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Re: SE4 Stock Balance Mod
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Very good idea. Current cost is 300 rad (lvl 5). maybe raise it to 500 (equal to its min cost) and leave everything else as is (well, maybe reduce it's lvl 1 and lvl2 ranges, as suggested earlier...) |
Re: SE4 Stock Balance Mod
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I have made no pretentions about my opinion that the game as is is acceptable in it's current form. I don't deny that. But I also have never pretended that the game is any way what I would call "perfect". The reason I brought all this to the front, I was the impetus for this thread after all even if I didn't make the first post, was that I was frankly tired of the constant complaining about the perceived lack of balance and the perceived lack of support on the part of Malfador to do anything to resolve it. My goal was to motivate some of you that have been at the forefront of complaining about the problem to actually do something about fixing it rather then waiting for soemone else to do it. Quote:
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Geoschmo |
Re: SE4 Stock Balance Mod
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Very good idea. Current cost is 300 rad (lvl 5). maybe raise it to 500 (equal to its min cost) and leave everything else as is (well, maybe reduce it's lvl 1 and lvl2 ranges, as suggested earlier...)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">What I got from his post, and from previous conversations he has been involved in, was that he disagrees with both of us and thinks it's balanced sufficently as it is by the higher mineral and rad values. And that if we decrease the combat strength of the weapon we should also decrease the costs accordingly. I think most people would feel that combination of changes would be at best neutral. Geoschmo |
Re: SE4 Stock Balance Mod
Meson BLaster is a good weapon. It is better than the PPB if your opponent has no unphased shields, except perhaps at range 1, but often not much fleet combat is firing at range 1. It is better than PPB because it is cheaper, and more versatile for designs. On ships with multiplex tracking, it is also better because there is less damage per shot, meaning less wasted damage on overkill.
APB XII, MB V+, and PPB II+ are three of the best all-around weapons in the unmodded game. In surverying all the many other weapons in the game, many of them are much less effificent. Quibbling about how MB should be better is missing the point, unless you're abandoning the other weapons as too much work to even think about. My current suggestion: APB - Slightly reduce damage at highest levels (low levels are weak enough) MB - leave alone PPB - smooth improvement rate (as in SJ post), increase research cost significantly, increase resource cost a bit Grav Hellbore - skip all shields, perhaps increase damage Ripper Beam - Ok as is, though they could have more damage and less range (more like SE3, but not necessary) Incinerator - Increase damage Wave Motion Gun - maybe increase damage Torpedo - increase damage and/or accuracy (do not make ROF 1) Energy Magnifier, Acid Globule, Enveloping Acid Globule, etc - make sure torpedo and Graviton Hellbore improvements don't make these weapons obsolete. Seekers - use the new Settings.txt ability from Last patch to give seekers a defensive to-hit bonus. PD - reduce to-hit bonus to +30 Fighters - increase defensive bonus by perhaps 20 or so. Massive Planetary Shield - shields x20 or more PvK |
Re: SE4 Stock Balance Mod
Spoon did have a good point. Changing the cost of PPB by a little bit is NOT going to go anywhere near actually improving the balance of the game to be better than it is now. Some big changes (according to your scale, not mine) have to be made, or this is all pointless.
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Re: SE4 Stock Balance Mod
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HEM <-> WMG for example. As for the WMG, I think a range increase would be best, (considering the scale changes from SE3 they should have about 14-16 range)... Its a low damage, slow reload artillery beam, really. Problem is APBs have 8 range too. |
Re: SE4 Stock Balance Mod
In regards to PDC being to strong, maybe instead of reducing, just add a random miss modifier of say 10-15%, that way you do not always hit but have a chance of missing, this along with increaseing the size/capacity of ftrs in med and large level make this more balance IMHO. Or with ftrs you could reduce the size of their components to fit more in.
Hellbore, maybe small increase in damage, but increase range and have it firer every 2 turns instead of 3, this would give it more meaning to use. Also in regards to PD vs seekers/ftrs/missles, the way it currently is PD's are not the only things that can target these types. Suggestion, make PD's only good against them with no other weapons being able to target them, or some type of llimit on the other weapons that can also target these. Later in games, in SP play, PD's are worthless because the other weapons can fire at the seeekers/ftrs/sats as well as other ships, therefore why use them? Point I'm trying to make, either limit seekers/ftrs/sats to only be fired on by PDC's, eliminate other weaspons having these capabilities, or at least cutting back on other weapons that have these capabilities. just some ideas Mac |
Re: SE4 Stock Balance Mod
Mac, the random miss modifier would be lowering its inate to hit bonus. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: SE4 Stock Balance Mod
where is the thread at right now? i am not realy going to read through the whole 11 pages, but i myself had been considering such a mod for some time. if theres one being made, i'll give a hand.
What do you have so far? what is being discussed now? |
Re: SE4 Stock Balance Mod
would you guys like my personal list of What To Do To Balance Everything?
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