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August 23rd, 2002, 05:10 PM
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Sergeant
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Location: USA
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Weapon tweaking
Has anyone made a mod that just tweaks the existing weapons so that they are a bit more usable? I have found that using certain weapons in this game can be pointless unless they are modded. Here is a list of tweaks I've put into my file:
-changed missile size from 50 to 25.
-changed small torpedo size to 7 instead of 10
-gave massive weapons recharge of 5 instead of 30
I'd like to hear what others have done to to their existing weapons settings.
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August 23rd, 2002, 08:42 PM
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Shrapnel Fanatic
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Re: Weapon tweaking
Many of the "heavy" weapons are pointless. Acid Globules, High Energy Magnifiers, Tachyon Cannons, etc. Most have the same range but around 1/2 the dmg ratio of the other racial weapons available at the same tech level. Also, Torpedoes are 100% pointless weapons, even with the fixed Emmmissive Armor. At the very least, they should have a to hit bonus of like 20-25%, like they did in SE3. Graviton Hellbores are also completely pointless. They need a lot more research points than APBs, but they have the same range, and about 1/2 the dmg ratio of APBs at almost all ranges except point blank, where it is still lower than APBs.
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August 23rd, 2002, 11:20 PM
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General
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Re: Weapon tweaking
The 'special' damage types are seriously under-used in the default config. I've made the Graviton Hellbore a 'skips all shields' weapon so it IS worth something, for example. It's well worth researching, and also worth the trouble to close in for a point-blank attack when using it. And with the new patch I've decided to make the Acid Globule use the new 'Quarter Damage to Shields' damage type, then crank up the damage. This way it's an awful weapon against shields, as it should be since it's not an energy weapon, but it's evil once the shields are down. Provides an interesting design conundrum, doesn't it? Should you load up on 'normal' weapons to reduce the enemy shields, or include some Acid Globules to sear the actual ship to a crispy critter once the shields are gone? I also gave all the High-Energy Discharge weapons the 'Double Damage to Shields' damage type so they are a bit more valuable without having to be dramatically more powerful in 'normal' damage potential.
[ August 23, 2002, 22:21: Message edited by: Baron Munchausen ]
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August 24th, 2002, 12:16 AM
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Sergeant
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Re: Weapon tweaking
Great ideas. I'll incorperate this in my file. Any other tweak ideas. I'm thinking of making all plasma weapons set to skip armor. But Half Damage To Shields. Suddenly the plasma missile is not so bad.
Also decreasing the size of basic torp weapons from 40 to 30.
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August 24th, 2002, 12:24 AM
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Shrapnel Fanatic
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Re: Weapon tweaking
Changing the size messes up AI designs.
Weaken APBs and PPBs somehow. They are too powerful. Maybe make PPBs be about 75% the strength of APBs, and require similar tech levels.
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August 24th, 2002, 12:26 AM
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National Security Advisor
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Re: Weapon tweaking
APBs are IMO fine once you consider the research cost. PPB on the other hand..
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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August 24th, 2002, 01:21 AM
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Shrapnel Fanatic
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Re: Weapon tweaking
APBs (esp. at high levels) are more powerful than any other "normal damage" weapon. This, IMHO, is not a good thing.
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August 24th, 2002, 01:27 AM
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General
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Re: Weapon tweaking
Quote:
Originally posted by atomannj:
Great ideas. I'll incorperate this in my file. Any other tweak ideas. I'm thinking of making all plasma weapons set to skip armor. But Half Damage To Shields. Suddenly the plasma missile is not so bad.
Also decreasing the size of basic torp weapons from 40 to 30.
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I made the Plasma Missle/Torpedo a "Quad Damage to Shields' type myself. Remember the 'enveloping' attack of MOO Plasma weapons... It's already got the disadvantage of range attenuation, which no other seeker has, and of course as a seeker it can be stopped by PDC. So, I think it's a reasonable boost in power for this weapon. But then I created a new racial tech 'Plasma Technology' to restrict who could actually research and use it...
I wouldn't go tinkering too much with torpedos without careful thought. They are precariously balanced between 'ordinary' direct-fire weapons like APB and seekers. Reducing the size of the component by 10kt is a 25 percent change. Their size/damage ratio will be dramatically affected and they might become more 'efficient' than once-per-turn weapons like the APB. This is not good since they already have NO range attenuation and they hit harder (more damage at once) which makes them more effective against Emissive and Crystalline Armor. These are their advantages and there have to be some trade-offs like reduced total damage to keep them from being 'ultimate' weapons.
[ August 24, 2002, 14:32: Message edited by: Baron Munchausen ]
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August 24th, 2002, 01:34 AM
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Shrapnel Fanatic
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Re: Weapon tweaking
But BM, they don't do enough damage to justify their use. LM or HM APBs can get through Emissive and Crystalline Armor easily.
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August 24th, 2002, 01:36 AM
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General
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Re: Weapon tweaking
Maybe Emissive Armor needs to be a bit stronger? Yes, there is some balancing to be done yet with the combat model.
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