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  #1  
Old July 23rd, 2003, 12:30 AM
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DavidG DavidG is offline
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Default 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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  #2  
Old July 23rd, 2003, 12:37 AM

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Default 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.
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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Old July 23rd, 2003, 12:51 AM
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Default 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...
Cool, that would allow to have effective cheaper fighters in the endgame!
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Old July 23rd, 2003, 12:56 AM

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Default 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.
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Old July 23rd, 2003, 01:10 AM

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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Phoenix-D:
Stick them on a WP or base with an extended-range mount.
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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Old July 23rd, 2003, 01:28 AM
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Default 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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Old July 23rd, 2003, 01:47 AM

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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Captain Kwok:
Torpedoes should have a greater range, not an increase to hit modifier.
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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