#[0.33] KAR-BOTE Combined Arms
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you can do this if you equip the fob builder
How do i find a place to spwan the naval ships
in editor, spawn a dock
From a already spawned in NPC ship (Dyno or bigger) or from a ship dock on a LCAC deployed fob
oh and also is there a way to take control of a vehicl that has already spwaned
No way to effectively zeus remote in on a NPC vec
okay so
All Kars and Botes are just very weird planes to the underlying game systems
just found out every ship is split into million pieces
what
are any vanilla bases that support BOTE?
The 155mm railgun fires about five feet down and to the right from where the actual barrel is, causing shots to always land super low and inaccurately. is there a planned fix for it? The only mods i have is BOTE, KAR, and Third person Hud.
oh it seems that part got offset at some point, thanks for reporting it!
added to the list

Extra screenshot ๐งโ๐ฆฒ
If i might ask, is there plans for the BDF 8x8 and the other PALA MRAP?
Also if we'll get Piledriver TBMs
and maybe the nuclear TBMs? ๐
We might add more vehicles and weapons in the future. My only concern against tbm's is the risk of boring spawn-launch-respawn "gameplay" but we shall see
Annex might need a dedicated dock like the Hyperion
cant seem to spawn it on the hyperion either
@austere socket might know more
glad you guys have enjoyability and balance in mind 
there is no annex??
annex isn't added yet there is no way to spawn it
because it dont exist
annex is a chud anyway. we all know it :b
not yet added
prolly cus they also wanna do a thing for its landing deck too
it hasn't been added because there are bugs I need to fix first
oh we ur the one that made it
when reporting bugs, where would it be preferred?
my fault
here is fine
Speaking of balancing, I was wondering if the 70kw laser (for all vehicles) and 180 AGM-48s for the MSV were gonna get nerfed. Its realistic that it can carry that many, but it just fires too quickly for defenses to actually intercept them all. And the 70kw laser seems like a direct upgrade compared to the smaller one, unless I'm mistaken?
70 uses capacitor, while 20 doesnt
i think the 180 truck is getting removed at some point lmao
They both have the description "Does not use capacitor"
or at least made much more costly
that doesn't really seem like a drawback though? what else do you use the capacitor for otherwise?
but yeah the LADS and 20KW dont use capacitor
the more power is used up, the weaker it becomes
Yeah and the 70kw does use capacitor, it needs its description changed
Another thing to the list 
making a list and checking it twice? hopefully?
Of course not
The 70kw is better against bigger and more resistant munitions, until you run out of capacitor
20kw is better vs lynch spam
makes sense now, the "does not use capacitor" was really throwing me off
Yeah the scope really got out of hand for an april fools joke, so a lot of things fell through the cracks
?
put the DOES and DOES NOT in caps so my dumbass can read it properly
yeah that is on me lol
I'll make the descriptions distinct enough so they won't get confused
๐
The 70kw description will be rewritten in Dutch
aw hell nah please dont nikkorap
i love nuclear option mod-forum channel. its so nice to just have a easy direct line to the devs of mods so i can accidentally gaslight them into thinking theres something wrong wit their mod
Mitch PLEASE add a particle summoner PLEASE
Krachtig laserwapen voor zelfverdediging tegen kleine projectielen op grotere afstand en voor salvo-aanvallen. Maakt gebruik van een condensator.
see, thats so much better
200%
a few things i noticed on the Spearhead MBT, is that the target cam and the barrel are not alligned, allowing you to see targets over hills, but not shoot them. not sure if this would be practical, but some kind of line of sight for the barrel.
the 20mm doesn't adjust for longer range shots.
seems fine to me
like real life
btw just a heads up that balance suggestions are banned, if anyone complains about something being imba then ill do the exact opposite that they want
where the sight is usually positioned on top of the turret and you aim from there
The 20mm is controlled by YOU! only your built in ballistic converter can guide your bullets to victory!!!
give the MSV the normal tbms instead of the nuclear ones ๐
but yeah, the 130mm turret is the primary one in 'control', to say the least, so if your gunner is focusing, you'll have to take control of the turret via the 130mm then you can use the coax right
which means the msv x180 will get buffed next update
180 tusko mount
sorry nikkorap im gonna have to let you live
i would totally agree with this, if i could have separate vehicle and aircraft controls. using the little joystick to aim is absolutely painful.
i have le skill issue
i mean liveries for the current vehicles btw, if that wasn't clear, its kind of strange for the colors to be mismatched ( also i have no idea if liveries are even possible the way this works)
new leak for infantry

my boy
ehh, if anyone wants to remake the models lol
the current roster is only kitbashes from existing game assets and some generous donations from offiry
the mod is already great! adds a lot of untapped depth to the game. cant wait for future additions!
and now that ive complemented your mod you should totally add the aerosentry chassis, and this... thing...
Update wont be before 0.33, and even then it might be a while
hard at work or hardly workin?
UNADDED VEHICLE SPOTTED๐ ๐ ๐
man
I want this vehicle
jokes aside about brownnosing, the mod is great, love it
we yearn for M A N
me too
no
Michael After Noon
The M28 or M29 Davy Crockett Weapon System was a tactical nuclear recoilless smoothbore gun for firing the M388 nuclear projectile, armed with the W54 nuclear warhead, that was deployed by the United States during the Cold War. It was the first project assigned to the United States Army Weapon Command in Rock Island, Illinois. It remains one of...
and there's already one in the back of a car
Just stick The Device onto a Kingpin rocket motor
The Special Atomic Demolition Munition (SADM), also known as the XM129 and XM159 Atomic Demolition Charges, and the B54 bomb was a nuclear man-portable atomic demolition munition (ADM) system fielded by the US military from the 1960s to 1980s but never used in combat. It had an estimated yield of up to 1 kiloton of TNT.
Repairs are going nicely for this shard... Shame it's happening in war time.
Update for K&B Escalation has been pushed out and should now be available on the steam workshop summary:
Added factories that will produce ships for both sides, these spawn in when naval reinforcements arrive
Decoration to Vigil Cay's docks and background detail, but these can be hazardous
Defenses around Vigil cay's docks has been buffed, a shard in holding with 1.0 skill is present
North Boscali has some minor decorations added and a shard also in defense, holding with 1.0 skill
other than that nothing much to note
Link?๐
Tusko b car? I sure place more than 30 - bad for balance. Same situation with 180 AGM48. You crazy... It feels too unbalanced...
Don't worry, tusko truck won't be added and the 180 agm48 will be nerfed
I also find lagspike bug... And not only me.
