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Old March 28th, 2001, 02:55 AM

Kemplarian Kemplarian is offline
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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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