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October 30th, 2006, 12:03 PM
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Corporal
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Join Date: Apr 2006
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Understanding the weapons and balance
Could someone verify how the code works for weapons?
Meson Blaster:
(15 + (([%Level%] - 1) * 5)) - (([%Range%] / 10) * 0.00) - iif([%Range%] > Min(90, (([%Level%] - 1) * 10) + 30), 10000, 0)
So, 15 damage plus 5 damage per level after 1st.
Range is.. what? 90? But the manual says the Meson Blaster is supposed to be a range of 30. Is this a bug? I hope so.
Also, what is the % to hit chance for Direct Fire weapons?
Overall, I'm trying to understand weapons balance in the game as a whole. So far it appears to be:
Use the Meson Blaster.
I'm working on a spreadsheet that lists all the weapons by damage, range, cost (research and m/r/o). How do I attach it here?
Has anyone had success going with all Missle weapons?
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October 30th, 2006, 12:30 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Understanding the weapons and balance
Aaron's formula templates are indeed horribly complicated.
To-hit modifier is on the next field in the component.
You have to add the 100% base to-hit, and add/subtract ECM, Sensors, hull bonuses, racial bonuses and the kitchen sink.
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October 30th, 2006, 12:38 PM
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Corporal
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Re: Understanding the weapons and balance
Weapon Space To Hit Modifier Formula := 0 - [%Range%]
Ahhh. But what does it mean? - %Range% ? So, 10 % per LS?
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October 30th, 2006, 01:08 PM
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National Security Advisor
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Re: Understanding the weapons and balance
No, 1% per LS.
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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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October 30th, 2006, 01:17 PM
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National Security Advisor
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Re: Understanding the weapons and balance
No. It's actually equivalent to 1% per km or ls, because the range increases in increments of 10. So at range 10, the modifier is 0 - 10 = -10 and so on.
The last part of the Meson Blaster can be seen as adding 10 range to 30 for each tech level until a maximum range of 90.
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October 30th, 2006, 01:42 PM
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Corporal
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Re: Understanding the weapons and balance
Quote:
Captain Kwok said:
The last part of the Meson Blaster can be seen as adding 10 range to 30 for each tech level until a maximum range of 90.
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Whoa. So, why use anything but the Meson Blaster?
Even the Wave Motion gun. The WAVE MOTION GUN can't hold a candle to the Meson Blaster!??!
That aint right
Is there any hope of weapons balance, even a modicum of weapons balance, coming to Stock?
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October 30th, 2006, 01:46 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Understanding the weapons and balance
KwokStock is what you want.
Aaron's files are a bad translation of SE4's files, which were a bad translation of SE3's.
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October 30th, 2006, 01:47 PM
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First Lieutenant
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Re: Understanding the weapons and balance
Personally I find myself just using the Anti-Proton Beam. Instant impact counts for alot too, and it's got nice damage, range and accuracy. Suppose Kwok might have tweaked the weapons a little in Balance 0.93, can't remember how they were in stock.
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October 30th, 2006, 06:44 PM
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Corporal
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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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