Space Engineers

Space Engineers

AQD - Combat Balance
101 Comments
enenra  [author] 28 Nov, 2024 @ 10:48am 
okay, but upload it without any reference to AQD, just make it your own mod, since the script is nothing special.
STUNNING & BRAVE 27 Nov, 2024 @ 7:19pm 
update: i've just seen the script, is it ok if we make some adjustments to the script to rebalance deformation, and re-upload it for our own use?

I wouldn't want to use this mod either, but the admin team just won't let it go because of some other issues that won't get it fixed, so atleast this will help as a temporary bandaid.
STUNNING & BRAVE 27 Nov, 2024 @ 6:49pm 
All good, I don't know how SE modding words, but is it possible for us to make edits to this mod?
enenra  [author] 27 Nov, 2024 @ 9:38am 
This mod is very outdated and I honestly would not recommend using it. I'm not really planning any updates for it right now.
STUNNING & BRAVE 26 Nov, 2024 @ 10:42pm 
Hi, server i'm on needs to use this as a bandaid due to poor weapons balancing.
The block's being immune to collision damage is having a serious effect. You can ram anything at any speed and take no damage, even with light armour. Could you please offer up some adjustments?
enenra  [author] 22 Jul, 2023 @ 6:58am 
The mod has kind of lost its reason for being tbh. A lot of mechanics have changed since and it would need a complete overhaul for which I've not yet had the time or motivation.
xterrylorakhx 22 Jul, 2023 @ 4:33am 
Just thought I'd check in on this mod since I used it a lot and am coming back around to SE. I see you've made comments last year that you were updating this but the last update I see was in 2021? I hope you find time to get around to updating your mods soon if that encouragement helps :-D
enenra  [author] 29 Apr, 2022 @ 1:35am 
Fitting well will completely depend on the weapon mods and vanilla rebalance you use.
GadenKerensky 28 Apr, 2022 @ 7:00pm 
Compatible, sure. But fits well is another matter, but I guess that can only be determined through players testing them both together.
enenra  [author] 28 Apr, 2022 @ 6:22am 
With WeaponCore some stuff just doesn't apply or, depending on the replacer, has a different balance. But it is compatible.
GadenKerensky 28 Apr, 2022 @ 5:39am 
I'm just intrigued if this fits with WeaponCore balance...
DugzGaming 3 Mar, 2022 @ 8:40pm 
Actually Disaster, From my testing Most Modded reactors DO work with Critical Reactor Explosions.
DisasterAhead 3 Mar, 2022 @ 4:18pm 
Tbh, to build on Arinthian, I would just separate out the armor rebalance, on the assumption that the reactor explosions won';t work with modded reactors
Arinthian 22 Feb, 2022 @ 1:27pm 
I'd recommend trimming it down to an armor rebalance and reevaluate from there.
enenra  [author] 3 Feb, 2022 @ 10:46am 
I've just made a small adjustment to the modset: I removed tank explosions since they're now in the base game, and removed Shrapnel damage as well since a lot has changed around there that will potentially break things.
I'll be re-evaluating this modpack and what it should do in the context of Warfare 2 and hopefully get around to update it soon.
enenra  [author] 10 Oct, 2021 @ 9:12am 
@Celludriel

It will definitely already make a difference. Particularly because I heavily buff armor (especially heavy). There's more changes to come, too, ofc.
Celludriel 10 Oct, 2021 @ 8:33am 
I haven't tried this mod yet so just bear with me. I have been trying to get some fun out of combat for a while now. Ai ships with gatling guns killing all my small grid ships instantly is not fun. I know about the shields mod and I could try that but I rather have gattling guns just not do this insane amount of damage.

Then I find this but you say that the damage is derived from the ammo and you can't do much about it. You also say you want to include it in the weaponcore mod and don't do much work on this one right now since that work might me waisted. So is it worth using this mod right now will it make any difference at all ?

I want to install it on a dedicated server btw it's not for singleplayer use
76561198026697978 25 Sep, 2021 @ 6:32am 
alright and thanks
enenra  [author] 25 Sep, 2021 @ 12:47am 
@Chronos Phantom

