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  #11  
Old March 27th, 2001, 10:37 PM
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Daynarr Daynarr is offline
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Default Re: Opinions for Weapons Mod

quote:
Originally posted by Lerchey:
As long as we're discussing weapons... are ripper beams good for ANYTHING other than leading to WMGs? I've seen Eee dreadnaughts loaded with them, and they ALWAYS get creamed, even using Strategic Combat.

Have any of you found an effective way to use them?

John



Well, I have moded RPBs slightly so now they have 5 range. The other characteristics are:
- 20 KT size (like meson bLaster)
- 50 Damage at all ranges (more then DUC)
- 1 turn reload rate (fast firing weapon)

I did find it very useful. Actually I was thinking of giving Reapers, Incinerators and WMGs a different weapon family number so that I don't have to search for Reapers and Incinerators in the design screen when I get to WMGs. The only trouble is that I would have to change design files for AI as well.

[This message has been edited by Daynarr (edited 27 March 2001).]
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  #12  
Old March 27th, 2001, 10:38 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Opinions for Weapons Mod

With normal damage & really short range, ripper beams should be one of the mose efficient weapons in the game (damage/mass/reload)
With proper orders (point blank range) and fast ships (to close to range) they should be able to do decently in battle.
With some other distraction ships, the ripper escorts should be able to get in and kill.

In SE3, they were a defensive weapon only, since the defender got to move Last, and could get close enough to use the rippers (or run away and avoid rippers) before the firing stage. Attackers could only get in ripper range of objects with 0 or 1 movement.

For SE4, they should be extremely damaging, to compensate for their short range.
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  #13  
Old March 28th, 2001, 01:26 AM

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Default Re: Opinions for Weapons Mod

I posted this in another topic but I felt it was appropriate for this one too. http://www.shrapnelgames.com/ubb/For...ML/002078.html

see the above topic for details on the change I am messing with.

I have been testing a mod for weapon platforms. The increased range modifier that is seen on base weapon mounts, is on my weapon platform mounts. I dont include the "to hit" bonus though. This makes researching large weapon platforms more attractive, and for the first time taking a planet is a damn nasty task. The hell bore V with a Massive mount is plain scarey. range 14 damage 200. WMG are very nasty too range 14 damage 700.

Thing is though they dont hit that often at that outer range, but the threat of being tagged is there when you start your missile bombardment of the AIs planet!

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  #14  
Old March 28th, 2001, 02:55 AM

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Default Opinions for Weapons Mod

I've been trying to expand and balance out the weapon's system for a couple of weeks now, and I would really like to hear what people think of the basic theory behind what I'm doing. I want to have almost all of the weapon Groups fill a niche. Right now, there are a couple Groups that don't seem to have as much value as the others (Meson BLasters feel this way to me). I'm very new to this community, though I've been reading the Boards for a few weeks, so I'm sorry if this has been overdone already. If you have the time, I'd really like to hear what people think of all the weapon Groups, so that the modders out there can start to get a uniform view of what needs to be changed in this realm.


High-Energy Discharge weapons take a ton of research, but raising their tonnage and slowing their firing rate makes the later generations less effective than I hoped for. As such, I am making the WM gun a rate 2 weapon and increasing its damage slightly.

Missiles and DUCs seem well balanced for now, and certainly fill a major spot in early game conflicts.

I'm making Meson BLasters into a longer range, steady damage, but low damage weapon. Essentially, they become a sniper beam weapon of sorts.

The APB works quite well, and only needs to be tweaked at the end of a weapon's mod, to ensure that balance hasn't been changed.

Null-Space weaponry is fairly brutal, but seems to pay the price for its power decently (slow and heavy guns).

Torpedos don't seem to get much use (from some of the Posts that I've read), but their stats seem fair to me.

I've made a few weapon mount mods for Point-defense weapons, and also added a point-blank PD gun that can fire at ships and planets.

What do people think? What weapon Groups are weak? What needs to be changed or added? Even if you don't agree with my ideas, I'd really like to see what can be done.
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  #15  
Old March 28th, 2001, 09:56 AM
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Default Re: Opinions for Weapons Mod

AJC, check this link: http://www.shrapnelgames.com/ubb/For.../000005-7.html

I belive you will find my mod there quite useful.
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