Please be aware that I do not frequent this nexus very often so replies may be delayed! Comment on the steam pages of the respective mods for faster answers from my side.
Sure! Argon Proton Pulse Turret is totally nuts. I mean common, projectile speed over 5k? A flak makes 1.5k. It has double the damage of a Plasma turret, but with that projectile speed its a freaking cheat gun, you can snipe enemy guns out of range and even one shot fighters. Not even asking to change it, i just did it myself. I mean i get it, a super fast projectile is cool, but giving it the double damage of a plasma with even higher range is totally inappropriate. And on top it even penetrates shield with a damage value and realistic hit ratio that is alone higher than most other turrets do in total damage.
Not even sure if I should bother replying to you seeing how you wrote your message but oh well. The mod very well started out as being balanced around vanilla, though as I later started changing other things about combat it started leaning more and more towards that. Meaning that it, by now, is mostly built to be used in conjuction with that. Never updated the description, though it is updated now if it makes you any happier.
"seeing how you wrote your message" I have no time to beat around the bush, honesty is more important. And i said what i had to say in the context of the description and i did not insult you in any way. Thanks for updating it. I appreciate your work, but i am still not done balancing all the weapons. Why? I don't get it, you know. Just make one cheat gun and be done with it. Why bother in the first place with a mod like this if the weapons are basically all the same way overpowered? I really really dislike the direction you have taken this mod. And the disappointment comes from the fact that i remember this mod was once good and has been in my load order for that reason. And this is my honest feedback, not meant to offend you. If you are mad about an honest feedback its a You problem, as much as i don't ask you to change what you are doing. If this is something you and the majority want, fine. I will continue trying to make this usable without busting the whole gameplay experience. Its not just that i use these guns. Not sure if you intend this, but in my game AI uses them too in some occasions and you can imagine what this is causing for a mess. *sigh*
Since this has been a while I'm not quite sure what it was all about anymore but if you want feel free to leave the changes you think need to be made here and I'll give them a look whenever I work on my X4 stuff again and may end up implementing parts, or all, of it.
Do NOT use "turret_spl_m_flak_02_mk1" - its buged. Just freeze the game if you stand up in ship with installed turrets which use this model. I have same problem with my mod equipment. But i already fix it now. =) Take "turret_spl_m_flak_01_mk1". Rename what you want. Change in file unhittable to hittable. And in your turret macro use this new file. ;)
You can unpack the files and edit them in your local version, or you can create xml patches, which will keep compatibility with future updates, which change the values you want to edit.
So question: what's the difference between the proton and plasma cannons, because aside from the price and damage, I don't see one. Also, the Terran proton cannon costs more but outputs less MW. I can't say what the other turrets do for the other factions.
55 comments
Comment on the steam pages of the respective mods for faster answers from my side.
X4-Reemergence
Sure!
Argon Proton Pulse Turret is totally nuts. I mean common, projectile speed over 5k? A flak makes 1.5k. It has double the damage of a Plasma turret, but with that projectile speed its a freaking cheat gun, you can snipe enemy guns out of range and even one shot fighters.
Not even asking to change it, i just did it myself.
I mean i get it, a super fast projectile is cool, but giving it the double damage of a plasma with even higher range is totally inappropriate. And on top it even penetrates shield with a damage value and realistic hit ratio that is alone higher than most other turrets do in total damage.
The mod very well started out as being balanced around vanilla, though as I later started changing other things about combat it started leaning more and more towards that. Meaning that it, by now, is mostly built to be used in conjuction with that.
Never updated the description, though it is updated now if it makes you any happier.
I have no time to beat around the bush, honesty is more important. And i said what i had to say in the context of the description and i did not insult you in any way. Thanks for updating it.
I appreciate your work, but i am still not done balancing all the weapons. Why? I don't get it, you know. Just make one cheat gun and be done with it. Why bother in the first place with a mod like this if the weapons are basically all the same way overpowered?
I really really dislike the direction you have taken this mod. And the disappointment comes from the fact that i remember this mod was once good and has been in my load order for that reason. And this is my honest feedback, not meant to offend you. If you are mad about an honest feedback its a You problem, as much as i don't ask you to change what you are doing.
If this is something you and the majority want, fine. I will continue trying to make this usable without busting the whole gameplay experience.
Its not just that i use these guns. Not sure if you intend this, but in my game AI uses them too in some occasions and you can imagine what this is causing for a mess. *sigh*
I have same problem with my mod equipment. But i already fix it now. =)
Take "turret_spl_m_flak_01_mk1". Rename what you want. Change in file unhittable to hittable. And in your turret macro use this new file. ;)
EDIT: Never mind, I looked in the encyclopedia!