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-slightly reducing ball ammo cost, mainly for nickle but a bit of magnesium, slightly increasing stone to balance
- slightly decreasing the plat cost for HE ammo and increasing the uranium costs for HVAP ammo.
also what are everyones opinions for the magazine sizes? balancing for them was initially done on a production basis but im thinking of changing them for a weapon basis? (pretty much the same, slight nerf to 45's basically? lemme rephrase the question, are 45's to powerfull?)
keep in mind when i set up the damage balancing it was against large ship blocks. small ships generally get torn apart by everything, hevay armor just slows it down a bit but small ships should generlaly rely on there manuverability as apposed to taking a hit.
i will look into adjusting ammo costs and build times based off of ammo type AND size assposed to just size(current).
yea im looking at tweaking production times however after looking into it im happy with the costs for the most part (looked at the times it took to refine the resources) i dont want ammo to be a HUGE issue with this mod however there obviously has to be a throught behind which ammo you chooze ot use.
when you say large blocks is that heavy or light armor?
i also desighned the balance for the mod for much much fewer wepons. even a large combat dedicated end game ship only having 12ish wepons of varying types.
worht mentioning range and accuracy is part of balance but obviously i intend for the counter to larger ships being larger caliber HVAP.
AS FAR AS 23'S VS 14MM GUNS (if thats your point):
the requirements for the asembler are for one 'unit' of ammo for that gun. so for a 23 thats an 80 round clip and for 14mm thats a 160 round box. so per bullet the 14mm is much cheaper.
the 14mms track faster and are more accurate with a higher rate fo fire (vs 23s) being ideal for anti missle. but 23s fire bigger bullets so have a bit more range and better damage ebing good for anti fighter. the best ammo for 14 is just AP while 23s get HVAP and AP is there basic ammo. HVAP takes uranium which takes time to refine and when used in large quanteties may risk your power supply.
- i do plan on rebalancing production times for ammos after looking at an ammos average DPS in all possible guns vs how long it takes to produce a single shell
- once i figure it out i intend to add 'small' power requirements for every gun in this mod to reinforce my concept fo the balance being around having 'just enough' guns asspoed to 'as many as possible'.