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  • New Weapons And Devices Mod [NWADM] | 0.14.8 Compatibility

SunriseSP sounds good

    5 days later

    Update!

    Yay update!

    Has a name conflict with Kodename Kannons though, both mods use the name gauss_bullet.txt.

    SunriseSP WTF this is a gigantic update, I am surprised!

    it work yayayay

      cactusdoodad I have solved the compatibility problem. Download the corrected version of the mod on the same link.

      SunriseSP I really like the mod, but the saw blade literally 'super sucks'.
      You should increase its damage, since it is too weak against other ships.
      Its price costs nearly 100,000 credits, but it can't beat ship with few cannons and electro bolts.

      Impenetra I'll deal with the balance of weapon characteristics. But I think every weapon should have a weak side. For example M73 not effective against electro-bolts, and pair M134-dual perfectly copes with MLRS "Cerberus".

      4 days later

      Just wanted to thank you for the Mod, I really love the Moartars and use them as Mainweapons on my Ship.
      Could you make some more of that awesome shell based Weapons (Like a plasma Version with more Shielddamage, or a Siege version with half the RoF but larger shell?) and maybe a Shell Storage?

      Thank you =)

      Andariel89 Thanks for your support. Ammunition storages will be added. For the next version I plan to prepare some "big guns" and something very powerful 🙂

        I used your sniper beam on my new Raider design, i just like this short burst beam, is t possible to get it in a shorter ranged turret? Just love the long reload and damage burst.
        also your turret missiles are awesome, but how does the mg work?
        Your weapons are perfect for some more warhammer style

        Wow, just normal parts, boring stuff, then the flamethrower and then suddenly a giant update, i love this mod

        Andariel89 For the operation of the machinegun in the 2K5 requires the universal bullet boxes.
        And now about the sniper laser. If I understood correctly, you want to offer a short-range napalm turret with a more powerful pulse?

          No, less powerfull maybe half the Range, or like the 750mm Mortar with a bit longer range then a standardshell type turret and this awesome percision. Like a Lanceturret that can punish targets while kiting but with a longer reload and more energy demand then a shell weapon.

          As I understand it correctly the sniperlaser has less dps, but a fireeffect as trade off. So a smaller turret version could be used as broadside weapon on a bigger ship.
          only thing i mostly think about, how i could dissable shields on a long range.

            Rifqi_Fajar_Zain Lag compensates for that

              Rifqi_Fajar_Zain Also to counter it put 2 layers of armor on the front and then some roof turrets

                Rifqi_Fajar_Zain The main feature of flamethrowers is that they are able to ignore shields. Therefore, I will not remove this ability. It is possible only to increase the price of this flamethrower. Use the weaknesses of flamethrowers to fight them. Build a ship using the not-flammable corridors and modules. (in the next technological levels there will be more and more not-flammable modules.) Fight flamethrowers from a long distance or from other flamethrowers, install more fire extinguishers.
                Note that the higher the technological level, the more powerful can be his weapon. Therefore, with the increase in technological level, improved weapons will be more overpower standard weapons.

                Kontra Just blow up the penetration value in the shot to a couple above the PenetrationResistance of the armor you want to pierce. Then it will go through the armor and the next couple parts behind it before stopping.

                  Rifqi_Fajar_Zain Sunrise should rename it to the OP-Flamethrower instead of the SP-Flamethrower!