I cannot say now which mod cause of this because i use KAR and BOTE together...
Anyway tusko truck looks like interesting alternative for 180 agm48 truck, but more balanced
Is it intentional that the auto gunner for the tanks disables whn you have the ammo box selected? For the AFV the auto gunner stays on when you have the ammo box selected.
I also finding AGM 48 X180 truck quite not good for game performance... Even one truck can significantly make pain for performance ๐
Well on most of the loadouts the ammo box is mounted on the turret
its turret is certainly in the mod already, and the chassis itself is, ugh, replaceable
?
hey you found my cricket!
Is StratoLance playable???
MSV with the R9 pack, even comes with a built in radar
cricket:
Should of been "Fixed bug where Crickets were being sent to brazil/the backrooms"
Oh yea
My poor cricket
I thought it was this mod
Itโs ONLY the cricket too
W cricket
stupid question how do u control/spawn ships?
bug report : whenever I spawn in a boat, all o AI planes currently in flight (enemy team and ally team) get stuck at 0m and 0km/h on the ground (cant be destroyed), and when i eject from my boat they all blow up at the same time and normal planes spawn back again and play normally until I spawn a new boat
Idk if thereโs anything wrong with AA like the CIWS accuracy wise. Tho a Chicane ate like 2000 rounds worth of direct hits anyways and other aircraft eating seemingly more than they should (not really a mod issue but seems worth mentioning)
Also I have the ability to spam nuclear TBM launchers with the hover craft for some reason
It can do that
Le armor
(Crazy armor to sustain 20mm hits tho)
I dont think i have a diagram but the front and belly and lower sides are all armored
Had to resort to a 57mm to take it down lol
The 23mm should also
Should keep that noted
The 23mm emplacement is the chicane obliterator 3000
Single deadliest air defense for it
hello I need help with bote mod I installed with mod manager but there's no boat for me to spawn
do you have the latest version of blueprinter?
Do they not show up in the loadout screen?
nope only ground vehicle
Please drop the Player.log
located in: C:\Users\USERNAME\AppData\LocalLow\Shockfront\NuclearOption
i have the same issue
it says you dont have bote installed, kar and bote are separate mods
how do you actually use the carrier? arent u supposed to be able to drive it cuz i cant figure out how to get it to spawn xd
is boat supposed to be in this???
Plugins\blueprinter\addons\bote
is there a bote.dll?
yes Boat_1.3.1.dll
everything loads but bote
I should reported this earlier, 1.3.1 is not loading in the same way it seems
ill try to reinstall it manually and see if it works
that's just how NOMM loads it
theres some issue with the latest bote it seems
@austere socket
[Debug : BepInEx] Skipping loading D:\SteamLibrary\steamapps\common\Nuclear Option\BepInEx\plugins\com.nikkorap.blueprinter\addons\bote\Boat_1.3.1.dll because it's not a valid .NET assembly. Full error: Format of the executable (.exe) or library (.dll) is invalid.
newest bote dont work?
Not sure what's going on tbh
Ok so i downgrade to 1.30 and its work
interesting its working perfect for me
do i download blueprinter like an ordinary bepinex mod and stick it in plugins?
how does this even happen??
can i launch with bote and kar at the sametime? i think i have seen someone saying it doesnt work from someone but i dont find it anymore, And when i launch with both the game is stuck in the loading while qol or and fq wont show the loading anymore what mostly is a error. Or was it qol doesnt work with bote or something?
@austere socket thats the download url for 1.3.1 see the problem?
i thought the name was the same both times
ask @craggy aspen but i have no clue#
{
"id": "bote",
"displayName": "Boscali Ocean Training Exercise",
"description": "The BOTE adds player controllable ships with weapon choices and custom systems including resupplies and vehicle deployment. Current Ships include: OTB-31 Landing Craft, Shard class corvette, Dynamo class destroyer, Hyperion class fleet carrier.",
"tags": [
"mod",
"aircraft",
"blueprinter"
],
"urls": [
{
"name": "info",
"url": "https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/blob/main/README.md"
},
{
"name": "2082 discord",
"url": "https://discord.gg/qqMwyr2qxR"
}
],
"authors": [
"minecracktyler",
"nikkorap",
"draken",
"combat",
"medusa",
"offiry",
"many others!"
],
"githubOwner": "MinecrackTyler",
"githubRepoName": "BoscaliOceanTrainingExercise",
"autoUpdateArtifacts": "True",
"artifacts": [
{
"fileName": "Boat_1.3.1.dll",
"version": "1.3.1",
"category": "release",
"type": "addon",
"gameVersion": "0.32",
"downloadUrl": "https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/download/v1.3.1/Boat_1.3.1.dll",
"hash": null,
"extends": {
"id": "com.nikkorap.blueprinter",
"version": "1.8.17"
}
},
{
"fileName": "Bote_1.3.0_RC4.dll",
"version": "1.3.0",
"category": "release",
"type": "addon",
"gameVersion": "0.32",
"downloadUrl": "https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/download/v1.3.0/Bote_1.3.0_RC4.dll",
"hash": "sha256:cfa51504a9f267a54bac18bd4603e7edc137e3cd8d84a945041f42dfd8c3b994",
"extends": {
"id": "com.nikkorap.blueprinter",
"version": "1.8.17"
}
}
],
"downloadCount": 1942
}
that might be mb gang
maybe i should have pasted as file
it should be fixed manually or removed at least so no one downgrades to this broken version by accident
whatever
new version should be correct when it autoupdates
i can double upload the old version with both names
link works now
minecrack breaks things again 
as always NOMNOM is perfect and user error is the problem (jk)
the autoupdate should be on though
``` to format code blocks
readability is important
only for those who can read
i can try but if any merge conflicts i will just revert
im a few drinks in lol
i created a pr its verifying rn
nvm its cooked
one sec
that is strange
it should have worked
nvm ik whats the problem
nvm again
still borken
Valid
can we just stick to 4 segment semantic versioning instead of inventing new theories
done
can you force an update
ya
tnere is a bug i think as soon as i spawn as a vehicle alot of the plane just crash for no reason and they only appear in the killfeed after leaving the vehicle the player is in right now
tbh i prefer the Linebreaker AGM-48s
longer range due to the better launch angle
Who did the KarBote art btw
If you're talking about the one from the cinematic trailer, it was my wife.
reminds me of Captain of Industry main art of all things
I can see the resemblance
Also, while on the topic of my wife's art;
The meme is now officially "high-effort"
Place docks in editors and attach them to airports.
