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  #1  
Old August 23rd, 2002, 05:10 PM
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thorfrog thorfrog is offline
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Default Weapon tweaking

Has anyone made a mod that just tweaks the existing weapons so that they are a bit more usable? I have found that using certain weapons in this game can be pointless unless they are modded. Here is a list of tweaks I've put into my file:

-changed missile size from 50 to 25.
-changed small torpedo size to 7 instead of 10
-gave massive weapons recharge of 5 instead of 30

I'd like to hear what others have done to to their existing weapons settings.
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Old August 23rd, 2002, 08:42 PM
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Fyron Fyron is offline
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Default Re: Weapon tweaking

Many of the "heavy" weapons are pointless. Acid Globules, High Energy Magnifiers, Tachyon Cannons, etc. Most have the same range but around 1/2 the dmg ratio of the other racial weapons available at the same tech level. Also, Torpedoes are 100% pointless weapons, even with the fixed Emmmissive Armor. At the very least, they should have a to hit bonus of like 20-25%, like they did in SE3. Graviton Hellbores are also completely pointless. They need a lot more research points than APBs, but they have the same range, and about 1/2 the dmg ratio of APBs at almost all ranges except point blank, where it is still lower than APBs.
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Old August 23rd, 2002, 11:20 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Weapon tweaking

The 'special' damage types are seriously under-used in the default config. I've made the Graviton Hellbore a 'skips all shields' weapon so it IS worth something, for example. It's well worth researching, and also worth the trouble to close in for a point-blank attack when using it. And with the new patch I've decided to make the Acid Globule use the new 'Quarter Damage to Shields' damage type, then crank up the damage. This way it's an awful weapon against shields, as it should be since it's not an energy weapon, but it's evil once the shields are down. Provides an interesting design conundrum, doesn't it? Should you load up on 'normal' weapons to reduce the enemy shields, or include some Acid Globules to sear the actual ship to a crispy critter once the shields are gone? I also gave all the High-Energy Discharge weapons the 'Double Damage to Shields' damage type so they are a bit more valuable without having to be dramatically more powerful in 'normal' damage potential.

[ August 23, 2002, 22:21: Message edited by: Baron Munchausen ]
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Old August 24th, 2002, 12:16 AM
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Default Re: Weapon tweaking

Great ideas. I'll incorperate this in my file. Any other tweak ideas. I'm thinking of making all plasma weapons set to skip armor. But Half Damage To Shields. Suddenly the plasma missile is not so bad.

Also decreasing the size of basic torp weapons from 40 to 30.
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Old August 24th, 2002, 12:24 AM
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Default Re: Weapon tweaking

Changing the size messes up AI designs.

Weaken APBs and PPBs somehow. They are too powerful. Maybe make PPBs be about 75% the strength of APBs, and require similar tech levels.
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Old August 24th, 2002, 12:26 AM

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Default Re: Weapon tweaking

APBs are IMO fine once you consider the research cost. PPB on the other hand..

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