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July 26th, 2003, 05:31 AM
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General
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Location: Canada
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Re: SE4 Stock Balance Mod
Katchoo (edit read katchoo but wrote pvk) good idea.... perhaps we should just start with one item or family and work on it. Why not start with the Reactors ? Then cargo so we can get the system down pact with some trial runs on our weight system
[ July 26, 2003, 04:32: Message edited by: tesco samoa ]
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July 26th, 2003, 06:24 AM
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Sergeant
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Location: Ottawa, ON, Canada
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Re: SE4 Stock Balance Mod
Thanks Tesco
I took the liberty to put together information on each of the main weapons into some text files which you can all peek at, compare, and make recomendations.
Race specific weapons are not included, and neither are Missles or Bombs.
Depleted Uranium Cannons
Any changes to be made (Yes/No)
Anti - Proton Beams
Any changes to be made (Yes/No)
Meson BLaster
Any changes to be made (Yes/No)
Phased Polaron Beams
Any changes to be made (Yes/No)
Ripper & Incinerator Beams
Any changes to be made (Yes/No)
Graviton Hellbore
Any changes to be made (Yes/No)
Wave Motion Gun
Any changes to be made (Yes/No)
Null - Space Projector
Any changes to be made (Yes/No)
Anti Matter & Quantum Torpedoes
Any changes to be made (Yes/No)
Point Defense Cannons
Any changes to be made (Yes/No)
EDIT: Edited link to the Null - Space Projector.
[ July 26, 2003, 05:26: Message edited by: Katchoo ]
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July 26th, 2003, 07:20 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: SE4 Stock Balance Mod
the only problems i can realy see the problem with are the PPB (too easy to get, thats the only problem of the weapon IMO. Otherwise, too good a damage for a special gun. Think Shard Cannon.), the AMT&QT (nothing to make them useful -- reccomended to-hit bonus) and PDC (no real solution found). Also Talisman is very unbalancing and Quantum Reactor is a bit too powerful.
For racials, crystals need a little of boost, otherwise they're all pretty well done.
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July 26th, 2003, 08:12 AM
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Second Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Taera:
for more basic changes, we just need to fix the wrong things - thats the talisman, the torpedo, the ppb and the pdc. thats about it? others are changes for mods, i'd say.
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Armor should, really, be more useful than it currently is. For the same research input, armor should give more hp/kT than shields (you don't have to repair shield hp, but you do have to repair armor components). IMO anyway.
The best way to do that is probably to extend the Armor tech field out, and put in more components -- like, say, Armor IV through Armor XII, or whatever.
At any given point, presuming equal investment, armor should give youmore hp/kt, but, shields should give you repair-free hp/kt. That would make deciding between them an actual choice instead of a no-brainer.
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July 26th, 2003, 08:18 AM
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Colonel
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Re: SE4 Stock Balance Mod
umm, no. armor doesnt have a counter such as shields do - the shield depleter (150 damage for 20kT ROF1 is not a joke) and shield distruptor.
doing what your saying would break the slight balance of shields vs armor - shields good protection, fails against pbb, phased shields are expensive to research, armor acts as backup.
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July 26th, 2003, 08:30 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE4 Stock Balance Mod
204 Posts and 3 days, and not a single decision on anything has been made. Ah, democracy at work!
[ July 26, 2003, 07:31: Message edited by: Captain Kwok ]
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July 26th, 2003, 09:01 AM
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Colonel
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Location: Calgary, AB, Canada
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Re: SE4 Stock Balance Mod
because we cant decide what needs balancing.
I say its only a handful of objects, the list is down there.
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