure if its the same with turrets and player weapons...

      Damage is different on my screen because of my other mods, ignore damage on images. I use a trait that lowers damage by 50% ... 
    2. Co5teL
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      For a Turret with that Slow ROF wont make a change... if i am in a fight with 3-4 ships i die before my weapons fire.
    3. InquisitorOverhaulsReturn
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      Well there will be more variations in the future! 😊

      But this one isnt so bad either, one weapon slot can be up to 12 weapons... 
    4. Co5teL
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      That is nice but i got Ultra Compact ship only 6 Weapons fits.
    5. tomomi1922
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      IMO, OP can change to a beefier gun turret.  But there is no missile on turret in vanilla.  So missile flying out from a stationary missile pod would look stupid. 
  9. lwpuma20
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    using these intandum with derretechs em turrets is very fun to watch but for a class a turret the rof needs to be alot higher