![]() ![]() Remove ignore shield penetration (100% chance) and replace with double shield damage. This is simply OP, strongest weapon the game hands down. 2x3 variant = max range damage to 750 (was 10) 2x2 turret variant = increase range to 250 (was 150) and max range damage to 500 (was 10). At range they do a fraction of the damage of disruptors. The bigger issue is that the damage fallout for Anti-matter is WAAY to high. Reduce ordinance cost by 50% for both variants. 2x2 variant = reduce max + min damage to 300 / 200 (was 400 / 250 - remember this also has a salvo count of 2). Increase max range damage to 400 (was 200). 2x3 variant = reduce power and energy per shot to 8 + 12 (was 12 + 36). Also, the 2x3 variant is a lot weaker than the 2x2 turret in practical applications. These are a little too strong and could use some minor tweaks. * Plasma Cannon - increase projectile speed to 60 (from 35) Reduced speed of Heavy Torpedoes to 40 (was 60) ![]() Reduced speed of Anti-Matter Torpedoes down slightly to 60 (was 95) Added quantum missiles, dual mass drivers, VLS missiles, and sub-space artillery to the tech tree (no other tech tree changes). Field of fire increased (to 90) and projectile speed increased to 100 (was 40). Does 400-400 damage at closer range (250). Cluster Cannons: 4 salvo firing every 4 seconds. Against non-shielded targets, the plasma missile does an extra 750 damage over 5 seconds. Base missiles do 1000 - 750 damage, with 50% damage penalty against shields. Swam Missiles: 4 salvos firing every 2.5 seconds. These weapons are now more like rapid firing, high-salvo count. ** Reworked weapons with "swarm" properties since they are broken and result in the AI not dealing damage with them at all. EMP torpedo speed increased to 50 (was 10). Added missing texture for the small Gauss variant (my bad) The "ALT WEAPON REBALANCE" tab shows all of the below changes for easier digestion :) You can see how weapons generally scale up in effective DPS as you go up the tech tree. This simply replaces the module header files per weapon tweaks below.Īdditionally, this mod is intended to be used alongside the AI Ship Improvement package. This mod only replaces the weapon header xml's - there are no modifications to the existing tech tree.Īlso, there are no increases in energy consumption or power draw INCREASES, so it shoudl remain compatible with any of your current ship designs. Based on this thread's discussion and my own testing in the battle arena, I've assembled a small mod package reflecting the changes referenced in the sections below (except for any new weapons). ![]()
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