Ishantil Posted September 14, 2013 Share Posted September 14, 2013 Yeah, I'll go grab the latest version. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 14, 2013 Share Posted September 14, 2013 (edited) FEEDBACK: Air Combat: I just did an air battle with an Alien Corvette with two Condors and a Foxtrot. Four Alenium Torpedoes made it trivial. I think it's probably too good. Perhaps having more torpedoes should be balanced by reducing the damage some? Edited September 14, 2013 by Ishantil Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted September 14, 2013 Share Posted September 14, 2013 Adding torpedo hardpoints to the foxtrot and reducing the torpedo damage reduces the marauder in effectiveness. Is that something that would be good? I don't know, I've never gotten to marauders. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 14, 2013 Author Share Posted September 14, 2013 (edited) TrashMan: I just did an air battle with an Alien Corvette with two Condors and a Foxtrot. Four Alenium Torpedoes made it trivial. I think it's probably too good. Perhaps having more torpedoes should be balanced by reducing the damage some? What was the missile cycle time? I think I should increase it so it takes a lot more time to ready the next missile. That, or I could reduce damage. Edited September 14, 2013 by TrashMan Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 14, 2013 Share Posted September 14, 2013 Ballistic Weapons: I took at look at your numbers, and the AA-12 is better than the laser carbine is basically every way. While I agree that the AA-12 is a fantastic weapon, its current configuration probably needs to be adjusted. In game context, it should add burst fire mode and a larger, heavy magazine. So I think that the shotgun line should do more damage, here's what I came up with: [TABLE] [TR] [TD]Weapon (Original)[/TD] [TD]Shots[/TD] [TD]Damage[/TD] [TD]Total Damage[/TD] [TD]Mitigation[/TD] [TD]Ratio (v. orig)[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]3[/TD] [TD]20[/TD] [TD]60[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Laser Carbine[/TD] [TD]3[/TD] [TD]30[/TD] [TD]90[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Plasma Carbine[/TD] [TD]3[/TD] [TD]45[/TD] [TD]135[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]MAG Carbine[/TD] [TD]3[/TD] [TD]70[/TD] [TD]210[/TD] [TD]0[/TD] [TD]1.00[/TD] [/TR] [TR] [TD]Alien Heavy Plasma (Shotgun)[/TD] [TD]3[/TD] [TD]35[/TD] [TD]105[/TD] [TD]50[/TD] [TD]1.00[/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Weapon (Modified)[/TD] [TD]Shots[/TD] [TD]Damage[/TD] [TD]Total Damage[/TD] [TD]Mitigation[/TD] [TD]Ratio (v. orig)[/TD] [/TR] [TR] [TD]Shotgun[/TD] [TD]5[/TD] [TD]15[/TD] [TD]75[/TD] [TD]0[/TD] [TD]1.25[/TD] [/TR] [TR] [TD]Laser Carbine[/TD] [TD]5[/TD] [TD]23[/TD] [TD]115[/TD] [TD]0[/TD] [TD]1.28[/TD] [/TR] [TR] [TD]Plasma Carbine[/TD] [TD]5[/TD] [TD]33[/TD] [TD]165[/TD] [TD]0[/TD] [TD]1.22[/TD] [/TR] [TR] [TD]MAG Carbine[/TD] [TD]5[/TD] [TD]53[/TD] [TD]265[/TD] [TD]0[/TD] [TD]1.26[/TD] [/TR] [TR] [TD]AA-12 (versus standard shotgun)[/TD] [TD]5[/TD] [TD]15[/TD] [TD]75[/TD] [TD]0[/TD] [TD]1.25[/TD] [/TR] [TR] [TD]Alien Heavy Plasma (Shotgun)[/TD] [TD]5[/TD] [TD]26[/TD] [TD]130[/TD] [TD]25[/TD] [TD]1.24[/TD] [/TR] [/TABLE] The Alien Heavy Plasma (Shotgun) is added in for reference. I think it's too good, but the Alien weapons should be modified the same way ours are to maintain balance. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 14, 2013 Share Posted September 14, 2013 Changing the cycling time really doesn't mean much unless it's extreme, because that only slows the ability to deliver weapons on target, rather than the ability to bring the weapons to the battle. Crazy idea: In order to control the Marauder versus Foxtrot argument better, perhaps we should make "medium" missiles? That way, the Foxtrot can carry medium torps and the Marauder can carry the heavy torpedoes? Programatically, can you restrict weapon types? Or is it simply "has hard point heavy" and "has hardpoint light"? Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 14, 2013 Author Share Posted September 14, 2013 I didn't give laser weapons a pass yet. There's still balancing to be done. Expect ballistic shotguns to have an accuracy reduction. And I WANT it to eventualyl be better htan a laser shotgun. Laser shotgun sounds silly anyway, and I prefer to NOT have linear balance - in that tier 2 weapons are better in all ways and all roles than tier 1's. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 14, 2013 Share Posted September 14, 2013 (edited) Perhaps the two energy weapons carbines should be changed to "sub machine guns" in your mod, where they are lower accuracy but faster to shoot versions of the rifles? And the MAG carbine is the next generation shotgun? I like the idea of the advanced weaponry introducing new ballistic weapons. Instead of introducing a new shotgun, perhaps a new type [TABLE] [TR] [TD]Tier[/TD] [TD]Shotgun Ammo[/TD] [/TR] [TR] [TD]Ballistic[/TD] [TD]buckshot[/TD] [/TR] [TR] [TD]Laser[/TD] [TD]flechettes[/TD] [/TR] [TR] [TD]Plasma[/TD] [TD]explosive flechettes[/TD] [/TR] [TR] [TD]MAG[/TD] [TD]hypervelosity [/TD] [/TR] [/TABLE] EDIT: I am about to try a base mission with the numbers noted above (I have laser weapons) Edited September 14, 2013 by Ishantil Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 15, 2013 Author Share Posted September 15, 2013 Programatically, can you restrict weapon types? Or is it simply "has hard point heavy" and "has hardpoint light"? It's just light and heavy. No way to do it AFAIK Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 15, 2013 Share Posted September 15, 2013 When I looked at it in the code and whatnot, I arrived at the same conclusion. Too bad, really. Quote Link to comment Share on other sites More sharing options...
