Reassembly

Reassembly

Parallel Universe 2.0 (Original Balance & Improve)
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Update: 31 Aug @ 7:45am

ONE. Special effects and ships

1. Optimized the turret effects of the Terran and Crystalline
2. Added two types of Bee jumping shields with aperture effects when overloaded and shattered
3. Improved the blueprint of the boss fleet

TWO. Balance

1. Red :
① Significant modifications have been made to the flight attitude and structure of the Red treatment drone, making it easier for it to cluster around warships and form free armor, providing protection
② In an environment where the global weapon range is 2× that of the original version, the main weapon of the Red is 3×, but its scattering angle is increased to reduce output efficiency

2. Borg:
Please refer to the mechanism of Borg in the previous update. Due to the fact that the Borg core shield does not have enough power to replenish to the shield when facing instantaneous damage greater than 10k, a 40k core shield has been added first. However, compared to the 10k core shield, the power storage is reduced by 30k to a negative value, which is suitable for larger ships

3. Spiky Plants
Change all directional missile launchers to turrets, while maintaining the DPS unchanged, to reduce attack speed and increase attack power. The damage caused by the explosion of missiles launched simultaneously is 0, and the path of damage is changed to a single non splashing shell generated after the shell detonates

THREE.Plan
Redo Spiky Plants on a larger scale, similar to Borg Remake, to make them a balanced playable race

Update: 23 Aug @ 12:07am

Update: 17 Aug @ 7:43am

Update: 14 Aug @ 5:33am

Due to the last update and modification of the Crystalline command mechanism, some system Crystalline ships may self destruct. This update has made modifications to these system ships.

Expanded the R storage of Crystalline generators and construction factories, and modified the boss ship of the Crystalline.

The next step will be to redo Spiky Plant plants.

Update: 13 Aug @ 6:11am

balance

1. Change the durability of the Crystalline command to one million and add a "oneuse" feature. At the same time, replace the contact points on both sides of the front of the Crystalline command with drone launch points and force the generation of drone launches. This means that if there is no armor or weapon connection covering the launch point in front of your Crystalline command, or if any armor in these two positions is destroyed, any crystal ship will self destruct after 1 second.
This change aims to enhance the resistance of crystals to large-scale missiles, especially nuclear bombs. It's embarrassing that the career boss was beaten up by neighboring NPCs on the map.

PS:It is recommended to prioritize reserving space for the Crystalline command when constructing the Crystalline blueprint, and then place the Crystal command inside. It has been tested that the Crystal command will not produce drones when held by the mouse

2. Based on the increased range of various artillery in this module, a FIN parameter with a thrust of 10% has been added to various medium-sized missiles, enabling them to hit targets more accurately

Update: 9 Aug @ 2:44am

1. Career
① Expand the map size from 300000 to 900000, while reducing the proportion of each tribe's territory relative to the entire universe, and deleting meteorites and small ships that refresh outside the territory, thus truly forming a vacuum zone where nothing exists between the various tribe's territories.
② Adjusted the size and density of meteorites within certain ethnic territories to generate fewer Spiky Plants and buildings.
③ There is still a small rate of a wandering Red mother ship being flashed out in the vacuum zone, that's all.

2. Balance
① Halve the attack speed of all rocket launchers targeting Spiky Plants, double their damage and health, and reduce lag without affecting DPS
② Widening the roots of Borg's buildings and endowing them with aesthetic invisibility, due to previous modifications that have made Borg collision free, if certain measures are not taken to restrict it, Borg territory will overlap many buildings, resulting in significant lag.
③Tinkrell ordinary drone shape health callback

Update: 2 Aug @ 10:53pm

1. Balance
Change the range of the Bee active space field shield from 1000 to 2000 in the last update, reduce the health from 1200 to 1000, decrease the recovery from 250 to 200, and change the energy required for each point shield recovery from 1 to 2.

In the last update, the original shield setting was very effective in limiting the number of turns and jumps for melee type Bee ships using charge tactics, but Bee aircraft carriers using kite tactics are almost invincible. Therefore, the size of the shield synchronized with the turns and jumps has been expanded, and its value and energy consumption have been adjusted to make it more vulnerable to damage.

2. Ships
Sorry, I still find it difficult to resist the temptation of strength. I am still using the combination of the Bee active space field shield and the Terran experimental jumping device that most of the participating fleet ships use. You may encounter very powerful Contestant fleet ships during testing. If you also want to experience the true power of the Contestant, I recommend my other mod "Allmighty Contestant" again.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514367511

Update: 2 Aug @ 4:55am

1. Balance: Change the folding attribute of the original Bee active space field shield to 0 energy consumption, maximum folding distance of 3000, shield range of 1000, and other attributes of the shield to be the same as the original.

The balanced Bee active shield will exhibit the following behavior in combat: jumping will inevitably cause the shield to briefly open, but due to the small maximum jumping distance, each jumping will basically cause damage to the shield, ultimately leading to overload and damage to the shield module, resulting in a limited number of jumps in the tournament.

2. Ships
The above module was only used for one flagship of the Contestant. As ships with a mass/thrust ratio less than a certain value will be recognized as "heavy armored ships" by the system, AI operation will not use a jump unless it is damaged to the point where the ratio decreases to a certain value. However, this module also adds a one-time jump module with extremely high panel thrust for the human race (see description on the homepage for details). Therefore, if the Contestant uses both modules simultaneously and stacks a ship hull protection honeycomb active space field shield, it will be very difficult. Therefore, this combination will only be applied to one of the ships. (If you also want to play such an imba and fun competition group, you can also subscribe to the "Almighty Contestant" mod)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514367511

Update: 31 Jul @ 7:41am

Balance:

1. Change the Terran torpedo launcher to a disposable turret torpedo drone.

2. The attack speed of the rocket turret has been reduced from 2 to 1.5, with a constant energy consumption of 10 per second.

3. Transfer the jumping function of the bee command to two types of shield modules

Ships:

Based on the above balance adjustment, the ship blueprint has been further optimized

Update: 25 Jul @ 11:34pm

1.min melee damage set to 0, adds some features to Borg command to prevent melee damage and allows Borg build ships and collect resource.

2.gived Borg generator more powerCapacity

3. The shape of the Borg building root has been changed to prevent the Borg building from generating a massive volume without collision and causing lag on the asteroid

The above three points in this update are combined with the last Borg update, Borg becomes a balanced playable race.

4.removed spread from HC2&HC3