Developer postOriginal post (opens in a new tab)

Airmen 1.20.12: Magnetic Repulsor

Factions take a back seat this update to a number of changes with large effects on combat. The first is a utility part intended to give ships a defense system against ultra close range combat. The magnetic repulsor is a high pressure cost utility part that projects a magnetic field around the ship while active. A single repulsor is just enough to stall a 5k mass ship at maximum thrust so to repulse large ships multiple repulsors will be needed. The repulsor is far less effective when a lighter ship attempts to repel a heavier ship.

Most turreted weapons receive a damage doubling buff on the balance side of this update's combat changes. All turrets, single autoturrets, and double autoturrets of the twin, needle, breach, volley and barrage variety will bring a far higher amount of damage to a fight.

Paired with this change is an adjustment to adjustables tweaking their role in combat. All adjustable weapons will now turn far slower when firing. This change makes it impossible for adjustables to track nearby targets without synchronized ship movements. Compensating for their ineffectiveness at close range all accuracy scaling weapons have had their accuracy tripled.

These changes combined should mean adjustables will hold their dominance at medium and long ranges where they can stay on target while autoturrets and their heightened damage will fill the gap at close range where a ships maneuverability is more relevant.

Join us on Discord for public playtests Friday at 12pm ET, Saturday at 3pm ET, and Monday at 7pm ET.

1.20.12

Major Features

  • Added the magnetic repuslor.

Minor Features

  • Double damage of twin, needle, breach, volley and barrage cannons.
  • Tripled the accuracy of all accuracy scaling weapons.
  • Adjustable weapons turn significantly slower while firing.

Bug Fixes

  • Fixed faction contract providers giving contracts to rival factions when their territory is controlled.