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Re: SE4 Stock Balance Mod
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My second suggested chart for the shields would have the top nonphased shield giving 13.5 effective hp/kT. Also consider that some weapons, such as the Graviton Hellbore, might be getting the Armor-Skipping ability. SDs are nice, sure enough, but the truly BEST setup will likely be a mixture of armor and shields, in equal proportions. Handles shield-skipping, armor-skipping, and SD-heavy, all alike, with equal applomb. |
Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
Going through all the Posts from the weekend...
Many of the major changes to armor suggested would be design changes suitable for a custom mod... Also: By token improvements I meant reducing cost from 50 to 30/20/15, or perhaps 2-3 additional hitpoints per level. Changes that are compatible with savegames are nice, but it would be extremely restrictive to require them. At worst, two Versions could be submitted to Aaron, one breaking saves, and one not. Quote:
IE: CSM II can be fired from range 10, but not range 11. That CSM would never fizzle out until combat ends. |
Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
Have their been any Committee Mods produced before. I follow the flow of this thread and I can't help but think of a camel.
[edit: I should qualify that. Many people have many different ideas of what should be balanced. I'll admit that Shield Regenerators should be low on the list, but I think Armor and Shields in general will be fine. Many people have very different ideas of how a thing should be balanced. I don't think the Talisman solution was actually pinned down, though many interesting possibilities were suggested. The drift here is incredible, a new subject comes up for scrutiny every dozen Posts or so and everything follows it off down the rabbit trails.] [ July 28, 2003, 19:02: Message edited by: Loser ] |
Re: SE4 Stock Balance Mod
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...</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">EA ability works once and only once per shot. And it does not matter what component is hit. Some mods - like Proportions - assign EA ability to non-armor components. Some sorts of internal damage reflector. It still reduces damage done to all armor and non-armor components. (armor skipping weapons ignore EA ability regardless what component has it) |
Re: SE4 Stock Balance Mod
Thanks for the Emissive Armor correction, guys. Of course, I'm still going to test it, but since the test will no doubt confirm your declarations, I probably won't mention it again.
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Re: SE4 Stock Balance Mod
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Re: SE4 Stock Balance Mod
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I also believe another objective is compatible with those above and has already come out of the discussion so far (regarding armor). </font>
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Re: SE4 Stock Balance Mod
Two cents on weapons:
APB: Fully developed, this is a maximum range direct fire weapon with the second best point blank range damage value (damage/rate/kt) and the best range 8 damage value. I think we can agree this is so overpowering that it limits strategic options in the late game. PPB: A PPB II has nearly the same damage value at every range as DUC V and goes out to range 6 instead of 5. If that were not enough, it also has the shield skipping ability. Fully developed it has the third best point blank damage value and an above average range 6 damage value. Plus it has shield skipping. IMHO, this would be an above average weapon without the shield skipping ability, so it needs adjusting. MB: This weapon has a good range and an above average damage value. And both these traits are identical to the physic TKP. The one advantage the psychic player gets (for his racial advantage and higher research cost) is being twice as bulky so that it gets past the emissive and crystalline armor abilities better. If you adjust this then the TKP needs adjusting. But I think they are both already above average. DUC: I think this is the gold standard weapon that all the other weapons should be balanced around. PDC: I think you need to be careful with changes so that early PDC are still somewhat effective counters to early fighters (and their 80% defensive bonus). Torpedo: A plus accuracy weapon would be strategically useful. WMG: Strategically, I like the long range, very slow reload artillery concept. Similar treatment should apply to the mental singularity generator and high energy magnifier. Tractor Beams: I,II,III Ranges 4,5,6 with 1,2,2 damage making both the beams and mounts of the beams more useful. After all that Plasma Missles, Incinerator Beams, and Tachyon Canons are still underpowered IMHO. |
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