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Current status at least fair enough on large ships. It can do higher damage at close range, the advantage has been balanced out by fragile modules because any modular laser or energy block lost will result in power decrease and the laser cannot fire. Redundancy has been limited by ship module slots rather than price.
Maybe modular capacitors controlling the firing time / damage / reload time can solve the balance problem and make this mod more fun. The idea comes from a game names From the Depths, take a look if you still interested in modular weapons.
I just pushed version 0.2.9, doubling component damage (but keeping armor penetration the same).
that this mod makes Duel-Purpose / butterblade / sniper lasers. Maybe the balance remains unable to test by a persuasive way but once you try it it would be very easy to find out. In case you have no spare time......at least this is another 1 vote on balance issue.
Iirc at some point a chance was done to how damage models work and I cant remember if that was before or after this mod came around
I'm unlikely to change the balance based on a single piece of feedback, but I may revisit the balance of this if there's consistent feedback in one direction.
there is infinite sing on the laser output and it just dont show the fgeen numbers of output power
what might be the problem?
I'm wondering though if the description could be updated with more information about the mod, such as basic instructions on how to make good weapons and the strengths of different wavelengths? For example, from what I can tell UV lasers seem to be only good at doing very light damage over time at long ranges, and killing DC teams, almost solely as a support weapon due to their very low damage. Kind of like Alliance railguns.
Would it be possible to get specific descriptions and/or formula of how things such as the damage to DC teams work at different wavelengths, to help with designing lasers?
I'm adding a fair amount of custom code to make this mod work -- you are welcome to decompile it / try to figure out on your own, but the easiest way may be to directly ask me or others if you have questions. Come over on to the official discord in #mod-development, we are friendly :)
the efficiency of conversion feels way too low, even if that's realistic; and the range math is painful (anything longer than 700nm is basically a combat knife, anything shorter than 300nm can't hit harder than a wet noodle)
I would imagine the near-infrared lasers being quite terrifying as all the receiving end sees are sparks as the beam hits.
That said, most ships than can power such a weapon tend to be very large as well, but still....