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In my testing i had two weapons platforms 800meters apart with the same power, shields and weapon loadout. they went at it for maybe upo to 2 minetes before they shields overheated and failed.
So in short, This mod does ten times more damage than it does to unshielded armor however with no explosion area of effect, it is still going to be low.
is it atually balanced for the defence shield mod
i found a bug, every time i try t control the target designator, my game crashes :(
2018-10-28 00:20:57.417 - Thread: 1 -> ERROR: Loading screen failed
2018-10-28 00:20:57.417 - Thread: 1 -> Exception occured: System.ArgumentNullException: Value cannot be null.
Parameter name: path1
at System.IO.Path.Combine(String path1, String path2)
at VRage.Game.MyModContext.Init(ModItem modItem)
at Sandbox.Game.World.MyScriptManager.LoadData()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
at Sandbox.Game.World.MySessionLoader.<>c__DisplayClass23.<DownloadModsDone>b__1d()
at Sandbox.Graphics.GUI.MyGuiScreenBase.RunLoadingAction()
at Sandbox.Game.Gui.MyGuiScreenLoading.RunLoad()
[i/]
As far as the range of these weapons they are mostly sub-capital weapons with the exception of the 50mm gattling turret, 230mm battlecannon and the 230mm battery. If you are looking for more longer ranged weapons I recomend one of my other edited mods Mexpex Warfare Industries redux double range at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1512313089 . That mod pack is mostly capital ship focused with some nice looking naval cannon like capital turrets.