Or you can spawn ships by spawning them on other ships that are either the Annex, Dynamo, or the Hyperion carrier.
thank you very much
so
ressuply isn't working, right?
also, unsure if it's known
but a lot of side launchers are bad
they all launch stuff
downwrds
the hell
Because they use turrets from other vehicles.
strongest lcv25 loadout:
you need a friendly airbase that can launch a tarantula, this will be better communicated soon
does resupply also resupply aircraft inventory or no?
no(t currently?)
cus every aircraft launched is like an 80% chance of dying
aircraft that return and land on you will return to inventory though, bar a bug that may trigger
yeah
i may make it possible, but thats iffy because the hyperion and future annex will be able to spawn in shards and dynamos with the same point system to escort themselves, and that gets iffy if you can spawn infinite dynamos, considering the deployment costs nothing currently
pala watching helplessly as an annex mysteriously summons a heavily modded dynamo class destroyer out of thin air โ ๏ธ
need to make an infinitely replicating dynaboss so we can get the ai experience
mainly cus a mission like this
whre youre the only BOTE carrier
lowkey tough mission
Ha ha.. this is fun... Or not?
If play in coop and ask crickets give laser to targets it must work moderate good
ts leaves me questioning if shits vanilla or not
"i think something's wrong with my copy of Carrier Command"
what is the damage model like? Do vehicles have HP or something else?
Point and click puzzle game.
(As expensive as one stripped Compass btw.)
Time to figure out how to KAR and BOTEify my favorite scenarios.
How to spawn on an aircraft carrier?
What do you mean?
You have to have a dock or something like that, built from the landing craft.
is this compatible with qol? cause for me it doesn't want to load
you should check if you have the latest version of all of them
qol was updated to fix some issues relating to kar/bote
just normal damage models as vanilla
Latest versions, yes.
Although QoL gives me a bit of a few lagspikes
I don't really know what vanilla uses. I know that agm48 kills a tank but nothing else
In short it is a near 1:1 with venilla damaging to ground vehicles.
Ships, eh. Different story.
i havent notices a difference with ships
maybe im stupid but i can't seem to get the landing craft to move properly, seems to be capped at like 7km/h at full throttle
ohh nvm just found the message about custom axis
You can only spawn carriers at docks, not other ships.
https://youtu.be/mw61HB7DQJ4?si=CBfpvtpmWtPmkyVm kar gameplay
Nuclear option default mission point blank but with the ground vehicles mod KAR - 30 minutes of ground nuclear option gameplay
you can this mod in the games mod forum on its discord server, or in the github repo of the mod
mod link: //github.com/nikkorap/NOBlueprinter-kar
thanks to the guy that made this mission, its fun asl
what in the kuznetsov bro
Never head of this alert before and it lowkenuenly gave me a heart attack
is it possible to take control of an already spawned in unit and exit it without destroying it (ejecting )
don't want to sound rude or uneducated, but is there an easier way to install all of this? like in a one file or something?
you can use this, it installs bepinex for you automatically and mod installs are a one click process https://discord.com/channels/909034158205059082/1467341462227124305
nope, as far as the game is concerned, kar and bote are just weird aircraft
if you get out of a kar in range of an airbase then it gets returned to yor inventory, botes are a bit more difficult to get in range
thank you, soory it's my first time using mods here
any way to make non basic missiles more reliable on the ships?
especially on the add on slots
Oh! Thanks to you for playing this mission!
yall ever scorched a cricket in half using a FOB truck's laser?
Uhh no
Canโt say Iโve done that
Iโve killed an ifrit with a tank laser before
I lased his wing off with the 70kw
- any plans for compatibility with QOL? (with missiles like the RAM-29 for example)
Its insane how powerful it actually is
I had a cricket loitering over me and I was shitting myself until I realised my 70kw laser was cutting parts off it
The PD on the tanks? Not the MSV one?
Theyre the same
In my testing, I did not get it to damage aircraft enough to destroy them. The MSV one has a chance because it has unlimited capacitor but the tank ones tend to run out of energy
I'm the one who balanced the mod. (Made it quite OP on purpose) And the MSV was designed to be the only one which actually stands a chance at burning the aircraft if given enough time. The others were specialized either for unlimited linchpin spam or for bombs.
I will have to retest the lasers because it's been a while since they were implemented and balanced and some variables have changed.
It will badly damage smaller aircraft
And it can anihilate heli rotors
Can it destroy more than one aircraft before it runs out of juice?
And at what ranges does it usually achieve such destruction?
Nah
the 70kw is by far the most useless turret huh ๐ญ
The cricket was circling me about 2-0.5 kilometres away so it was easy to sustain the laser on it
It runs out of juice trying to kill the scythes that fly over me
Itโs annoying
Your not gonna kill them bro
it runs out of juice trying to kill anything thats coming at you
And then I got double teamed by a chicane and taran and the 70kw couldnt do shit to em ๐
It would be ideal to turn off automatic turrets when having the 70kW, because it does indeed tend to consume its precious capacitor doing useless things.
Just set turrets off untill you feel like some air craft is coming to get you
Yea I set it to hold fire
Unless I get opticals launched at me
Iโve also learned the chicane turret is not good for shooting tanks
Itโs very bad
They deflect them
Thank you so much
:(
SPAA-25 M'a Duse
@stuck jolt
how do I deploy naval fob??? I press the button nothing happen its only turned blue
Nothing stops the mail!
one day we'll have the MSV with a flatbed-mounted Tsar Bomb ๐
-# welcome back ICBM Escalation bomb truck
I love this mod
Driving ground vehicles over long distances at high speed is extremely exhausting, and itโs easy to crash into roadside debris by accident. Could you add a feature similar to commanding AI vehicles in the original gameโwhere players select a destination with the mouse, and the AI drives there automatically? Players should be able to interrupt the AI driving at any time.
i just don't even use the roads unless i'm in a wheeled vehicle
You can just throttle up and let the engine take you along and sit back, you don't need to manually press w to keep going unless its all the weaving along the road that gets to you?
Idea, there should be a speedrun of escalation with only the KAR and BOTE mod and only the KAR mod
(without pulling nuclear TBMs out of your A)
(Idk if that makes a difference)
Can we please get ARH versions of all of the SARH missiles for player SAMs? Because I keep failing to get 'locks' on targets well inside of tracking range for their NPC counterparts (Even if I try and keep it to one target and launch from that they still don't get 'tone')
Isnโt the Tarantula literally a bully magnet?
