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July 23rd, 2003, 12:30 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: SE4 Stock Balance Mod
Training facilites are way too Cheap in terms of research cost. I think the base should be way higher that 5000
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July 23rd, 2003, 12:37 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: SE4 Stock Balance Mod
Quote:
Eeep. Ripper Beam: 20 KT/50 damage. This sucker has the highest damage/KT ratio in the game, the only problems being the short range.
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True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch.
Incinerator beams are weak, and it would be nice to have the WMG even scarier.
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July 23rd, 2003, 12:51 AM
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Second Lieutenant
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Join Date: Jul 2002
Location: Belgium
Posts: 558
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Suicide Junkie:
As for the fighters, all the prices could be reduced at once with a mount...
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Cool, that would allow to have effective cheaper fighters in the endgame!
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July 23rd, 2003, 12:56 AM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: SE4 Stock Balance Mod
"True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch."
Its a -pain- to use them because of the upgrade issue (having to unselect "show only latest" and scroll..and scroll..). Stick them on a WP or base with an extended-range mount.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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July 23rd, 2003, 01:10 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Phoenix-D:
Stick them on a WP or base with an extended-range mount.
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Still leaves them as mainly a defensive weapon, so an increase in damage seems ok to me. Maybe even reduce the range to 2 to compensate for a larger increase in damage...
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July 23rd, 2003, 01:28 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: SE4 Stock Balance Mod
Torpedoes should have a greater range, not an increase to hit modifier.
Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations. Some weapons are suited to only one specific task, while others are good for a range of things. Unlike the torpedo etc, most of the niche weapons still have functional uses in the late game phase and can be considered fine.
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July 23rd, 2003, 01:47 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Captain Kwok:
Torpedoes should have a greater range, not an increase to hit modifier.
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I think there should be a weapon to counter the max-def/bezerker combo, and torpedoes seemed a good choice. However, having low-tech, long-range weapon might be neat as well. What kind of range were you thinking? Would maybe Meson BLasters be a better choice for this niche?
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