I have a weird bug, laser canon turrets for CV use 1 charge for 1 shot, instead of using 1 charge for the whole mag. I don't currently have access to laser canons for CV or laser canon turrets for Bases, since the laser canon i do have was salvaged along with the ammo, but it seems to work for laser pistol and rifle, as well as laser canons for SV, not sure if it has anything to do with me manually reloading the turret, i tend to do that so it won't waste time reloading in the middle of combat. Of course charges still cost a lot more then in vanilla so laser canons are for the time being 100% nonviable to me.
Will work fine by just adding it to an existing game Cannon turret hasn't been changed in this version, no feedback. You can hear the different sound effects by switching cannon turret's firing mode with RMB while in manual control of the turret. Minigun sounds were changed in the first A12 version.
Hm, seems it caused a crash, i am using it with Project Eden, so that may be the reason. EDIT: NVM, seems like something else is at fault here. EDIT 2: well, i take that back, replacing files is what leads to crashing. I just accidentally replaced both files in project eden and ones in vanilla game, so when i tried running a new game it crashed all the same, seems it can't be imported into A12.1 save.
Maybe you could get around this by adjusting OptimalCount in the FactionWarfare.ecf? I'm not entirely sure I understand how the drone waves work here. The idea here being to make individual drones weaker (balance them for foot combat) but increase both the number and size of the waves to compensate. It wouldn't really fix the problem of base attacks not scaling for early and late game but it would allow for a more believable combat model overall.
That's the opposite of what I want for drones. Drones should be a serious threat for a player on foot. Something that requires either heavy weapons to take down or a lot of bullets. You're basically fighting an attack helicopter. These should be a credible threat to HV/SV and best dealt with with an HV or SV. How fast are they going, since I can fine-tune it in the next update. I had an idea for an improvement for the next version.
That is one thing I have found funny was the fact you can take them down with a small gun. Ok maybe you might get lucky and get a head shot on the pilot and it crashes. To me I always thought at least you would need a hand held missile launcher.
Oh but then we do have today hand guns with armor piercing ad can take out an engine block in a car. So maybe the bigger guns could take them down.
Aren't there two levels of drones types? Seems the small ones should be *relatively* easier to defeat on foot early game (at least possible, if difficult), and the heavy drones should be harder- impossible unless you have heavy weapons You want challenging, not frustrating
It's about right as it is now. The current starter drones will take 4-5 shots with a T1 sniper rifle or 8 with a T1 pistol to the eye to bring it down, and 2-3 clips of assault rifle to the body. The next update will buff handheld rocket launchers against drones, so you should be able to take them down with one shot.
Yeah, that sounds about right-ish for the small drones, if it's possible, would make the heavy tougher but rare until lvl 8+
Just a disclaimer about the starter drones: Just because the starter drones LOOK like the big scary T2 drones, doesn't meant they are. They've been given the T2 model because the T2 drone model flies using turbofans, which don't work on the moon where this drone normally spawns. This also makes them easier to see, hear (the fans make a loud whirring sound) and hit for new players. Their eye is slightly smaller and higher up, but is detached from the body so it can be hit from the sides instead of from just directly in front.
That's actually about what I had in mind with "balanced for foot combat". Especially bit about the rockets. It took 4 hits form a hand held rocket launcher to bring down a rocket drone and the VAST majority o my shots missed. You might also want to buff the projectile speed and range of the rocket launcher otherwise you'll never be able to actually hit them. Keep in mind that drones seem to try to maintain a distance of 70-100m from the player. That's well outside the range of most handheld weapons in atmo. Tested on a planet whit 1.81 kg/m3 atmo. As you pointed out this balance is problematic for the story but that could be dealt with by simply telling the player that they need to flee instead of try to fight them with nothing more then a pistol and/or shotgun. What I'm more concerned with their resistance to base and CV weaponry though. A 15m round could give an attack helicopter a bad day depending on were it hit and a 30m round would probably go clean through it. Yes, this would make dealing with single drones trivial but what if 20 of them showed up at once? It then becomes less about drone sponginess vs base sponginess and more about who can throw out the most damage the quickest. Assuming you don't get unlucky and your turrets spontaneously decide to stop responding of course. Not so fast that you can't out run them without sprinting. It just looks funny because they are so big but they take really small but fast steps. These thing are pretty of ridicules anyway so it kind of fits.
I was referring to their animation speed. As in how out of time are they? They were originally at 2x animation speed, now they're at 3x speed. So i'm guessing that 2.5x is the magic number.
No, I think it's about as close as you can get in now without messing with the actual animation. Eleon just needs better animations for these is all.
medigun? Also, could you please add the HV medic station to SVs? That has never made sense to me that you can't have any medical devices on an SV.