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So, I'd like to begin this by saying that for a long time this mod has been going very slowly, and you would think that it's because of quality control but that hasn't been entirely the case, unfortunately. I'm sure many of you are aware with some of the imbalances, bugs, issues, and etc. that the mod has been facing or develops as updates are released. While I don't plan on having very fast updates at all, I would like to be able to ensure that the other developers and I can provide a stable and balanced environment, even if there are a few issues, hopefully nothing major or game-breaking will slip through like it has from time to time. There has been lots of work put into this update and still lots of work to be done, but I'd say the hardest parts are already finished.


First of all, lots of the smaller parts have been reworked to be either better value or less overpowered. Discord User FormularSumo#5744 has provided information and statistics on this issue. For example, Starfighter Reactors were 4x smaller, 3x cheaper, and still produced 21% MORE power than a standard reactor. This is great value, but an unfair advantage. On top of that, small laser cannons have received a buff and balance, and so have X-Wing laser cannons. With that out of the way, I can move onto new additions that are already finished. For one, Astromech Droids now have much more detailed and less basic animation, their SFX have also been upgraded and they output audio much less often in the new update. The addition of the Mandolorian Laser Cannon (Small) has introduced the first laser weapon in the mod to shoot yellow bolts, but I'm not exactly sure what will make it differ from the other small laser cannons in the mod besides its much classier appearance. The Star Wars Logo on the Title Screen has also been updated.


A new branch of heavy weapons has also been introduced! While not entirely complete, the Heavy Ion Cannons are in working states with some original sprites. The Ion Cannons focus on taking down shields and disabling operational parts inside the ship, and will deal little damage to armor and corridor. The "Quad Laser Cannon" (Dual In-Game) seen on the Millenium Falcon will also be making its way into the mod, with a unique roof and interior design not seen in other parts, this will be similar to other laser cannons. A few other weapons will be implemented into this update such as the Triple Barrel Turbolaser and Fixed Heavy Laser Cannon, but more information on those will be released at a later date.


The last feature I want to bring up today is one that hasn't really been discussed before about the development of the mod. This is a new feature that will differentiate Medium and Heavy - as well as Special Variants of - Turbolasers from standard roof cannons and laser weapons. This feature is actually an ability designed by developer and moderator @yobeefjerky called "Overstrike" and it is still in development but is functional. With Overstrike, the Turbolaser will shoot over the ship, and hit it toward the middle or the interior which can be a major strategical advantage. One of the big ideas is that Heavy Turbolasers will rarely shoot down smaller fighters, which means you'll have to vary your armament on your battlestation, and this can still be stopped by Shields. The Medium Turbolasers may have a more toned-down version of Overstrike. Just like before all Turbolasers will have a slight advantage, but this time more noticeable and more balanced. Blue Lasers are more effective against shields, but lack in power against armor. Green lasers are very effective against armor and operational parts, but do not impact shields much at all. Red is right in the middle.

image https://i.imgur.com/psDM4BW.png
Example of Overstriking

 Please leave any feedback!

So this overstrike is kinda like the proton torpedoes?

Overstrike seems genius and stupid at the same time. It's a cool idea, but could prove extremely frustrating and forces the player into placing all types of the Turrets just so they can effectively destroy a ship, which inhibits creativity.

Overstrike would probably do this to the ships in the game. The bigger they are, the easier they are to kill. So players would, in turn, make swarms and swarms of fighters, bombers, or make extremely thin ships that spam tons of medium turbolasers. The only to make a captial ship would to have so much shielding that it would be too expensive to run and not be suitable for combat unless it was a dreadnought. I think the Overstrike ships should be saved for vanguard or the rare Expert ship. Otherwise add new difficulty called Grand Adimral or something, so people know they will get tough ships, and overstrike would be fine.

BattleCruiserCommander Ultranova It can still be countered with shields the same as any other laser. Not to mention use of Ion Cannons will help disable shields, so it’s a strategic balance.

    ClassicJam I'm not saying that it won't be countered by it, but what I AM saying is that need bunches and bunches of shielding so the moment where Overstrike can target your reactors with nothing in it's way doesn't happen, even if the reactors are spread out.

      ClassicJam I suggest that it can still do it's purpose, but it can't target specific parts unless you have a special part (maybe the war room), nor can it fire as fast as the other turbolasers. Now you can still fire the gun without the special part, it just can't target without it. It would be a side-grade of sorts, trading fire rate and targeting for going over armor defenses. This would still make a powerful side-grade, Able to skip over armor and hit internal systems, but it would at least make it harder for the Enemy/ player to; A. destroy ships with little to no shields early on, preventing them free cash, and B. prevents ships as early as the pelta-class able to destroy your ship easy.

        BattleCruiserCommander I forgot to mention they do fire slower.

          ClassicJam Im either blind or not but, I looked at the roadmap and theres no way to bring ships like the Tie types through hyperspace unless you edited them. So if you wanted to keep on using them you either sell them or edit them to have a ftl drive. This kinda takes away from the starwarsy look. You could make some type of hanger that could be put away from the sides or front but could still be used. If you looked at it in a 3d perspective it would be lower on the ship allowing you to enter the hangars to go through hyperspace with the mothership without having to put the hangar before the guns.

            shrekinapentagram TIEs don't even have hyperdrive in canon.

              ClassicJam which is why there needs to be a way to transport them

                BattleCruiserCommander
                Overstrike is still in a very early stage and likely will be pulled back until we can more realistically randomize the amount of ship this can pass over, but this can still be easily countered simply by having shielding on your ship, as bolts passing over your hull will always strike shields in their way. In any case this is almost entirely restricted to Heavy Turbolasers so as to make them less spammable.

                  Yeah, in SW lore most fighter sized ships don't have shields while large have so it's fine for SW lore abiding builds.

                  And which is why we really need a way to transport fighters

                    Altraxia Yes and no.

                      I feel like the proton torpedoes are really overpowered...There needs to be a storage area that you can refill after battle or something. Without this you just get obliterated really easily.

                        SoundRAGE I don't even know how to do that, to be honest. I'm old school.