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Re: SE4 Stock Balance Mod
Any other comments on the Hellbores, Torpedoes and High energy weapons?
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Re: SE4 Stock Balance Mod
Geo -
Before I go into nitpicky detail to explain myself, let me assure you I never meant my comments as a personal affront, and apologize if I came off sounding that way. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think this earlier post sums up my position, so I don't see how you can say my goal is to have generic weapon non-choices: Quote:
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Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
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Geoschmo |
Re: SE4 Stock Balance Mod
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Maybe give the Skips Shields (unphased) ability to the Hellbore in exchange? |
Re: SE4 Stock Balance Mod
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For example, reducing the damage of the PPB by 10 across the board (I'm not suggesting this, though it might be worth considering) is what I would call a major change. Reducing the range at level 1 and 2 is a minor change. Some weapons need a major change, I think. |
Re: SE4 Stock Balance Mod
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I would just like to add my vote for extended range and a little more oomph (damage) for the torpedoes. It would be wonderful if they were a viable alternative to the beam weapons. I think your idea about the PPB's, Geo, has exactly the right intent - it's the shield skipping ability that brings the PPB to "uberweapon" status. I'll bet PPB's would still be used anyway (it's got a good damage ratio), and it would restore shields as a good early game option. We could do away with phased shields, then, and have a more gradual build-up of shield points over the entire range of shield levels (instead of ignoring them until shields level six, you could get started right away). I do understand the goal of making minimal changes, though, so the general reduction of PPB by 10 points across the board might be just enough to make the other weapons viable mid-game options. Good luck with the mod, SJ, this is an excellent idea! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE4 Stock Balance Mod
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For torps and HE weapons, I still like my suggestions, and also like the recent ideas mentioned: Torps having increased to-hit, damage, and cost. (right now they are quite cheap, especially at low levels) The idea to increase WMG range is one I like. Currently it's +30 to-hit bonus does give it some value at range compared to APB, but it is really weak in terms of damage/ROF/size, so a range bonus would make it more unique and interesting. PvK |
Re: SE4 Stock Balance Mod
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You might want to start with deciding what to do specifically to the PPB (most people seem to want to do something), then balance the APB based on the new PPB. Then the MB. Then the DUC. (Might well be some of these will require no change at all...) And so on. Then, after every weapon has been examined, go back and look at them again... |
Re: SE4 Stock Balance Mod
Not sure if it was mentioned but I would like a few component types broken down into smaller kt sizes to fill in that Last 5kt of space. Supply, Cargo, PDC, and maybe other guns might be good for this.
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