Yeah when your in air craft, but when your in an MSV with only a 70kw laser it gets rough
Unlucky circumstances
deploy a fob where u want to be with the tarantula
i thought u could only do 2x 76 4x 57 and railgun
i love this mod while using the unrestricted weapons one
is ts supposed to happen?
uhhhh youve been toggling slowmo on and off????
you should check your binds and the top left side of your screen, bub
AGM-48s are currently broken sadly
is there any good worshop missions for the Kar mod. i always feel that i dont get good ground standoffs in the main gamemodes. is there KAR specific missions?
man i love the railgun
AGM-68s also feel kinda doodoo
Also all missiles feel cheap and expendable for some reason
yep, search by most recent
huh
yeah theres a bunch of KAR missions out right now just filter the workshop by most recent
ok
KAR/BOTE terminal control would be sick
hello rico rodriges
https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/tag/v1.3.3
BOTE 1.3.3
- CIWS fixed (for good hopefully?)
- Various small bug fixes
- Broken weapons disabled for now
- FOB Network syncing fixed
- Ship pilots made invulnerable to crash damage for now, should make OTB better
- radial menu gear now can toggle the landing craft door
Since installing KAR + BOTE, I have lost the ability to see friendly player nametags over icons. Though this is great if the intent is to not distinguish which units are players or npcs, it does inhibit multiplayer coordination when both the player number and their positions are unknown.
this is most likely something that the author of the nametag mod needs to address.
I shouldnโt rule out the Quality of Life mod either, that is a more likely culprit. Iโm only asking because other players in a server confirmed that name tags werenโt an issue with the same mods present.
so why does the Dynamo only get 26 Scythe missiles in the VLS cells?
also the Aux launchers for the Tuskos and many other missles are broken same with the RAM-45 in that the often just go right into the sea on launch if the target isnt directly in front of you or really high up
Did this version fix that CIWS systems really liked to fire on selected targets when you swapped off of them?
Because I purposefully haven't been taking the defensive upgrades for the boats because of this.
that is an issue with the base game, but I can look into it
how to deploy fob from lcac in BOTE mod? and how to move playing on this?
I mean that the laser defenses should only fire on munitions automatically, but when I scroll through my weapons, they'll just fire on what's selected.
the aux launchers, while they can be improved, also as part of using them require correct target positioning
I know there was multiple ways to interpret what I wrote, and that's my bad.
check keybinds, there are new bindings at the bottom. Use select fob, the text turns green, then use the deploy unit button
i need to look at the lasers, they aren't perfect currently
Is the APS system supposed to only work manually?
it should work automatically
make sure turrets are not set to hold fire, and you do not have the aps selected so it can work automatically
it is not 100% reliable
i gotcha, the lasers seem more proactive about targeting incoming munitions, havent gotten the APS to do anything on its own yet
aps is also very short range
also: do ships have a reverse option? All the docks seem to spawn the ships facing inland or towards the dok making spawning at base a very time consuming process
use pitch
This is a stupid question, but how do I control the camera when setting up a FOB from the LCAC?
throttle is for cruise control, pitch can go forward and back
camera controls for the fob are the same as normal freecam
wasd
unless you unbound them. the controls are called move forward/back/etc
๐
Many thanks!
Heya! The MSV Radar + EW Module option messes up my game when I spawn in with it, is this a known glitch?
Yes, its on its bugtracker, if you mean detaching upon spawn
Ah, fun. Hopefully that gets fixed soon.
Known issue ye ๐ป
Hi
this is on a Full load of only this kind of Missile BTW
why mbt turrets are so dipped down to the main hull?
is this a common bug or is this just me?
update QoL
older QoL versions break KAR
kinda like it tho. looks like it should be like that
nah it loks bad imho
looks like the swedish Stridsvagn 103
do bots use ufo?
bots use ufo in base game
is there a way to restrict ufo from the bots?
Don't have more ufo's in the inventory than the aircraft reserve value
why does it have the toy gun barrel
that might be barrel cover
so debris don't get into it while in storage
or maybe im wrong idk
120mm/140mm cannon for AFV8 for muh Stryker MGS LARP when.
is this mod not compatible with kestrel?
All aircraft mods should be compatible with each other
That's a oh my God. That is an amazing pfp
wait ufo is kestrel?
does the normal gear key (G by default) also toggle the OTB door?
yes
Yes
But they canโt get them anyway
Not if you have any in reserve
Which
Why would you have ufos in reserve??
No, at first I thought it would be chaos untill i saw the price
I thought everyone would just fly the thing
amazing mod indeed
Shouldn't the linebreaker hull also have the anvil's 57mm cannon since the anvil has a linebreaker hull?
Is this normal AI behavior when you're the carrier?
Massive cojones on those darkreach pilots
How the hell did a dark reach AI land that
That's what I'm saying
I'm sad I was too busy following my AshMs to watch the landing
THERE IS NO WAY XD
... I don't think so?
i'm surprised they even consider the Hyperion a valid airbase
noone:
ai:
ITS REACHIN' TIME 
project peakman soundtrack detected
at least one instance a chicane has landed on my dynamo so there's some mechanics at work there
although obviously a
darkreach and hyperion is a, different matter entirely lol
indeed
i actually have quite a few PW soundtracks swapped in
curtain rise, peacekeeper 1 + 2, midnight light, final flight
and of course showdown for those big kills
how
Since the release of 1.3.1 of bote not a single multiplayer server
the linebreaker hull was a relatively late addition, weapon systems that would ideally be on it will be added in a future update
railgun fix when
Why 152mm shell have less HE then 76mm shell?
Great question
Anyone know if there is a server hosting Botes and/Or Kars?
Blueprinter doesn't work with dedicated servers
iirc 152mm is specifically APFSDS
76mm is a mortar
so kinda self explanatory
Not 130mm or 155mm railgun, artillery one, it's definitely not APFSDS
Oh sad
Clearly never played any War Thunder like games
(referring to le others)
it just says fin stabilised not armor piercing fin stabilised discarding sabot
where tf does it say apfsds
it just says fin stabilized
Is there any way to see if my RAM-45 lost track? Or even, how would I know what stuff my radar currently sees? Any mods for that?
you can check using map
not very convenient, but it works
no, what are you talking bro
Like people before me said, it's simply a fin-stabilized round
I donโt think yโall know what some people are trying to say. Both of yโall are either agreeing on some same point, absolutely butchering interpretation, or both.
