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(like in this mod currently)
and can you remove or resize the largest turreted lasers Is to large for normal use
note Warfare style can be combined with modern technologi like a laser ciws and some eve online Calgary, ammar style aperance sound as good idea.
I will prob release it as a alt style mod.
unrelated note laser turrets do not prioritise decoys but it might be just due to WeaponCore and not the turrets themselves
thank you for updating the dependencies, much appreciated <3
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hmm I am thinking of making the fixed lasers more or a high damage pulse rather than a continuous beam, since I think that would make them more fun to use,
or I could have a pulse and continuous version . . .
https://ibb.co/bH6j08J
I honestly think it was just a bug with the mods I was using or it was a keen problem.
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hmm that does sound like an interesting idea, guess I can go see how that would look.
https://ibb.co/bXmPhb0
It could be my mod list if the laser is ok.
Fixed weapons will be stronger (probably around 1.5x, guess I will see when I test them),
small grid will have shield pierce (mostly to let small grid fighters be useful),
and of course like the turrets so far, larger weapons will have a worse efficiency for the hp of damage they do, but they will be more efficient block size wise.
I don't mind increasing damage more to keep the range,
would be nice if wc had different ranges for in planet and out, then I could have the best of both worlds,
nice range (only in space) but also less in atmo so if ya like to play with a bunch of cargo ships with the wep replace mod (like me) ya won't just get nuked by them at the start (I indeed have had that happen) . . .
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You technically could, but the turrets wouldn't work without Weapon Core.
Great mod, love it :P
One balance suggestion: light should consume a bit more power, like 20MW and have a slightly reduced damage, like 2000DPS, else light would be a bit too OP.
(needed to split it in 2 messages, because 1000 char limit, sorry)
My ideas about "fixed weapon" would be:
1. longer but smaller weapon, about the same material and energy cost, but 2 or 3 times stronger
2. smaller weapon, but same length, much cheaper material cost (usefully for early game), this would be great to create a new modular and compact turret, or a costly early game energy turret defense, for your base
3. same as 1 or 2, but instead reducing the material cost/increasing the damage, the rang for the fixed are higher (instead of 3000m each, i would suggest 5000m?)
Another idea, related to 3 would be:
Changing the rang of the 3 weapons, either high damage, high rang and high power consume and visa vesa or high damage, lower rang, normal power consume and visa vesa.
(you could also add another row of weapon tier (turrets), making those "larger" but bundling more power, for endgame stuff, heavy might be a bit too OP? Not fully sure)
Though I haven't seen a energy weapon mod that uses vanilla for it's weapons without a script for the visuals, damage and ammo. . .
No problem, I do like to make sure my mods work lel, and feedback is always nice.
(though of course it technically is possible that it is on my end)
I would see if other Weapon Core weapons also do no damage to be sure though.
In my test world I was able to damage the armor, so it isn't the duramax mod that is the problem at least.