![]() Armor increased to 200 from 175, speed reduced to 160 from 175. > Should now be a capable interceptor able to defend a wide area against missiles and fighters instead of an escort for big ships. Rebuild time reduced to 15s from 30, OP cost unchanged at 10. HP reduced to 750 from 950, armor reduced to 75 from 100, speed increased to 250 from 160. ![]() Gun damage per shot increased to 140 from 125 (dps of 175 per gun from 156), range increased to 600 from 500. > There's a fierce competition in the 12OP range, I hope the reduced rebuild-time will make up for the loss of the single Thunderbolt. Rebuild time reduced to 15s from 34, OP cost raised to 12 from 9. > Now a solid Broadsword replacement with half the kinetic damage potential, but much more HE with the blade attacks. Rebuild time reduced to 12s from 26, OP cost unchanged at 8. Covet handgun DPS doubled to 150 from 75 (stat card is also much clearer). > Mix-and-match of Wanzer and non-Wanzer wings is now possible with the Gantry, this should allow more versatility in using cheaper wings to draw fire away from the expensive units. > Thus the Wanzer Gantry hullmod has been removed from several ships. > At the same time, the Gantry has been turned into a tool to make Wanzers great on select hulls rather than an OP tax to make them usable at all on regular carrier. > Hopefully this will make them more usable outside of Diable ships without relying on the Gantry hullmod crutch to prevent snowballing. > This is an attempt at finding a new balancing paradigm for Wanzers. No longer require "wanzer-exclusive" complements to apply its effect! Now adds one extra craft to all installed wanzer wings (instead of reducing rebuild times), Now exclusively built into the Storm, Gust and Pandemonium (and added to the Gulf because why the hell not), OP costs have been spread out upward a lot. Now all have default rebuild times closer to regular wings (around + 10 to 20% longer than regular fighters instead of + 100 to +200%), Massive balance pass that aims to make the Wanzers more usable on regular carriers, buff up a few ships that have been a bit too squishy for a while but also tone down a handful of weapons that have on the other hand crept in power a bit too far. Added a pair of bounties to point the player toward the Virtuous, and the Gulf if you don't have IBBs enabled. Removed non built-in Dampened Mounts hullmod. > This is to the Hayle what the Daze is to the Haze. Has a mixed mobility+defense ship system. ![]() Added Coanda-class frontline destroyer: A heavy destroyer hull with many small turrets and a medium missile hardpoint to bully smaller ships and distract bigger ones. Fixed issue with the Coanda-class' system that could give unlimited speed when spammed. To help them carry their missions, most ships tend to saturate the enemy's PD with swarms of micro-missiles.Ī typical successful engagement against Diable Avionics' fleets generally requires a solid phalanx of anti-fighter weapons to break the initial Wanzer and missile waves and a decisive counter-strike while their carriers are still rebuilding their strike-craft support. The subtility they add is that their ships are generally individually slightly inferior to Vanilla ones, but synergize very well with their wings of Wanzers: mech-like strike-crafts that pack a superior punch but susceptible to enemy fire. The Diable Avionics Corporation plays similarly to Mid-tech: they use their superior mobility to choose their engagements and overwhelm isolated targets. Having problems running mods? Visit the Mod Troubleshooting Guide!Ĭlaiming ownership over millions of people's possessions might seem like a bold claim, but that is one the Diable Avionics Corporation intends to enforce, with deadly means if necessary.
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