To clarify, APFSDS is strictly an armor piercing round with no explosive filler that absolutely relies on spall damage. Best if, and generally is, made out of depleted uranium (DU) and used against reasonably thick armor that HEAT-FS or HEDP could struggle with
dude I just realized, the person that I replied to was replying to another person ๐
okay I am so sorry for the misunderstanding, way to go holy shit
but yeah no, I do know all the funky shell types so nw, I just thought the person that I replied to (sleepyskull) was claiming that the 155mm HEFS was APFSDS
-# because I didn't see the chat logs above that, mb :(
Had to at least clarify what APFSDS is specifically
ยฏ_(ใ)_/ยฏ
will update brake this mod or nah?
another question, why ships continuously go forward without any input. they can't stop
that's how ships work
nah, they going full flank, what if i want it stationary at full stop
reverse until you stop and set speed to neutral
how do i set the speed?
nvm
i'm just dum
Literally just upsized 76 from the Tula
I need to well actually your well acctuall to clarify depleted uranium is not the most common metal for APFSDS rounds that would be tungsten, other then that everything else you said is right.
?
im fairly sure the 76 is a mortar, or the caliber under it might be, and the 152mm gun desc on the tank def says apfsds
i swear
i may be mixing it up with the 130 actually
I think you mean 130mm one
might be
also sinc eim here
the railgun is so god damn inaccurate against ground targets
the only way i have been able to get ground kills (not counting water) with it was having the round skim off the ground infront of the target at a perfect angle to hit it
Itโs a problem with the vanilla vehicles and stuff
The vehicle center or wtv is low and the guns aim at the center
So from a ship it aims low
If the dimensions are doubled it should have 8 times the HE filling, or more due to optics taking up the same amount of space
If the 76mm has 3kg of TNT equivalent I think the 152mm should have about 25-30kg
I.. meant the model
Oh. Well, the HE load is too low as someone else said
Never got the 152 to work right
jeah 152mm kinda weird the range is even way to short for a 152mm
The 76 and 152 were heavily nerfed. The original 76mm was just the tarantula gun and it uhh, practically let you solo escalation. Turns out realistic artillery is overpowered to a ridiculous degree
"Great battles are won with artillery." - Napoleon Bonaparte
I sometimes spectate 152 shells to see them, uhh, "flop around" a little bit 
Its more like a mortar
I did not expect him to pop out like that
Deployable FOBs and Helipads of KAR do allow me to pick Munitions containers and pallets, yet doesn't allow me to pick Naval containers and pallets. Intended?
We still have to decide what exactly the 152mm does. Originally it was just a counterpart to the 76mm, having exactly the same stats. Then we tried making it more powerful, but then it didn't really make sense because it broke balancing.
We tried making it so that it's actually a near direct fire weapon at very short ranges, a sort of tank destroyer weapon. We even considered making it fire Pab-80LRs, or mini nukes.
The problem is that most things have significant trouble intercepting those shells at shorter ranges, but RAM45 and Stratolance have an easy time chewing them up. Meaning that no matter what we do, if it is more powerful than the 76 in any way, it is absolutely overpowered, and if it is weaker than the 76, it becomes completely useless due to the very low DPS and interception rate.
As a result, the 152mm will most likely remain as is until Vanilla will get more artillery mechanics in the future.
Un-educated guess, but maybe the shells could be made unguided in the meantime?
but with better stats than the 76mm
We tried having them be unguided, but the actual ballistics calculations are so horrendous that they will never land within even fifty meters of the target regardless of range.
damn.
Then again, in the next few updates artillery will get an overhaul within vanilla balance, likely getting a few mortars and howitzers on existing platforms. There is a high chance of us getting those into kar as well.
hits blunt
make 152mm shoot tuskos
LMAO. 152mm Boscalian SPG will give you like 100m spread IRL on furthest distance when unguided shells, maximum charge. Absolutely realistic.
100m of spread is significantly better than "rarely hits within 50 meters"
Ships are recovered if you eject while close enough to an airbase center. This means that for fobs creating by OTBs, you just need to get close to the dock and it should work. But on pre-made bases that just have docks added to them in the mission editor, you somehow have to find a way to get as close as humanly possible to the airbase center. Alternatively, on other ships like Dynamo and Hyperion, you have to get within spitting distance of them and try to be completely stationary when you eject.
A bit of a pickle when the dynamo is going at 50km an hour already.
Tyler said he is going to look into that, but then again, it's going to take a while.
What's with FOBs of KAR not allowing me to take naval containers for copters btw?
If I recall correctly, you're not supposed to take naval containers from bases that do not have ammunition bunkers on them. FOBs by design do not have that much ammunition.
Then again, it might be that in vanilla you can't take normal munitions crates either in such a case, so I'm not entirely sure.
With lcac if u do munition bunker doesnt that allow for helis to spawn w naval crate?
I have no idea sadly.
It's been a while since I played with it..
how do i deploy stuff from the lcac
go to the control bindings menu and scroll down to set the appropriate keybinds for it, then go on land and drop your ramp with the 'lower gear' button to let your vehicles out
ye i just found it like a second ago
is it supposed to be this buggy tho
it wont get off and just goes up and down inside the lcac
Yes it does
So long as there's a helipad at that same FOB of course
Random question, but, I do feel like there should be a way to spawn AI defenses for FOBs
You can take Hexhounds by MSV. Using UnrestrictedWeapons, you'll be able to also safely take LCV-25s, RAM-45 container/radar. Using QoL and UW, also, laser, CRAM and Stratolaunch components.
(it even doesn't look wrong)
oh, huh
nice
To make UW allow you just this and not overload menu with stuff, you'll need, like, "lcv, afv, hlt, radar container, ram45 launcher, munitions, naval, container, m12, hexhound" filter with ToggleWhitelist = true and BlockAI = true
truck
Would clusters work for it I wonder
Unguided shell with guided submunution
Once the GBMs are in, maybe we'll experiment!
What the hell? lol
Not even the AI has chill, just lands a Darkreach no problemo on a carrier wheeze.
Even the AI does the crazy crap some people have done.
Gosh does that mean the AI is machine learning off of us? nahhh
fellas Im remaking reprisal for KAR and need your opinions, Ive tested it out the mission on the T12 and the LSV
and found out that the LSV is much better at the mission with its atp launchers, this is because the atps can climb up a bit to aquire their target which gives the LSV much better shoot and scoot ability,
meanwhile the T12 has to face its target to aquire a good shot, this makes it way more vulnerable to being destroyed and coupled with its lackluster revers speed it suffers when being used for shoot and scoot tactics.
the T12 however only excels at this mission when im leroy jenkins'ing it and charging at the enemy columns, now the LSV on the otherhand can hold down at the base way better than the T12,
so TLDR: should I make the mission more leaning towards a sally out or a hold the fort type deal?
