
Put simply, covering your ship in these is not effective but when placed in certain patterns they can be effective in blunting shots that would otherwise tear through your fragile armor in one hit. They also explode when they are destroyed and have a P-value cost.
#Reassembly tinkrell generator#
You'll notice that the Powered Penrose blocks have the generator icon on them, this is because they are generator blocks, but instead of producing power they consume it. These blocks have more than 8x the health of their original, unpowered counterparts they are meant to help in dealing with Tinkrell cannons. It comes in Penrose Zero and Penrose One shapes. You'll find that this weapon can be a liability on ships that are tight on energy, as regenerating the missiles can easily starve the other weapons.Ī new type of armor as been added as well, Powered Penrose. This is one of the changes that was meant to help the Flameborn deal with the Sentinels the missile speed assists in getting past their point defenses and the splash damage helps get at the juicy components past their heavy armor. This limits their primary, effective use to engaging large, slow targets at moderate distances. The missiles themselves are very fast, but have poor turning performance and are very short-lived.
#Reassembly tinkrell full#
It is inefficient, requiring the full output of four generators to operate at full speed. As their first attempt at missile technology, it has some quirks, which help to balance it. All of these use solid beams, which provides a visual distinction from offensive lasers.īoth offensive and healing drones have had their look modified, but their stats remain approximately the same.Ī missile launcher has been added. There are now several new types of healing lasers. One laser weapon was added (the Solar Flare), it was meant to engage targets at around the same range and with about the same effectiveness as the Tempest.

They have the same approximate power as before, but feel more like weapons and less like laser pointers. Offensive laser weapons have all be changed into pulse lasers, and they also now do splash damage. The look and feel of the projectiles has been adjusted to make them more fitting with the fire theme. Projectile weapons have had their velocity and accuracy reduced, while their base and splash damage have been increased making them more effective at short range, but less effective at long range. Finally, the last guiding principle was to make sure that all of the weapons were fun and unique.īase structural and thruster components are the same as they were for the Red faction, except that the regrowth rate has been increased. In addition, I also wanted to find a balanced way of dealing with the Tinkrell and Sentinels, so I spent some time evaluating strategies against those two factions specifically. I used those traits as a guide for developing this mod. I've tried to keep with what I thought was the original direction of the Red faction. So, this is my attempt at a re-balance of the Red faction.

But after countless hours of trying to build a fleet that could stand against any other faction using an equal P-value, I became a bit frustrated.

I've always liked the Red faction, hard mode is kind of my thing. It's still "hard mode", but it's more fair. You'll still be the underdog, but with a little practice you'll be able to stand against the other factions.
#Reassembly tinkrell mod#
This mod will give you a fighting chance. If you like the feel of the Red faction but find that no matter what you try that other factions dominate them (in an equal P-value fight), this is for you. This is a Reds (faction 3) re-balance mod.
