11/9/2023 0 Comments Reassembly tinkrell![]() Vardisian: Close range, powerful weaponry, weakest armor that are cheap, long range pulling Vardihook lasers which can also be of use to the melee armors as well The sentinel modified tier blocks get divided into 3 different subraces with unique weapons based off the original Sentinel weapons stat and hulls but divides into 3 different roles: However apart from modified tier, there would be blocks which would belong to “addition tier” which never are based on any vanilla weapons and are completely being made from scratch, their stats however are either based on “subrace tier” or stray away from “standard tier” weaponry, or maybe a mix between both of the tiers.Īdditionally, each races has their own version of the Obliterator laser, modified from the original: The SentinelThe Sentinel’s block palette would be divided between “standard tier” palette which are blocks that are completely based on original stats of the Sentinel original vanilla weapons, and “subraces tier” palette for colored blocks that serve in long range, short range, explosive bombardments roles, of which all theirs stats is changed from original vanilla weapons to fit in those roles. The mod also adds in invisible blocks to the faction which were intended to have NOCLIP, but since that feature is buggy atm in gameplay when the ship design get damaged in combat and it mess with the hull reconstruction process of ships I’ve decided to remove that function (or replace it with NOCLIP_ALLY, but even that is buggy as well), it will just acts like a normal hull block for now with weaker health. ![]() The main turret block can also be able to use any spinal mounted cannon boost crystals as well. In the image above you might see these new pentagon turret blocks which are attached to smaller pentagon-trapezoid shaped turret blocks or boost, they are actually inside the main turret block itself. The CrystallineThis mod adds to the Crystalline some new modular turrets and weapons blocks which work similar to the Tinkrell, as well cannon boosts, but unlike them, one single cannon boost block is not stackable over one another, as the boost blocks only have one connection port, this prevent the boost from getting overpowered like what happens with the Tinkrell. There was never any range boost block for the above category of boost to be implemented because I consider them to be the most OP thing out of the Tinkrell. All the boost blocks above never uses a flat number to boost the connected blocks, instead they uses the percentage numbers, which while it’s balanced for turret block uses, they also have negative modifier on other stats as well to counter stacking effects, damage will nerf ROF, ROF nerf damage, velocity boost slightly nerf ROF or damage. ![]() ![]() Gap Strut is used to fill in the hull gap made by the Relay Lines. This is how the blocks are placed, there is also a tube relay system which helps expand the cannon boost networks to connect to more turret blocks and spinal cannon as well. Some booster modules were made for attaching adjacent to a turreted or spinal projectile weapon to give them a boost, not have to slap into the spinal nose of their spinal connection, however they are unable to be attached in front of anything like the default CannonBase weapon. The TinkrellAs you can see in the image below, the tinkrell have a new cannon boosts systems that connects to turrets blocks as well the rear and the sides of the modular spinal cannon systems, they do not have the same type of port that would make them connect to a muzzle point of a spinal cannon mount however. ![]()
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