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Full details can be found in the Change Notes page ^^
A standalone version is still being considered for later down the line, to cover exactly those kinds of cases, but making the weapon balance actually play well with orbital velocity is really difficult so I don't think i'll be doing active balancing around those scenarios.
And thanks for the nice words, hoping to get the first community balance patch out in the near future now that the first LK multiplayer server test is approaching its end.
Regardless, thanks for your effort into this very high quality mod.
The LKCR forks of those mods are replacements for the originals, so you will need to remove the existing Relative Top Speed mod.
Same goes for Heavy Gas if you are using that.
The question is, will it give conflicts with your Mod?
I see that one of the dependencies of this Mod has the same name as the Mod I mentioned.
What shall I do?
Found your culprit - because they both have some thrusters with very little force, the relative top speed submod treats them as ships, and hits them with a low thrust to weight penalty.
The problem is that there is no good way of differentiating between them. I can try to maybe find a fix that adds a lower limit for boost speed so it doesn't cripple it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3126235431
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3151934700
Thanks for your reply
Strange, because I did heavy testing on rovers previously (its how i discovered that turrets apply no recoil) and they worked fine. This testing included small 4x4 vehicles and heavy multi-wheel tanks.
I just loaded up a fresh world with the mod to check, and I'm unable to reproduce your issue on my end - do you have any BPs where this happens every tine?
I assume you missed the part in the first section of the description that answers your question.
TL;DR - They are required for now. The weapon balance is very closely tied to the speed changes, so removing them has unfortunate side effects. The dependencies are hard-coded and set up in a way that lets me update existing configurations if I push an update that changes them.
I may do a standalone release in the future just for the main mod's changes, but its not on the list of short term goals while its in Beta, so I hope you understand that it may take some time before that comes ^^
Yes, but AI Combat Block Ranges have also been adjusted to account for this.
If so doesn't that make AI combat blocks useless with their sensor range of 2.5 KM?
The PVE will come back to just snipe the NPC weapons from out of detection range boring tactic, with no challenge
It is very much subjective. That being said, my main goal was to address the most common issues that people have continually brought up, even before Warfare 2 - such as the lack of weapon niches and the current state of the "meta".
I believe a big part of the appeal comes from the fact that LKCR doesn't rely on a system like WeaponCore. Since you do not need to use any modded weapon/armor/thruster blocks, just about every existing Vanilla blueprint will work and feel balanced. You can also build a ship with this mod in mind, and someone without the mod can still use it without issue.
Lastly, things like an actual overview video and whatnot are planned for a proper release.
Its a bit early to do that right now, as the mod is still in public beta, and things are subject to change as multiplayer tests are ongoing.
Hope that answers some of your concerns ^^
I originally considered it, but given it affects core progression and could potentially make or break the survival experience, i consider it out of scope for a combat overhaul.
I think the changes to Gatling and Interior Turrets should already help against Hydromanning, but theres a lot of different jetpack rebalance mods out there (I also made some) that cater to different environments/playstyles (e.g. making it more of a "hover-pack").
Thank you for the explanation. You did a great job on the Mod.
Thanks for helping me understand the hydrogen changes, it is not my preference but you did good work.
Thanks for that job, buddy.
The detailed overview has a section on the bottom covering this, but the TL:DR is that the weapon balance was made around the speed system, and vice versa.
A major reason for the introduction of the speed/mass mechanics is to address the classic vanilla combat problem: Every single ship orbits/chases eachother at the exact same speed (100m/s), resulting in a boring stalemate where you fire at eachother from right at the edge of weapon range.
Making speed more dynamic solves this issue, as now most grids will have different speeds. Heavy Gas also affects it, making hydrogen less hilariously overpowered compared to Ion/Atmospheric, by adding diminishing returns to carrying hours of fuel.