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July 23rd, 2003, 12:37 AM
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First Lieutenant
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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.
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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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July 23rd, 2003, 12:51 AM
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Second Lieutenant
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Re: SE4 Stock Balance Mod
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Originally posted by Suicide Junkie:
As for the fighters, all the prices could be reduced at once with a mount...
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Cool, that would allow to have effective cheaper fighters in the endgame!
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July 23rd, 2003, 12:56 AM
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National Security Advisor
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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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July 23rd, 2003, 01:10 AM
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First Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Phoenix-D:
Stick them on a WP or base with an extended-range mount.
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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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July 23rd, 2003, 01:28 AM
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National Security Advisor
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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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July 23rd, 2003, 01:47 AM
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First Lieutenant
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Captain Kwok:
Torpedoes should have a greater range, not an increase to hit modifier.
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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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July 23rd, 2003, 01:53 AM
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Major
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Re: SE4 Stock Balance Mod
I guess we'd all fix things differnt ways.
I'd increase damage in torpedoes.
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July 23rd, 2003, 01:53 AM
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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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July 23rd, 2003, 02:02 AM
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First Lieutenant
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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..
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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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July 23rd, 2003, 02:06 AM
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General
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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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