Re: SE4 Stock Balance Mod
2.5 damage per kt per turn. Yes, they would be uberweapons at that point.
They have been ROF 2 since SE3, so I'm quite sure they should stay that way.
Perhaps if the damage was brought up to 1.4 or 1.5, then they would be good for the one-shot pulse damage... 50% more damage than close range APB, but 100% longer reload time.
Adding 20 damage per torpedo would do it.
AMT 1 has only 30 damage/2 range, while Quantum V has 100 damage/6 range. All are 40kt in size, and reload of 2 turns.
__________________
Things you want:
|