Considering Reprisal is basically a surprise assault by PALA forces, hold the fort might make sense since you have to hold against overwhelming odds?
I mean yeah but then boscali somehow knows of the suprise attack and sortied A19s right as it happens
lol
ok but in hindsight this might just be a complete non-issue because players can just eject and play whatever vehicle they want
So I did some testing in the editor, and non-surprisingly theres some strange behavior from AI using these custom "aircraft". Kar ground vehicles always try to takeoff on a runway, eventually running off the edge when they can't lift off. They seem to work fine as customizable vehicles when you remove their fuel (they stay stationary).
Ships on the other hand are strange. They always try to move forward; shard sink themselves it seems. More strangely is that the AI completly ignore AI Botes. They will fly past and not engage even when a destroyer is shooting them down. Aditionnally, the AI ships do not utilize all of their weapons.
It makes perfect sense that this would be broken. I just thought it would be cool to have customizable ground and naval units in custom missions. I wouldn't assume that any of this is fixable since I haven't heard anything about the AI itself being moddable in NO, but I thought I'd point it out just in case!
It's always moving forward cause throttle is at max when you spawn for some reason. Try to throttle it down it will slow down and eventually stop
I really want to play multiplayer match with this mod
I'm talking about an AI ship, not player controlled!
fixing this is outside of the scope of this mod, the units added by KAR and BOTE are not related to ground vehicles and ships at all and the game treats them as aircraft
there is almost always one or more matches going on, there's one right now in Boscali vc lol
Fair enough!
itd be cool if u could build stuff like vehicle depots lol
or like sea FOBs
to spawn naval units from
you can
BOTE has a FOB system
check pins
FOB editor or map editor
holy shit lmao
also, future update will have much better ejection rules for ships, its within 2km of a friendly airbase and below 10m/s, and there is a hud element that updates every few seconds that tells you if it is safe ๐
will probably wait until update drops though and then figure out what goes wrong before any more updates get released
The music hits perfectly lol
Definitely some shenanigans Monarch would do
๐ฅ
tried it and it made my ifrit into flat pack furniture
So, to all concerned users, both 76mm of AFV8 and 152mm of Spearhead appear to have effective range, where shells don't lose orientation or blow up, 10km. Just like mortars. Those islanders love their barrels smooth. Still useful in some edge cases.
Is the mod going to conflict with the update? I wouldn't think so based off the devblog but idk for certain
when i use the MSV with the Radar + EW module, i spawn with no load/weapons, is this becose of the QoL mod i have or does this module just not work?
Known issue with the radar module
Have to assume that everything will break
if u have to ask, the answer is probably yes
mods are inherently unstable
Update thou art in the making,
Hallowed be thy changelog.
Thy release will be done on client,
As it is done on server.
Give us this day our quarterly update,
And forgive us our incompatible mods,
As we forgive those who make mods incompatible with ours.
And lead us not into crashes to desktop,
But deliver us from memory leaks,
For thine are the gamestate,
And the machine spirit.
For ever, Amen.
???
i wonder... are there better spawn points for boats ? instead of always relying on a carrier ?
In Missions tab of Primeva 2082 (qol mod) Discord Server there are Naval Escalation and Naval Terminal Control missions
never noticed it
you can also build harbors with a landing craft
you need binds in the control menu. at the very bottom, set all the binds up.
guess i'll check that out
well, you can't build without them, so...
What do i need to load in it to build it?
idk, some jackknives and some defensive vehicles
So nothing special ig? just random vehicles
checkbox FOB builder at the top of list
ty
Wrong chat lmao
Ngl a playable TBM launcher with expensive missiles could fit Nuclear Option
Or at least, better yet, the Davy Crockett
Or something like it
how do I spawn planes on carrier?
See control settings
They said that its likely not going to happen. "The reason why TBMs/ Cruise Missiles didn't get added is because of the rearm spam meta.
Fire, wait 3s, fire again, repeat.
Even if we limit their reloads, the gameplay is boring.
If/when we implement a strike planner or ability to remote control the cruise missiles, we might add TBM and Cruise Missile trucks"
i already think the 48 spam is not fun, but that's just due to how the game plays as a ground unit. it's a practical loadout that can be used, but it's not fun.
is it normal the rantula flips me off before leaving without elaborating further ? q-q
Does any1 know of a way to build a harbor without a landincraft?
I guess Davy Crocketts wouldnโt be as bad as an idea (if there were a way to transport nukes or something)
he's a little inexperienced, please forgive him (i am looking into why it does that)
Set one down in the mission editor when making the mission, thats it
Target cam? What's that?
A mod?
so, just to be clear, to deploy ship, you gotta spawn a truck (?) with a boat FOB, deploy the fob on the coast, wait for it to build, and then you can deploy ships?
ahh, nvm
oh nyo. i have been captured
I tried to pick up another player as a turantula and they in a kar vehicle and they were sent to orbit while on my screen they just exploded, is this just a natural limitation or a bug?
limitation
the game netcode can't handle towed player objects
There are boat FOBS?
I know there are Harbors, and that you can (somehow) build FOB's and helipads on the water, but the, still count as "normal" bases
Good day. While I was driving an MSV truck, I noticed a bug: 48mm rockets can be resupplied from a munition container, but 68mm rockets for some reason cannot be resupplied.
best i found is the landing ships that can actually build FoB with helipads, aircraft spawns and even boat spawns
(and some other stuff)
We need a CEV esk vehicle for building defenses rather than spawning 4 to too many SAM UGVs
Are you guys thinking about adding the next upcoming frigate and Annex class carrier?
These things take time
Yea i know and i appreciate what you guys did with both boat and kar thank yall for these mods i was just curious about it
Im not one of those goats
Well still thank you for your mod also, heat seeker sound is a interesting idea
Always appreciate mods
the MSV mobile support module can fix buildings (way faster than one CEV), and rearm+refuel aircraft
that's fixing tho not building stuff out of scratch :c
best it can do is deploy a vehicle FoB but that's it
BOTE-like building would be epic...
ah i misread lol
i have emplacements-in-a-box on the list
no ETA if or when they happen tho
maybe... having a playable jackknife for it ?
kill dozer?
why kill
note to self, you can do moneyshifts with vehicles. the flywheel is stronk
as well as the pistons
trust
Fix, not setup
omw to defend the air
*Omw to bully air targets at close range
G puts you into deployment mode, the ability to deploy things and change what you're deploying need to be assigned in the keybinds menu, ^ and v changes throttle, E and Q turns you
My bad for not explaining more correctly i only meant how to use the throttle mode thank you
remember how the ibis works with its fore/aft throttle, it works the same
i had to figure it out too
Thank you
I got a question
Considering you can spawn in FFG and DDG on carriers
But how do you spawn as carriers?