The mods listed will be automatically installed into your savegame (but not appear in your savegame's mod list) if you install AQD - Combat Balance into a savegame.
76561198026697978 24 Sep, 2021 @ 9:20pm 
just wondering, but the mods listed, are they needed when using this mod or is it like with the aqd vanilla extension and aqd quality of life mods where the mods listed are in the a fore mentioned aqd mods.
very true, i think they just did a big updatee
enenra  [author] 18 Sep, 2021 @ 2:23am 
@☿ hentai hokage ☿
Not before the warfare updates are concluded, likely. There's not much point in doing large rebalances if the base game's balance is still in flux. :-)
Caval 16 Sep, 2021 @ 6:05am 
awesome
any update on this coming to weaponcore?
Andondn 25 Jun, 2021 @ 8:47am 
request to have RTS mod removed from this mod, perhaps swapped into Quality of Life or not at all. I don't see how it applies to combat balances? Allow to install speed mods based on preference?
enenra  [author] 14 Jun, 2021 @ 12:27am 
Keen's update is fine. It's just that this mod was created before Keen did their update and so it's not balanced for the new variables they introduced. And since I plan on switching the entire mod to WeaponCore anyway, it doesn't seem like a good investment of time to redo all calculations for vanilla right now. :-)
maxsavage 13 Jun, 2021 @ 9:52pm 
That could explain it, I suppose. They do use the rapid-fire rifle mags now, it might have f*cked your code (Keen's updates screwing up modders' code? What a new and surprising concept). Thanks for answering, I'll make do until you've had time to fix it.
enenra  [author] 13 Jun, 2021 @ 12:53am 
What you're seeing specifically is caused by the new magazines being used in the turret, is my guess.
enenra  [author] 13 Jun, 2021 @ 12:52am 
The damages are currently a bit out of whack due to the Keen combat update. I've reset a bunch of my changes to the vanilla default because I've not gotten around to do the big overhaul with WC yet.
maxsavage 12 Jun, 2021 @ 11:06pm 
Am I *supposed* to be getting one-shotted by interior turrets? Because it kinda makes it impossible to fight NPC's until you find a magnesium deposit... Which, thanks to them being 200 to 400 meters deep with Vanilla Ore Distribution, is f-ing hard.
DragoLord19Delta 26 Apr, 2021 @ 6:58pm 
A question, could you add the standardize magazine mod to this so all rifles and pistols only need one type of magazine each?
enenra  [author] 22 Apr, 2021 @ 1:10pm 
I've just updated the mod for Warfare Update compatibility. This'll be temporary until I can complete the proper rework.
enenra  [author] 22 Apr, 2021 @ 12:19pm 
@Kontu
I will be reworking this mod and switching it to WC, but it will take a bit.
Kontu 22 Apr, 2021 @ 12:15pm 
After todays Engineer Warfare combat update, the hand weapons / ammo no longer match up and players can not craft the ammo they seem to need for the hand weapons they have available. Are you still modding enough in SE that you'd be willing to fix this?
Or if not - would you accept a PR on github with it fixed?
enenra  [author] 4 Jan, 2021 @ 7:42am 
@Infernicus

Yes, it will apply to all blocks implemented as armor, as well as to all armor blocks in the AQD - Armor Expansion. Those technically aren't armor blocks (they don't deform).
Infernicus 2 Jan, 2021 @ 4:31pm 
does this mod still apply to the "new" armor shapes?
enenra  [author] 9 Dec, 2020 @ 1:07am 
@Taiidan
The mods listed are installed automatically if you install this mod, though there is a version of this mod without dependencies available a page or so back in the comments here. :)

@Yull-Rete
I'll look into it but no plans as of now.
Yull-Rete 8 Dec, 2020 @ 4:14pm 
And thank you for making armor great again. Also, it might make sense to add the 0.5x damage taken to blast-doors and airtight-hanger-doors because those are both also armor-esque blocks.
JIKOSU 8 Dec, 2020 @ 3:39pm 
does this need the other mods to work
enenra  [author] 8 Dec, 2020 @ 3:32pm 
@Taiidan
Yes and yes.
JIKOSU 8 Dec, 2020 @ 1:23pm 
and HP stands for hit points, right?
JIKOSU 8 Dec, 2020 @ 1:23pm 
damage per second?
JIKOSU 8 Dec, 2020 @ 1:22pm 
what does DPS stand for
enenra  [author] 8 Dec, 2020 @ 1:02am 
@Yull-Rete
Thanks for your feedback, that's good info. I've received some other reports about issues with balancing so there's a good chance I'll revisit the values in the near future.
Yull-Rete 7 Dec, 2020 @ 8:22pm 
I was having issues getting the mod to work with dependencies, so I tried your no-dependencies one (I was really only after the armor improvements anyway). It works really nice for light armor, but heavy armor seems a bit op. Light small grid armor now takes 3 shots from a large grid gatling turret, which is nice, but small grid heavy armor takes 29 shots. Its 5x the steel plates + the two grids and 5.6x the weight. So it feels to me like about 5x the durability would make sense, rather than 10x.
Also, on large grid It takes between 4 and 5 reload cycles or almost 2 minutes, for a single large-grid turret to take out a piece of heavy armor compared to around 7 seconds for a light armor block.
I feel like both armor variants should have the .5 damage ratio instead of heavy armor having a .25 ratio. Alternatively, if there was a way to add a config option so people can set it for themselves, that would also work.
enenra  [author] 23 Nov, 2020 @ 11:36pm 
@Artorias
Most of Combat Balance should work fine, but you would lose the adjustments I make to weapons as those get overwritten by the Vanilla Replacer. Technically, load order should not matter but I would recommend still putting the Vanilla Replacer above Combat Balance in the list.
Qyron 23 Nov, 2020 @ 7:41pm 
Do you know how this will interact with "WeaponCore - Replace Vanilla Weapons - MP!!!"?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1931509062

Will everything except the weapon damage still work?

For load order, would I need to put your mod higher or lower than "Replace Vanilla Weapons" mod?
enenra  [author] 26 Oct, 2020 @ 12:15pm 
Thanks!
Talik 26 Oct, 2020 @ 12:11pm 
@enenra
Yeah, np. Will do.
enenra  [author] 26 Oct, 2020 @ 12:05pm 
@Talik
Hey, thanks for the report. Could you send this to Gauge, the author of shrapnel, on its mod page? Unfortunately I can't really do much about it myself.