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Yeah I figured they might be a bit OP, things will be ballanced more as i get more feedback and have time to do more tweeking.
The PD laser, I might have messed up the damage a while back so i need to double check that again. (might have mathed wrong when converting the numbers)
As for the other weapons the basic idea was this: to begin with i wanted to create the vulcan in such a way that you did not require 8+ gatling guns to have a powerful fighter, one or two would be enough (for example a starsector light fighter only has a single vulcan). The vulcan is about as powerful as four smallship fixed gatlings, but it has the downsides as follows:
It has only 250m range (vs 800 of the gatling)
it is much less accurate (though recently i did buff the accuracy of all the weapons, this might be lowered again)
it is also as expensive as four smallship gatling guns.
longer than a normal gatling
For the initial ballance i then used the vulcan as a baseline to convert the stats of the weapons in starsector over to space engineers, so they would all be roughly the right power compared to eachother.
But range is a very important factor in the ballancing of these weapons, the PD laser only has a range of 400 for example.
As for material costs of ammunition, i tried to scale all the amunition so that for the same DPS, it would cost the same as it would to fire the gatling turret.
Imaginary example:
I have a vulcan turret that has four times the DPS of a gatling turret, so if i want to fire the vulcan for 10 mins it would cost the same as firing four gatling turrets for 10mins.
Hopefully this has cleared some of this up haha.
In this light, do you still think the weapons are very overpowered? If so, which ones?
EDIT: ah, looks like i left a fair bit of placeholder numbers for the costs of the turrets and ammo, gonna fix that up asap, hopefully upload it in a few hours.
If you want balance your mod a bit more I would really look at a few things across the board.
-Weapon Range
-Weapon Resource Costs
-Ammo Resource Costs
As for Hammerheads I would atleast give them a massive reload (+2 Min) and think about cutting their damage half.
I could post more but I dont want to make large assumptions on what your goal is with this mod. If you want some more assumed feedback I can give it but I dont want to be insulting or assume things.
Yeah, hammerheads are a problem, they are definately going to cost a lot more once i figure out a reasonable scheme for pricing amunition in general. Their damage is going to stay high however, it might be nerfed along with the radius, but torpedos are supposed to be 'finisher' weapons that even battleships worry about. The primary defence would be shields followed by PD lasers/vulcans/other PD weapons since they do four times less damage to shields (the bubble shield mod specifically).
The dual mount is supposed to be limited to just two torpedos and im going to look into a way to give it a very long reload if the player is using 10x inventory or whatever, and the larger mount may get a muuuch longer reload but not to the same extent as the twin launcher.
Also going to look into making the large quad launcher much more expenstive in itself.
As for other feedback, i would love to hear it, i dont get much feedback so its hard to figure out where to go with the ballance!