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  #11  
Old July 23rd, 2003, 12:37 AM

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Default Re: SE4 Stock Balance Mod

Quote:
Eeep. Ripper Beam: 20 KT/50 damage. This sucker has the highest damage/KT ratio in the game, the only problems being the short range.
True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch.
Incinerator beams are weak, and it would be nice to have the WMG even scarier.
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  #12  
Old July 23rd, 2003, 12:51 AM
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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Suicide Junkie:
As for the fighters, all the prices could be reduced at once with a mount...
Cool, that would allow to have effective cheaper fighters in the endgame!
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  #13  
Old July 23rd, 2003, 12:56 AM

Phoenix-D Phoenix-D is offline
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Default Re: SE4 Stock Balance Mod

"True, but I've never seen anyone use them... The extra damage it has now isn't worth the loss in versatility. It is basically a niche weapon (warp-point defense), and so it deserves to have some (more) punch."

Its a -pain- to use them because of the upgrade issue (having to unselect "show only latest" and scroll..and scroll..). Stick them on a WP or base with an extended-range mount.
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  #14  
Old July 23rd, 2003, 01:10 AM

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Default Re: SE4 Stock Balance Mod

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Originally posted by Phoenix-D:
Stick them on a WP or base with an extended-range mount.
Still leaves them as mainly a defensive weapon, so an increase in damage seems ok to me. Maybe even reduce the range to 2 to compensate for a larger increase in damage...
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  #15  
Old July 23rd, 2003, 01:28 AM
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Default Re: SE4 Stock Balance Mod

Torpedoes should have a greater range, not an increase to hit modifier.

Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations. Some weapons are suited to only one specific task, while others are good for a range of things. Unlike the torpedo etc, most of the niche weapons still have functional uses in the late game phase and can be considered fine.
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  #16  
Old July 23rd, 2003, 01:47 AM

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Default Re: SE4 Stock Balance Mod

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Originally posted by Captain Kwok:
Torpedoes should have a greater range, not an increase to hit modifier.
I think there should be a weapon to counter the max-def/bezerker combo, and torpedoes seemed a good choice. However, having low-tech, long-range weapon might be neat as well. What kind of range were you thinking? Would maybe Meson BLasters be a better choice for this niche?
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  #17  
Old July 23rd, 2003, 01:53 AM

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Default Re: SE4 Stock Balance Mod

I guess we'd all fix things differnt ways.
I'd increase damage in torpedoes.
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  #18  
Old July 23rd, 2003, 01:53 AM
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Default Re: SE4 Stock Balance Mod

Beam and bolt weapons are short to mid range since you'd expect them to decrease in energy the further they travelled.

I think a torpedo is like a missile - except that it travels much faster and hence cannot be targeted by point-defense, but lacks the accuracy you'd get with the missile - also why they are listed as direct fire weapons. I'd just like to see their range boosted to a max of about 10. This allows them to be a great secondary weapon although their damage ratio (damage/kT/fire rate)is less than APB etc, their extended range helps to overcome this shortfall.
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  #19  
Old July 23rd, 2003, 02:02 AM

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Default Re: SE4 Stock Balance Mod

Quote:
Originally posted by Captain Kwok:

Regarding niche weapons - I think those are fine. In a real life situtation not all weapons are going to be equally effective in all situations..
I agree completely - I think every weapon should have its role - and that is where the problem comes in for SE4 - too few weapons fill up too many roles. The APB has both great range and a great damage ratio. The PPB both skips shields and has a great damage ratio.

Might be a valid approach for this mod to seperate each weapon into its own niche, and then balance it from that perspective.

Here is a list of some niches, and which weapons might best fit in that niche:
- long range (Meson BLasters)
- close range only, high damage (rippers)
- skips shields (PPB)
- bonus to hit (torps)
- versatile (APB)
- high damage, low reload (WMG)
- cheap (DUC)
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  #20  
Old July 23rd, 2003, 02:06 AM

tesco samoa tesco samoa is offline
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Default Re: SE4 Stock Balance Mod

increase cost of advanced military science to 50000....

increase cost of advanced storage ( trait ) to 1500

Decrease speed of missles to 2 and size by 10kt to 20 kt

APB's have damage decrease by range

Same with PPB's , SD's ( And the engine one )

For fighters increase the storage and launch rate of the launchers
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