203) Shield Mount Scaling
The following values are from my test game (attached somewhere above, using 1.9.6.2 DE)
As one can easily see, 2x Light Shield is way superior to 1x Standard Shield, yet both use the same tonnage. Light Shield should use 80%, not 50% of the standard shields tonnage.
Code:
Bio-Electric Field III
standard shield light shield 2x light shield
(vs 1x SS)
Mount used ST Sh Mt LT Sh Mt LT Sh Mt
cost 35/120/50 28/96/40 {80%} 56/192/80
size 20 kt 10 kt {50%} 20 kt {100%}
dam res. 15 kt 12 kt {80%} 24 kt {160%}
Abilities 45 phased shield 36 phased{80%} 72 kt {150%}
6 redirect 6 redirect 6 redirect(?)
7 regen 7 regen 14 regen {200%}
Torpedoes vs. Missiles
Have you fixed the fire rate of the Anti-Matter Torpedo? (List No. 206)
Can't find it in the fixlist, but may I just some glasses.
Ok, I know I need some - just never got around to get me some. And the cheap ones you get everywhere look so ... awkward
With the fire rate of the torpedoes fixed, they are not 100% better then missiles any more
One problem, though, is the "Large Reactor Mount" on Stations. It works on torpedos and makes an "Anti-Matter Torp I" do
45@10, while even a "CSM III" does only
50@7 => Torpedoes the ultimate weapon for space stations.
Oh - description says "increases range by 2", yet right-click info says "weapon range modifier +5" - and it
does +5 on all direct fire weapons.
With +2 that would be
45@7 for the torps .. still better than an 'equally-teched' CSM but not as bad ;-)
Small Sats, Satellite Mount and CSM
It's 70% damage, not 50% for the Satellite Mount => 35 dam
And with a size of 10kt only, you can cram 4 missile systems into 1 satellite .. each one doing 35 damage @ 6 range .. in the early game, when everyone is running around in FFs (not even DDs) with very few armor/shields/PD.
The problem here is not the damage (in first place), but the number of missiles in a volley which cannot be defended against in the early game.
And then, it's CAPITAL ship missles and those very tiny small little satellites .. it's just
feels wrong that a CSM does fit in there at all
CSM and torps in general
In stock SE4, missiles and torps are different branches on the tech tree. And drones are, too.
Yet, in StarTrek, torps are the follow-on tech to missiles. To re-create this in SE4, the tech tree would have to be change to start with missiles only and then later branch into torpedoes (short-medium ranged, high damage, not susceptible to PD) and drones (long ranged, very high damage, working like small ships). But I guess it's too late to change that in the mod, even if you wanted to.
But there's no need to be in (with,by? ..whatever) canon here. After all, the background story has changed quite a bit.
Nevertheless, I feel torps are too easy to get considering that they're superior to missiles. I would suggest branching the torps from the missiles somewhere around level 3-5. All the 'mayor players' (Federation, Klingons, every player race etc
) could then (re-)develop the sophisticated torp tech, while the smaller races stay with the cheaper, yet way less effective missile tech. Drones already require quite some additional research effort and would be ok as they're now, IMHO.
Armor
IMHO there was no need the change the scattering and other 'special' armor, as those are IIRC still 'real armor' and hit first, therefore the original values would do fine. Or is this changed in the new version as well?