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August 24th, 2002, 01:46 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Weapon tweaking
Yes, EA should be made stronger. There is a lot of balancing needed, not just some.
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August 24th, 2002, 09:03 AM
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Colonel
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Join Date: Jan 2001
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Re: Weapon tweaking
I absolutely agree that in the standard SE IV game some weapons are very unattractive (you mentioned most of them) while other are just so good that you must use them.
I tried to change that a little bit and if you interested have a look at the QMod posted in the Mod section.
This is the great advantage of SE IV that you can change as much as you want!
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August 25th, 2002, 08:40 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Re: Weapon tweaking
I disagree with you on the torpedo size change. The problem with using them now is that they are to bulky to place on a ship. Drop the size to 30k and suddenly you might consider using them. Before I wouldn't waste my time with them.
I'm thinking of changing plama missile to armor peircing. With a reload of 3 this adds strategic value to this weapon.
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August 25th, 2002, 08:55 PM
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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: Weapon tweaking
Don't underestimate the advantage of an accuracy bonus.
Giving a 15% to 25% to-hit modifier to torpedoes will increase the amount of damage they do (more hits).
The magnitude of the effect is also highly variable. For a race who (at current tech) can only get a 25% to-hit against an enemy, the torpedoes are very attractive, providing double the damage you would normally expect.
For the race with 75% to-hit already, the increase in accuracy is insignificant.
This makes their effectiveness very dependent on the situation: they aren't ultimate weapons, but they aren't useless either
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August 25th, 2002, 09:24 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Weapon tweaking
There would be all sorts of fun with 'weapon tweaking' if MM would implement the other damage types I requested... I think that just 'skips armor' is too simplistic. I want(ed) the armor ability and skips armor damage type to have levels like cloaking and sensors. So you could have Armor 1, Armor 2, Armor 3, and Skips Armor 1, etc... levels of armor strength and levels of armor piercing. All sorts of arms races could be built into the tech tree with this feature.
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August 25th, 2002, 09:24 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Weapon tweaking
Yeah SJ, and that is what made them have a use in SE3. But, since they lost that in SE4, they aren't at all useful. And I believe I already suggested that in here.
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August 25th, 2002, 09:25 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Weapon tweaking
BM, shield skipping should have that too.
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August 26th, 2002, 08:06 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Weapon tweaking
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August 26th, 2002, 10:45 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Weapon tweaking
Torpedos should be a high damage, slow to fire weapon. In SE3 they had a to hit bonus too. I would like that bonus added back in.
A few more weapons with To Hit Bonuses could balance out the Talisman.
Why stop tweaking there???
IMHO all armor should be emissive to some extent. In RL firing massive numbers of BBs at a tank is useless, same for 22 bullets.
Ships Bridge, Crew Quarters, Life support and engines should be scaled to hull size and cheaper overall.
The big ships should get the heavier armor with the higher emissive ability.
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August 26th, 2002, 10:55 PM
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Sergeant
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Join Date: Jan 2002
Location: New York
Posts: 345
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Re: Weapon tweaking
Just to go down a path. Recently been experimenting with taking mine sweepers out of the game, but not mines. What if you did the same with PDC.
Take them out of the game. Make missles reload slower or make them larger, so not to make them an uber-weapon.
Why do we think it should be possible to negate any missle attack? You can't do that with any other weapon.
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