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  #1  
Old January 30th, 2003, 12:10 AM
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PvK PvK is offline
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Default Re: Weapons, engines and mods, Oh my!

Torpedoes are good... compared to Graviton Hellbores... ;->
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Old January 30th, 2003, 12:21 AM

Andrés Andrés is offline
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Default Re: Weapons, engines and mods, Oh my!

I've heard people making proposals about a mod to "balance" all weapons and making all of them worth researching, each with its own unique advantages/disadvantages, but I have never seen such a mod.
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Old January 30th, 2003, 12:49 AM
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Default Re: Weapons, engines and mods, Oh my!

What a great idea. Let's put together a weapons mod that balances all of these weapons out.
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Old January 30th, 2003, 01:21 AM

Phoenix-D Phoenix-D is offline
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Default Re: Weapons, engines and mods, Oh my!

"What a great idea. Let's put together a weapons mod that balances all of these weapons out."

This is not easy. Let me repeat that.

This.Is.Not.Easy.

I think the reason you don't see many if any released balanced mods is because people try and fail.

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Old January 30th, 2003, 01:30 AM
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Default Re: Weapons, engines and mods, Oh my!

Perfect balance is hard, but you'd think you could at least avoid having weapons as useless as torps are.

I havn't had much success with cobalt warheads on smaller ships, either. But it might be my lack of skill.
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Old January 30th, 2003, 01:36 AM

spoon spoon is offline
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Default Re: Weapons, engines and mods, Oh my!

Quote:
Originally posted by Phoenix-D:

I think the reason you don't see many if any released balanced mods is because people try and fail.
I think it has more to do with the difficulty of getting people to play a "balanced" mod. Even if you did make the game more balanced, you wouldn't have that big a pool of players to play against, so what's the point. Pure balancing tweaks should come from MM, not the mod community.

[ January 29, 2003, 23:38: Message edited by: spoon ]
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Old January 30th, 2003, 04:26 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Weapons, engines and mods, Oh my!

Two things have disrupted the rather nifty balance between 'beams' and 'torpedos' in SE III. First is MOUNTS as many have already noted. It used to be necessary to have a harder hitting weapon to break Emissive Armor. Now you can just use a mount and your APB can break Emissive Armor just fine. In fact, Emissive Armor is pretty near useless once Cruisers appear. I think it needs more tech levels with greater power so it can continue to be worth using.

But the other thing, which has not been mentioned, is RANGE ATTENUATION. Go back and look at weapons in SE III again. The favored beam weapon was the A-P beam, of course, and it always reduced to 1 or 2 damage at max range. Now look at the current power of the A-P in stock SE IV. It ends at 45, or the equivalent of 4.5 in SE III. This is more than TWICE the damage it did at that range in SE III, proportionally speaking! Maybe this has altered the balance of power between beam weapons and torpedos, which traditionally had the advantage of no range attenuation? I think so...

Consider the various new weapons as well. They show very little range attenuation when they have any at all. There are some that have no range attenuation, of course, like the Telekinetic Projector. But this is arguably a part of the advantage of that racial tech. This is supposed to be a special sort of weapon that doesn't act like 'normal' energy weapons. Most of them, though, should suffer major range effects like the A-P once did. The fact that they do not goes a long way to explain the apparent weakness of torpedos.

So while you're wondering why some weapons are useless, consider that it might be because some other weapons have been over-powered.

[ January 30, 2003, 02:27: Message edited by: Baron Munchausen ]
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