Turret XP


Make chosen gun turrets level up, specialize, and carry Veteran Core progression between battlefields.

Content
a month ago
2.0
486
Combat

g Asteroids Overnerfed

a month ago

I feel like the Xp reduction for Asteroids is much too agressive, yea sure they're infinite and pretty much literally drop more ammo, but i feel like there's an issue when i can simply spare a single biter base to get an infinite source of >LV20 turrets requiring mere minutes and a stack or two of ammo each, but in space my ships can sometimes make multiple trips between planets before a new core will hit even just LV1...

if that's how you want it balanced I'd appreciate at least having a setting to adjust this rather than having to up base xp scaling to comedic levels if i want my space platforms to ever reach levels where i can even feel the fact there's leveled turrets on there.

It'd also help if you at least mentioned this mechanic somewhere other than the changelog where you introduced it as i was confused why my turrets weren't leveling for a while before figuring it out

a month ago

hello, thanks for the feedback, I'm aware the asteroid balancing is really not ideal, and it's supposed to be shown in the UI and isn't currently.
I'll look into both reducing that nerf, and also making it something that can be changed in the settings.
It should probably be coming in the 0.11.2 release.

a month ago

Asteroids now use their own platform multipliers instead: by default 20% XP while the platform is travelling, and 5% XP while stopped or paused. Both values are runtime mod settings, so players can tune them in the mod settings.

The turret GUI now shows the active XP rate near the XP bar when a modifier applies, with a hover tooltip showing the formula, including asteroid/platform modifiers.

Let me know if that fits your expectations!

a month ago

I've played around with it a bit now, and the balance is pretty good now.

My only gripe would be the 5% stationary XP making actual space stations hell to level, but that's what the user setting are for, I've personally upped it to 10%.

a month ago

Emperor why not make a "training ship" that just goes between two planets constantly? I haven't touched the new system but even 20% for basically free sounds wild to me

a month ago

I prefer just leveling my turrets in place, hence this being something i care about, if i wanted to ship trained cores around i could've just stuck to what i already said was possible before the rebalance and trained literal hundreds of turrets for essentially free in terms of time (and resources tbh) on nauvis. It's just how i like to play and kind of "balance" this mod for myself (stops me from building ships with gun turrets that can solo big asteroids for example) ultimately i know this isn't necessarily the intended way to do this and is why i wanted it to be a setting anyway

a month ago
(updated a month ago)

yeah and the asteroid needed a bit of a revisit in terms of balance, I had way overnerfed it, maybe I undernerfed it this time around, time will tell, but ultimately, I agree, as long as it's a settings player can adjust, it's what matters the most :)
thanks for the feedback, and let me know if you encounter other issues or if you have more feedback and ideas!

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