Increased shield damage for CV Laser Turrets and Heavy Laser Turrets vs Legacy and Dreadnought-class Shields.Re-added POI shield damage modifier to Disruptor Cannons for Eden Combat Site Integration so that Decimators vs Toveras actually have a chance (Disruptors at present are set to deal no damage to Dreadnought Shield Generators so legacy don't accidentally shoot themselves).I mean, you've seen the thruster pods and the lost cargo container from it floating in the starter orbit, so you can probably piece together the the gist of the story. I WILL write the mission for this POI in the near future. Updated the Ilmarinen again, made it easier on the lower decks.Moved MainStory variable in Xenu Mainframe to the start of timed dialogue exchanges to prevent missing variables when players reach the end (Please don't click the X or press ESC while the dialogue is ongoing).Renamed multiple wildlife creatures so as to not match their model name from the Unity Store.Added Empyriopedia entries for Flora and Fauna (unlocked when you kill the creature).It's still not working 100% correctly (due to bugs with entity spawning and localization breaks) and because I needed to make new POIs for the pirate missions, only one of the new ones were added with the next two missions coming somewhere in the next few weeks in a hotfix/minor update. That is a pretty low bar to end with pretty big thrusters, even on small ships.Ībove applies not only for main propulsion but also for strafing/hovering/torque (Speaking of which, I also struggle to see a reason to use RCS at all, it seems just to weak for the CPU investment - but that seems to be even worse on vanilla). Somewhat simplified I would try to use a bigger thruster as soon as two or three of the smaller category ones are insufficient. size class 1.6 somewhat around 5kt, iirc). That also applies to relatively small CVs (e.g. When building for "T4" I mostly even ignore those and directly go for the second largest ones. Depending on my level/resource/CPU targets I might even directly go for the large (1,3,1) ones.
![freedom planet torque ammo spawn freedom planet torque ammo spawn](http://predestinationgame.com/wp-content/uploads/2015/04/planetconquered2.png)
From a building perspective it would often still be nice if mixing some smaller ones in there for the looks felt less wasteful.īut the right job for the small thrusters seems to be somewhat micro-niche? I find myself using the mediums already when building small starter and utility CVs. With the Reforged Eden balancing where you basically fight for every point of CPU and need more thrusters for the same weight anyways, it feels just like I cant afford to use them at all.Ĭlick to expand.No arguing with that premise, that is indeed how it should be. Even more so since thrusters are much more potent there anyways and you just dont need the power of the big ones in many cases.
![freedom planet torque ammo spawn freedom planet torque ammo spawn](https://vignette2.wikia.nocookie.net/freedomplanet/images/b/ba/Cyber_Peacock.png)
It still comes with the price of beeing more vulnerable and a need for more space on the hull, but it is a valid option if it fits the overall design better. Vanilla gives me the option to resort to a battery of smaller thrusters without losing CPU efficiency. So why would I ever use the smaller thrusters? Is there a benefit to them I just dont see?Īs an extreme case I currently cannot think of a situation where I would want to use a small CV thruster - other than for purely aesthetic reasons.ĭesign reasons is also why I am somewhat struggling with this situation. As those will just provide more thrust for less CPU, less need for Space and they are much more resilient to enemy fire.
![freedom planet torque ammo spawn freedom planet torque ammo spawn](https://vignette2.wikia.nocookie.net/freedomplanet/images/2/2b/Fp1-dailsprite.png)
When building with CPU, it currently occurs to me that I am basically doing it wrong if I don't use the biggest thruster available for my thrust needs. The thruster balancing however somewhat puzzles me from a building perspective. Really great work on this scenario/rebalancing! Can't even express how much I already miss the changes while having dropped back to vanilla for the 1.5 experimental phase.