Do you need to set up a FOB with a dock?
so, would the MSV truck with a normal fob deployed on/near water just work to spawn boats?
cause my main problem is i can't deploy any boats anywhere
you exclusively need the landing boat to build a harbor, and they only spawn from carriers
why when i ask for ressuply the rantula decides to go to brazil instead
on a side note you can use stratolances like AGM
Tried KAR and BOTE yesterday, it's quite good 
I think you can use pretty much anything as AGM. AAM, RAM, MMR, etc. if they are targeted. There may or may not be a mod that changes that.
well the only issue is that they use their flying pattern, so stratolances just go on interception course. and if there's a brick in front. they don't ignore brick
yeah I notice that with some missiles. They just fly right into mountains instead of going around. Its mostly annoying for getting vehicles that are behind ridges because instead of it going around, they just try to fly through and explode before hand.
as usable ? no. as deployable ? yes. through le landing bote
These are some wild ideas tbh
Firing guided bombs like how it's been researched irl and mini nukes 
When?
Could I play devil's advocate here and say that tbh, since the vic is only player-controlled anyways, that bit of perhaps imbalanced stuff could still go in? Perhaps like in mixed-ammunition loadouts with your regular blast fragmentation shells, and a fraction of that in x special munition (Like how if the gun carries, say, 40 rounds, you could perhaps give up to 3 slots for ammunition choice to where you'll carry respectively 5 said cannon-launched SDB or nuclear projectile at the expense of the other stores
Iunno if you can implement something like that in NO, but having like, 5 0.05 or 0.005 (Iunno how big the blast settings for M109s etc were exactly) would be fun
Thing with the KAR mod is that some vehicles outclass others while some vehicles have specific niches that keep them useful
Fairs
All I'm saying is that games are there for our enjoyment lmao
Inefficient af
Yes but irl recon planes are also yk
Converted airliners
Not just the airborne pendent to the small recon car
Cricket:
Ah yes, the attack aircraft with a 2 man crew, no radar, probably no sophisticated EW equipment, etc
Plus planes are loud and usually cannot hide except for terrain, etc
If we're looking at the larp aspect of this, then recon cars are paramount to simply have lmao
But yeah, to my knowledge the only real thing that changes between the 76mm container and 155mm container is A: massively increased volume for x fillings, B: (not necessarily, but probably) drastically increased range
But then ig you can dissect that into 10 billion different directions the more you look into it lmao, but who has the time for that
One can dream of 155mm cluster munitions or perhaps MLRS, RM-70/BM-30/TOS systems my beloved
i want a recon car to have a nuclear brick on it
honest talk, how are we supposed to ressuply ammo as a ship ?
call one
u have to bind a key for it
i know that
but the AI just... gtfo instead of ressuplying me
he's always off to visit my mother everytime
ah, that
known bug
darn. fire the pilot then
thank you!
it sails like an ibis tho, minus the collective. just the aft/fore thrust
in case you get confus
on a different note, this happened
i have 0 clue how it triggered or what it even is
and the esc menu is all on the same line as well
like all clipping together
One can dream of a 600mm mortar with guided rounds
Anyone getting resupplied at sea? The tarantula spawns, then just flies around till it self destructs, what gives, bug?
bug
he's a little stupid right now
i actually still cant recreate it but people are having the issue so its real
I see, he tried to resupply some random vehicle, thought he was gonna go for me next cause he had two pieces of cargo, but that was just once, rest of the time it just flies to seemingly nothing and self destructs :/ Love the mod though, truly amazing work.
I recorded it when it happened, you can see the distance growing as the rantula decides to visit grandma instead
What's the mod with the border lines called?
something something frontlines
give me a minute
"Frontline Map" by 9138noms
Cheers
Just noticed something funny, this says KM instead of KW, for Bote
i love the shard
Also does the ship radar's wrap around in a 360 degree or is it only in the front/
Wish there was a mod or an in-game update to radars to dynamically change their scanning angle. Even if that'll only really be useful for EW-25 (like the one above me), but it was still very weird to me that it still shows up as front-facing.
๐
lmao, another thing is too. Once the tarantula crashes, you can never press the resupply button again on that vessel :/
I assumed the blue ring around vehicles when hovering over them was visibility/radar visibility range, and the red ring being weapon range ? Just guessing tho
yep : / but the plus side is that if you command a carrier, just put yourself to a stop and "eject" so you don't lose the moners. instead you get a huge sortie bonus
Yeah, it is basically that
yo how do i use the hellicopters on the ships
it was a misinput :(
radar is 360
yo Tyler you know how to use the hellis you have in your cargo when youre using a ship
check bindings
new bindings at bottom, next, previous, and deploy unit
use next and previous to select, then hit deploy
aight thanks bro
Which would fit more? 1,5 20 or 250?
bote is obviously broken in the new update, I will be pushing a patch in the next few days to fix it
super thanks bro!
same with kar, meanwhile have fun with .33!
I hope we will get 127mm guided shells
will we be getting the new frigate?
[0.32] KAR-BOTE Combined Arms
hello ladies
Ah, the Shard's radar is like any other aircraft, unlike the Dynamo, for example
1.5
(AA systems struggle to intercept shells with the exception of C-RAMs, SPAAGs, and LADs)
Also does anyone think the ground vehicles are gonna stand a chance this update?
Like the player ones at least
Gbm 500 should be vulnerable to Lasers. We will see once we update.
should ?!