EchoFourDelta Posted September 16, 2013 Share Posted September 16, 2013 The lack of modularity is really disappointing. Quote Link to comment Share on other sites More sharing options...
Elydo Posted September 16, 2013 Share Posted September 16, 2013 [twitch] Oh wow, the idea of a hypervelocity shotgun somehow just brought the sound of the microslug accelerator from one of the Aftersquit games to mind. That sound was horrifying. Fucking terrifying weapon, I think the closest thing to an instant death gun I've ever encountered in any game. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 16, 2013 Share Posted September 16, 2013 Glad I could be of service Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 16, 2013 Author Share Posted September 16, 2013 Well, apaprenlty re-fire time does NOTHING to missiles. Which sucks. Guess I'll have to do some missile damage nerfing. Regarding weapon balance. This is what I'm thinking ATM: TIER1 ballistic: very, very cheap TU (soldiers can fire more round - starting rookes should be able to do 2 burts), but reduced damage. Generally a bit less accurate, but also less TU cost for aiming. You're gonna be spending a lot of bullets. TIER2 ballistic (can be researched after plasma rifle): higher caliber weapons, modernized. Better armor migation all around and better stats all around. Slightly more accurate, maybe a bit costlier in TU's LASERS: (???) Very accurate, long rage. High TU costs, small magazines. High damage, but armor migation is not as impressive. PULSE LASERS: (???) Better TU costs, smaller damage and better armor migation. Slightly lower accuracy. * lasers are a big ? because I dont' know if I?ll split htem into two. Eitehr way, if I do, there will be no laser shotgun. Rather a submachinegun. PLASMA: big, slow, inncurate, but deadly. MAG: King of the battlefield, makes a mockery of any armor, high damage, long range, accurate. But heavy with significant TU costs. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 16, 2013 Share Posted September 16, 2013 I would add that I think there should be a second tier of laser weaponry batteries when plasma weapons come out. This looks like a cool set of ideas, TrashMan. I would be happy to help test. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 17, 2013 Author Share Posted September 17, 2013 New update. Check first post. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 17, 2013 Share Posted September 17, 2013 I looked at your prices last time. Are any of the producible items profitable? EDIT: I will try it out. Hopefully I can get the sebillians to stop AI looping grrrr Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 17, 2013 Author Share Posted September 17, 2013 Well, I did up the price of all armors so you can break even. I can probably up it more. The most profitable item now is ALLENIUM (OF COURSE!). Too much because of a typo, but I'm thinking 20.000-25.000 per piece. I kinda figure the most rare and expensive super-energy element ought to be worth more than a soldiers monthly salary. Currently it is redicolously cheap. 1000$ per unit? Don't make me laugh! Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 17, 2013 Share Posted September 17, 2013 Well, you just don't want to have the whole "sell laser cannons to break the game economy" thing. That's all. Alenium is the most valuable substance in the solar system. Tritium is worth about $30,000/gram. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted September 17, 2013 Share Posted September 17, 2013 Tritium is a hydrogen isotope. A gram of it is a lot of it, by volume! Quote Link to comment Share on other sites More sharing options...
Ishantil Posted September 17, 2013 Share Posted September 17, 2013 Yes, tritium is regarded as one of the most expensive substances on Earth. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted September 18, 2013 Share Posted September 18, 2013 I am simply stating that a gram of tritium is a lot more then one would think... Its still incredibly expensive. Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 18, 2013 Author Share Posted September 18, 2013 It's also a lot less, because gas is less dense than a crystal/mineral. Quote Link to comment Share on other sites More sharing options...
Gorlom Posted September 18, 2013 Share Posted September 18, 2013 It's also a lot less, because gas is less dense than a crystal/mineral. What do you mean? 1 gram of gas isn't less than 1 gram of liquid or solid because the latter is denser. Both still weighs 1 gram, right? And because the gas is less dense it also has a larger volume meaning spatially it takes up more space and it appears to be more of it quantity wise. Given that it is hydrogen isotope it has more mol atoms per gram than other (heavier) substances too ... right? Quote Link to comment Share on other sites More sharing options...
TrashMan Posted September 18, 2013 Author Share Posted September 18, 2013 That's what I said - it APPEARS like there's more of it, but there isn't. Higher concentration in smaller voclue vs. higher volume but smaller concetration. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.