Veritatem Imperialis mod - Version 1.2

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CALiGeR190
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby CALiGeR190 » 16 September 2016, 09:02

Neighbor Kid wrote:Hmm.. I guess that understandable... still hopefully they will get on it and make it better optimized.

On another note.. Anyone else feel like the BC Mercury isnt very strong? I feel like there might be a flaw with it's armor. Compared to the Overlord which yes have 100 more Hp I feel the mercury just dies super quick. Anyone else or is there something else to it?

That was the aim.
You trade hp for speed and range without accuracy penalty.

Mercury gets 12 dmg per barrel with 8 barrels and a slower RoF but a HUGE alpha stikre (if we ignore the lack of AP), and a buffed prow Nova Cannon Over its closest competitor the Acheon.
Works well as support at long range or when in massed long-range barrages with another Mercury and a Victory.
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Neighbor Kid » 16 September 2016, 19:40

So question.. any other reason not to bring a nova? They are super powerful, and the 300 HP shot is super accurate.. you can end a battle so quick.. Thoughts to making the cooldown time longer?

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby CALiGeR190 » 16 September 2016, 19:42

Neighbor Kid wrote:So question.. any other reason not to bring a nova? They are super powerful, and the 300 HP shot is super accurate.. you can end a battle so quick.. Thoughts to making the cooldown time longer?

It already has been lengthened, by double.
Initial plans suggested making the cool down start from the beginning of the game (like reinforcements do), but since the general power level is being raised it was decided against.
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 17 September 2016, 09:44

I checked and the beta have reverted the Nova cooldown to 1 minute instead of 2.

Also, currently torpedoes are subpar. Once they get their homing they will be much more useful at range.

On the IN fighters getting the evasion of Eldar, Caliger wanted to represent the ruggedness and durability of the Imperial ordenance craft. This makes kind of sense and without official mod tools this is the best we can come up with.

Just imagine that Eldar craft dodges fire, while the Imperials just survive hits. It is a simple 30% chance to ignore a hit, gameplay wise.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby CloakandDagger » 19 September 2016, 18:42

The Moddb page mentions this mod adds 'wing' guns?

You realize those are the retro-thrusters, right?

'Stop' isn't actually a real command in BFG. The main engine stays on, and the retro thrusters fire to halt the ship, or slow it depending on the roll.

That's why the retros are so huge.

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby CALiGeR190 » 19 September 2016, 18:46

CloakandDagger wrote:The Moddb page mentions this mod adds 'wing' guns?

You realize those are the retro-thrusters, right?

'Stop' isn't actually a real command in BFG. The main engine stays on, and the retro thrusters fire to halt the ship, or slow it depending on the roll.

That's why the retros are so huge.

No, they are cannons: according to the Horus Heresy novels, some of the in-game models and several pieces of artwork at least.
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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 19 September 2016, 22:32

CloakandDagger wrote:The Moddb page mentions this mod adds 'wing' guns?

You realize those are the retro-thrusters, right?

'Stop' isn't actually a real command in BFG. The main engine stays on, and the retro thrusters fire to halt the ship, or slow it depending on the roll.

That's why the retros are so huge.


If you look closely you see that those are plans. Only a very small amount can be implemented since we don't have mod tools. Basically just the ship section.

Also, the engines need to stop or no amount of thrusters will do any good, even with sci-fi's generally liberal handling of physics.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 23 September 2016, 17:03

There is a new imperial ship planned. Based on the Long Serpent, but renamed to the Implacable class because naming a ship class Long Serpent is just asking for penis jokes.

Implacable heavy battlecruiser:
Weaponry:
Broadside macro and missile batteries.
Dorsal lances.
Prow nova cannon.

It differs from the Mercury by having the same speed but no hull penalty. To balance this out the ship has a higher cost than other battlecruisers.

As Caliger pointed out, this will be an anti-escort and anti-eldar ship.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Mirorog » 24 September 2016, 11:31

Imperator5 wrote:There is a new imperial ship planned. Based on the Long Serpent, but renamed to the Implacable class because naming a ship class Long Serpent is just asking for penis jokes.

Implacable heavy battlecruiser:
Weaponry:
Broadside macro and missile batteries.
Dorsal lances.
Prow nova cannon.

It differs from the Mercury by having the same speed but no hull penalty. To balance this out the ship has a higher cost than other battlecruisers.

As Caliger pointed out, this will be an anti-escort and anti-eldar ship.


Since this ship won't be released anytime soon, can you change missiles FX when releasing Implacable?

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Re: Veritatem Imperialis mod - Version PR-0-1

Postby Imperator5 » 24 September 2016, 12:24

Mirorog wrote:
Imperator5 wrote:There is a new imperial ship planned. Based on the Long Serpent, but renamed to the Implacable class because naming a ship class Long Serpent is just asking for penis jokes.

Implacable heavy battlecruiser:
Weaponry:
Broadside macro and missile batteries.
Dorsal lances.
Prow nova cannon.

It differs from the Mercury by having the same speed but no hull penalty. To balance this out the ship has a higher cost than other battlecruisers.

As Caliger pointed out, this will be an anti-escort and anti-eldar ship.


Since this ship won't be released anytime soon, can you change missiles FX when releasing Implacable?


We want the missile FX replaced by the Kroot warsphere missiles. They are much better looking.
http://forum.battlefleetgothic-armada.com/viewtopic.php?f=17&t=621

Please help me change skirmish to be customisable. Its very important for PVE players.

viewtopic.php?f=3&t=515 Mod idea.


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