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Old June 6th, 2009, 08:42 PM
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Wink Re: Balance Mod Available for SE:V

Quote:
Originally Posted by Arralen
The numbers on the Small Rocket Pods and Small Anti-Matter Missiles are off; while all other small weapons (ok, those I checked ..) are 10% size, 20% damage of their bigger counterparts, this is not true for the missiles. SAMM has double size, and damage numbers are way too high, especially compared to special weapons like bombs and kamikaze warheads, which are thoroughly outclassed and useless therefore. Furthermore, SRPs are classed as "direct fire", what is a bug obviously carried over from Vanilla...
Small Rocket Pods have traditionally been direct fire weapons in the Space Empires series, so it's intentional. However, that is changing to v1.20 of the Balance Mod with the introduction of the small seekers...

Brief summary of changes are listed here:
http://home.spaceempires.net/ftopict-6632.html

Currently, you'll notice both the SRPs and SAMTs have different firing rates than their regular counterparts, while most other small direct fire weapons have matching rates. In the classical comparison of dmg/kT/sec, they're a bit lower than most of the other direct fire weapons. They do have good upfront damage versus ships with emissive armor. Previously SRPs weren't able to target fighters, but they can know. Although in this respect they are a little overpowered, but that's part of the reason for the small seeker overhaul for v1.20. The higher level of ordnance usage does make them a bit more management intensive when used in large numbers.

Regarding fighters it general, I've found through feedback over the last few years that it's really about how they are being used. Some claim they are too strong, others not strong enough. As with many SE:V strategies it seems to be a matter of "dedication" to the strategy. For fighter or seeker weapon strategies to work well, it has to be a full commitment or the results won't be there etc.

Quote:
Originally Posted by Arralen
Is is possible for a weapon mount to
- add a negative "to-hit" modifier, while keeping a positive "to-hit-at-range" modifier, to simulate the bigger guns being harder to aim at small targets, but the bigger shell/beam being more "steady"?
- take away a target type from the list; no more shooting of extra heavy main guns at flimsy fighters?
You can't change the valid target types using a mount. You'll notice that some of the biggest damage items don't target them at all for this reason. While I can provide a gross bonus/penalty to the to-hit value, I can't alter the to-hit at range decay using a mount.
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