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October 30th, 2006, 06:44 PM
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Corporal
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Join Date: Sep 2006
Posts: 130
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Re: Understanding the weapons and balance
Quote:
RonGianti said:
Has anyone had success going with all Missle weapons?
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I have had quite a bit of success with all missiles, however you will still need PDC for missile and fighter defense as well as killing satellites + Small DUCs so that fighters will have a ground capable weapon.
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October 30th, 2006, 08:15 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Understanding the weapons and balance
Quote:
Raapys said:
Hopefully, Kwokstock will *be* stock in a future patch.
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If that's something you're interested in seeing - then be sure to e-mail MM. He reacts best to user feedback.
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October 30th, 2006, 10:36 PM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
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Re: Understanding the weapons and balance
Is there a preferred email address to use or just the one from the site?
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October 31st, 2006, 01:21 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Understanding the weapons and balance
se5 at malfador dot com is probably the best route.
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October 31st, 2006, 01:35 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Understanding the weapons and balance
RonGianti;
Be sure not to fall into the trap others have, when trying to make a formula for weapon value.
Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies.
__________________
Things you want:
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October 31st, 2006, 02:39 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Understanding the weapons and balance
For the Balance Mod I used a spreadsheet that factor in damage at point blank, optimal, and max range in addition to the usual size, reload rate, and damage amount. I also added factors to account for damage, seeker stats, and accuracy modifiers. I think for the most part it has worked out ok although I've had to make some little changes here and there.
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October 31st, 2006, 04:33 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Understanding the weapons and balance
What unit of measure is the speed of missiles/bullets? It's usually a decimal fraction around 0.04 ~ 0.06
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October 31st, 2006, 04:45 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Understanding the weapons and balance
In game, the seeker speed is multiplied by 1000 to give a speed in km/s - ie. 0.06 = 60 km/s and so on
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October 31st, 2006, 11:10 AM
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Corporal
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Join Date: Apr 2006
Posts: 120
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Re: Understanding the weapons and balance
Quote:
Suicide Junkie said:
RonGianti;
Damage/kt/s is a good statistic to look at, but range, damage type, ammo use, resource costs and more are all important in different situations. These are things you can't evaluate automatically, but must weigh in context to the game situation and enemy strategies.
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Good point. On the surface, it may appear that the Capital Ship Missle is the end all and be all of missle weapons. But I noticed there is a torpedo (Quantum, iirc) that does the same damage and costs 1/5 in resources. The CSM has a greater range, true, but in some cases you might want 5 Quantum torpedos instead
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October 31st, 2006, 12:56 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
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Re: Understanding the weapons and balance
One problem I have with this game SEIV&V has been with how you only needed to research one or two weapon types and that was it. New weapons should give you an advantage over older weapon. Ex. Musket vs Machine Gun, Machine guns vs missles.
I wish the game weapons worked mote like MOO 1or2. I just hope the aim of the balance mod corrects this. I'd mod it my self but that is just to difficult now.
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