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CaptainJack
CaptainJack

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SE Server: New Mod Added! (Updates)

Hi everyone, 

Following the completion of the Flagship battle on the Supporter Server and its storyline where the schematics for a protomolecule auto-repair device were recovered. The Build and Repair mod has now been added to the server, currently, it is limited to 3 per player for performance reasons.

 In addition to this, we have removed the MCRN Anti-Ship Torpedo mod as it was not functioning as intended. If you have any suggestions for a replacement, please leave a comment.   

The plugin we use for handling the block limits of PDCs and Railguns has received several updates since we first started the server, some of the new features are being enabled on the server. Now if you somehow go over limits for a certain block those extra blocks will be removed. We are also looking to review the block limits for PDCs and Railguns, if you have any suggestions for changes to these block limits please let us know below.   

There will be a small pirate base event taking place on 29th January at 9 PM GMT, where players will be assisting the MCRN. This will be a lot smaller scale and more chilled out than the Flagship battle event. Keep an eye on the discord #supporter-announcements channel for more information regarding this event.


Thanks all!
- Jack

SE Server: New Mod Added! (Updates)

Comments

Obligatory Wall of Text Sincere Apology. ;o RE: block limits for PDCs, they do seem to be the most common ship weapon in this universe (aside from missiles), with even realitively poor belter ships rocking multiple (albeit probably inferior in tech) gun mounts. If we could get access to a few more (maybe up to 20?) that might be good. However if that's not on the table, then perhaps I might suggest at least 1 extra to even out the number at a nice round 16? You wanna balance them on your hull. :) As for the railguns this is kind of a tough one to puzzle out that I've been thinking a lot about. I think we are using far too many with respect to the size of the ships, thematicly, for the Expanse universe. It would seem from the show and books the smallest ships to have them usually have one fixed one (frigates and corvettes) while destroyers and even the MCRN's rather large Sirocco class assault cruiser having the ability to support only one turreted light railgun. I'm not sure how they could be limited effectively aside from using the honor system and a vague size chart... hard x limit per grid will result in people simpl rolling with that many (to remain competitive), as we already see. I saw ships the size of the Roccinante rolling with like ten railgun turrets.. this should be impossible structurally as well as the power requirements but of course we only have the one model of railgun for every ship big and small to use and obscenely powerful reactors that can easily support as many as you can carry. This to me is a problem but one I do not have any bright ideas on how it could be solved. It's a real shame that there are no effective, functional guide missile mods currently available, the sort of trifecta of expanse weapons: PDCs, guided missiles and railguns is currently terribly unbalanced without guided missiles, and I suspect that is one of the reasons that people are going so hard on PDC and Railgun numbers since there isn't anything else besides vanilla weapons and their inferior range and lack of guidance. Also if we do eventually get to use Mexpex's missiles, we really need to nix the use of the multi-missile launchers, unless the weaponcore anti missile defences improve greatly those things can rip apart anything and are nearly unstoppable in thier current form. I very much want to be able to build my ships 'correctly' with respect to the Expanse universe and it's limitations but I always feel to do so would be to irrevocably handicap myself when it comes to fighting other players and participating in events. :/

PhyreFox


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