[ship] The teleporter

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Axegames
Posts: 4
Joined: Sat Oct 19, 2013 11:51 am

[ship] The teleporter

Postby Axegames » Sat Oct 19, 2013 12:49 pm

hello everyone I made a ship who's name is the teleporter that he is very interisting.

https://www.dropbox.com/s/3jqb4h6q0fafl ... r.ftl?dl=0

This is the link to have the teleporter cruiser

Thanks
Last edited by Axegames on Sat Apr 30, 2016 10:17 pm, edited 2 times in total.
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5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: [ship] The teleporter

Postby 5thHorseman » Sat Oct 19, 2013 2:29 pm

Welcome to the forums! You should add some screenshots, like of the hangar shot (so we can see what weapons/augments/systems it has).

Most people like to know what they're getting into before they download a ship.
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Axegames
Posts: 4
Joined: Sat Oct 19, 2013 11:51 am

Re: [ship] The teleporter

Postby Axegames » Sat Oct 19, 2013 2:33 pm

I undertand but I have a new computer and I didn't find the screenshot botton.
Axegames
Posts: 4
Joined: Sat Oct 19, 2013 11:51 am

Re: [ship] The teleporter

Postby Axegames » Sat Oct 19, 2013 2:57 pm

This is the screenshot :
Last edited by Axegames on Sat Oct 19, 2013 3:16 pm, edited 1 time in total.
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R4V3-0N
Posts: 1291
Joined: Sun Oct 06, 2013 11:44 am

Re: [ship] The teleporter

Postby R4V3-0N » Sat Oct 19, 2013 3:03 pm

Personally? I suggest you to lower the starting crew by quite a lot, say 4 mantis?
And get rid of the burst laser and add a basic laser, or a mini beam, because at the moment it is a bit over powered.

nothing wrong with that but it gets boring, this is a common mistake by new modders.

Remove the artillery and make other systems not available at the start eg cloaking.

Artillery + Boarding do not go well, while your boarding you can not use the artillery effectively, no way to prevent your own guys being hit by it or it killing the ship with a magic 7 damage hit.

besides that it looks decent in rooms. at least it fits on the ship :lol:
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