(airfield is empty)
yo i cant deploy anything
Ah I was wondewring If I messed up my end as i only installed today or is it todays update
mod is broken in 0.33 sadly
Can vouch that I can't spawn any ground or naval assets
well we got an uppdate to enjoy so our mod dev Nikko over here can take a brake
they failed MOT ๐ญ
damn im slow thanks tho
At least I can strafe things with a cricket now
I have got a bug with the BOTE, if I turn on the mode, it just doesn`t let me to spawn and writes that: "all hangars are currently in use", while they are empty. Please fix
read ts
I know
Also I have faced a strange bug with the Type-12 turrets, for example if I choose the 155m turret it just spawns under the tank =_=
Or with the EW + radar module on MSV, when it just freezes on one space
KAR and BOTE need repairing and addition of new boats to the mode
Wait arenโt we getting the new ATGM for ground vehicles now?
balance discussions have yet to happen
personally I don't see too much difference between the ATP-1 and the AT-145
er sorry
GTG and AT-145
do you know of the difference?
All I know is that some vehicles outclass others while some vehicles have important niches that keep them from becoming useless
Canโt wait for the logistics system
they're visually the exact same, so i'd assume the specs are the same, one is just air, one is ground
there is none
it's the same missile, it just has an actual designation now
and can be carried by the Ibis
@lyric coral
Nice
Now we just need a balance between the great ground vehicles and the not so great ground vehicles and maybe some balance between ground and air
Or at least a way to make KAR and BOTE less brainrotting
Kar stil works for me ,just dont put BOTE in the plugin folder
BOTE adds a ton of functionality so
ok nvm KAR works but some stuff is broken. oh well this is to be expected
bro... i missed out on this mod
oh mais journee i was just inactive for a bit and missed soo much good mods
They're gonna update it don't worry
did every single mod break after the update or is it only certain ones?
yes everything physical broke but some of the mod makers have since uppdated their mods
excuse my grammar
that makes sense
Game updates break mods, this is to be expected
Give the mod devs some time to figure it out
They're also just volunteers 
updates having break mods in all games anyway most of times
be it rimworld, project zombo, jojo bizarre adventure
deez nuts
Yup
even a modded brick needs its mods updated to become a modded brick
Dunno if we are, but I can see some viability for the ATโ145 as another munitions option, it being a low-cost ATGM with half the range of an ATP-1 (only 4km v. the ATP-1's 8km, iirc) and being nowhere near as good as its higher grade counterpart.
A close range one essentially
Pretty much, yeah.
well closer range means it has less chances of being intercepted
we tested the GTG as a primary ATGM before
we disliked it
I want to make a new munition that's basically just a F&F TOW II but
I don't know modding
so
Fair.
I suppose I'll bring up a question I've been wondering. Has the mod team looked into the possibility of making HP paperdolls for the various ground vehicles at some point?
it's kinda pointless
ground vehicles have very limited damage modelling
they have like, two aeroparts?
custom paperdolls for the ships would be nice though
well ground vehicles aren't to be durable anyway. especially in here. so yeah if you don't get your pilot ejected on his own it's a miracle
Guys, i installed the mods but when i try to play as a civ it says "All Hangars for this aircraft are currently in use, please try again in a moment...", can sombody help me ?
0.32 < 0.33
so you say its better to wait for the mods to be fixed ?
yes all mods are broken
i see, thanks for the help
NOTT isn't
If post says [0.32] and the game version is 0.33 then mod no work
if you have BOTE installed, remove it. at least that worked for me. KAR still seems to work
After a little testing I should be able to get a fixed bote version up, seems like not that many things actually broke
While that is happening though:
(this will not begin work now, but will be the next once some other stuff is fleshed out)
is yes an option?
all 3, but this is which is first
again, when i get around to it
i was assuming argus would win but i was just checking lol
i feel like the argus is gonna be a bit OP tbh
but hey its not about balancing when it comes to mods
the dynamo also got 128 r9's lmao
argus will probably only be balanced by the fact it has limited surface attack capability
uhhhhhh idk if thats fair to the single cricket i'll launch it all at
Please consider removing or rebalancing the 180x AGM option on the MSV truck in the next update. Currently, it disrupts game balance significantly, as it allows players to spam missiles at a very high rate. When multiple players use it together, it becomes overwhelming and can end rounds in under 10 minutes.
This also impacts gameplay variety, since less experienced players tend to rely heavily on this setup instead of exploring other options.
thanks for the great work
2 things, range limits it a lot from what i remember, and its really your choice of weaponry
also its just too aura to remove
agreed
Hate to say it but there ain't no balancing in real life, and if someone pulls up with a palletized container of small missiles, well
agreed
A higher cost price could help address this issue by discouraging players from relying on it exclusively.
planned to be replaced
Where's the BRADLEY'S AT ๐ฃ๏ธ๐ฅ
Curious to find out what'll eventually replace it.
I've certainly had my fill of the MLRS-esque truck while it's lasted, even if quite broken.
agree, i already suggested unguided MLRS for truck, not as replace, but i think it's good (and more balanced alternative)
watch 90% of the R9 being still notched without getting half way there to the target god I cant wait for the Argus to come into the mod I want working long range ARHs I had to many wasted R9
The destroyer is better in every way, ARH is meaningless. The R9 also outperforms the new missile in raw speed, and sea skimming still defeats both.
Especially once QoL gets updated, everything just has jammers, you can just jam the ARH missiles and then bomb the absolute living fk out of Frigates. They have less missiles, worse armaments and so on
Kind of a shame we're getting the Frigate first... guess I'll have to wait for the annex a lil' longer
What I do hope atleast, is that the Frigate will actually be what it is, a cheaper escort than a destroyer, able to be bought much sooner than the hefty 750 mil pricetag of the destroyer
tbh QOL is unbalanced mod that make aircrafts overpowered
Even in vanilla the destroyer would still outperform the frigate. That's literally how it is irl too
It would be absurd to assume, or try and make the frigate something it's not
The 155MM in Bote on the Destroyer is absurdly strong, you can snipe low flying aircraft, even darkreaches from like 38km away if they're flying towards you.
Sure, not consistently because the MOA is "bad" but still
Also, ASHM-300's are so much better than AGM-99's. And you get 16 more of them, too.
152mm guided gun wants to say hello
Nerfed lynchpins want to have a chat
Manually guided.
Before they were independently guided
AGMs but smaller and spammable
i like them more now that they are laser guided, compared to their rng behavior from a year ago
ยฏ_(ใ)_/ยฏ
Weak.
@ mod authors
Idunno
that's something for players to figure out
Balance was barely a thought during development
In regards to the lynchpins, I find it funny that the 75mm guided shells appear to have the same size guidance package, but they (a cheaper and more compact munition) somehow have independent guidance capability?
what about the AGM-68 truck?
(Maybe it could be some funny proprietary ballistic missiles, makes a bit more sense imo. Even mounting Tuskos would theoretically work 'better'.)
fire
ALL

