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I agree that pure heavy armor ships are impractical and slow, and I don't build or balance for that. But I still feel like you're really missing out on the advantages of heavy armor, and your perception may be skewed by a local meta that doesn't respect heavy armor enough. By raw numbers, yes, it's 2500 HP for a light armor cube vs 16,500 HP for a large armor cube, 500 kg vs 3300 kg. 6.6 times the HP, and 6.6 times the mass, right? Light armor and heavy armor are equal? Yes, but actually no. The large heavy armor cube has 50% damage reduction for most damage types (bullets, explosive), and an additional 40% reduction (0.4 deform ratio) for explosives that is additive (not multiplicative, for 90% damage reduction total). So while a large grid heavy armor cube may be 6.6 times the mass of light cube, it may have effective HP of up to sixty six light cubes (vs pure explosive damage).
Now, knowing what heavy armor does to explosive damage, I hope you can better understand the 230mm's purpose. Penetrator damage is not reduced by deformation ratio or by the large grid heavy armor cube's hidden 50% damage reduction (both of which I applied to all the weapons and turrets in this pack, btw). It deals pure, raw HP damage. It will destroy a heavy armor cube in 2 shots. It takes 6 shots from a 122 to do that, or 330 vanilla rockets. That means the triple 230 will break a heavy armor cube every 6.66 seconds and the 122 will break one every 24 seconds. But when it comes to dealing with light armor, things can shift in favor of the 122 - because that is the 122's niche.
In general I agree, but there are some caveats.
I can't accomplish this with this mod alone. You need to start pairing it with mods like relative top speed, or your destroyers may not have much of any practical maneuver advantage over the battleship, and no top speed advantage. If your battleship can hit 100 m/s in six seconds, the destroyers lose every fight because they never make it to 122mm range. If the battleship has designators and sees the destroyers coming from 5 km out, then it has even more time than that to begin to maneuver against them.
I've given the siege turret 'bad' accuracy, but you can look in the comments and see other people already complaining that the accuracy is too poor. The fact is that bad accuracy on guns just feels bad, and if it feels bad people don't want to play with it. There's a practical limit to how bad you can make the accuracy as a balancing measure.
Going back to your proposed scenarios, if the destroyers actually want to kill the battleship, they should be armed with railguns and not try to enter 230mm range, much less 122mm range. Battleships SHOULD have heavy armor. 122 sucks against heavy armor. The 75mm railgun breaks 2.5 heavy armor cubes with every shot.
And a 122mm armed cruiser should lose to a 230mm battleship - if the battleship has heavy armor. If it isn't using heavy armor, is it really a battleship?
Same as the above - I agree, the 230mm should slaughter it. I believe it would. But I also believe the 230mm battleship will win by shrugging off a lot of the damage from the 122mm battleship, because its important systems are protected by heavy armor - if it even deigns to let the 122mm battleship close to its firing range.
1. Assuming the lock-on range is moddable, I would extend it out to 4-5 km. The ranges for the weapons in this pack would remain the same, but I would reduce their AI ranges to 1200 meters. This should make the mod compatible with the new functionality we are getting, but is dependent on whether or not certain things are moddable. It would also depend on if RivalAI could take advantage of or emulate the lock-on range. It would be really awful if NPCs ended up limited to 1200m while you're out there wailing on them from twice that.
2. Some accuracy increases, mostly for fixed guns and casemates. This should help accentuate the difference in accuracy between fixed guns and turrets, but will also reward people for engineering their own rotor turrets (which will be naturally more vulnerable and more difficult to build in survival, so should have more benefits to compensate for those).
3. Not necessarily balance: Maybe repurpose some of the audio and particle effects from the new weapons to augment the OKI weapons, such as using the muzzle flash of the teased railgun for the OKI railguns, or see if there's a good autocannon sound to use on the 50mm (I really don't like the 50mm sound, I dunno about you guys).
A side project/optional add-on mod would be buffing the vanilla weapons to be more on par with this OKI mod, at least in terms of range. Possibly convert the railgun (from what is probably a reskinned rocket launcher) to use Whip's railgun framework. Maybe damage adjustments. Is there any interest in that?
Obviously it's difficult to form any good opinions on this stuff until we have the update/DLC in our hands, but I'm interested in hearing your feedback on these, as well as general input on balance.
But what about other changes? In the short term/next patch, I'm thinking about the following:
Accuracy increases for fixed weapons, and there look like some new definitions in weapon profiles that will allow me to make turrets more accurate when player controlled. I will likely do that (assuming that works how I think it works). This should result in better feel when firing fixed guns and manually controlling turrets, but also reward multi-crew ships with players controlling turrets.
I will certainly adopt some of the new VFX/sounds from the vanilla guns to shore up some of the weaker areas of OKI. To maintain the overall feel of the pack, I don't want to replace too much/everything. Improve where I can, like the railguns didn't have muzzle flash to begin with so using the new vanilla effects to jazz it up is good. But OKI railguns should sound like OKI railguns, so I'm not likely to replace their sound effects with the vanilla ones - no matter how cool the vanilla one is. This is a murky line, where I don't expect everyone to agree with what I do.
The 60mm railgun turret needs to come out. I wasn't 100% settled on the balance of it, but that is okay now - the overall balance of the pack needs to be looked at, so some close-enough numbers for it are okay for right now.
Keen fixed turret rotation speeds, I don't think turrets are snapping to target like they used to, which means that turret rotation speed is a viable balance parameter again. In the next patch, I will go over turret rotation speeds and make some gross adjustments to get things in the right ballpark - fine tuning will come later.
Digi's build info was updated to support Whip's Framework, and this gave me a much better understanding of how these weapons interact with shields. I will definitely be increasing the multiplier on the 180mm railgun by a lot. Other tweaks may be made.
Medium term, we're talking balance patch and squaring this with vanilla. There's three areas I want to look at.
First is durability. The vanilla turrets actually work out to being about as durable as their OKI counterparts once the OKI turret's 50% damage reduction is taken into account. In general, I am thinking I will increase the durability of turrets slightly through giving them larger steel plate buffers, while also playing with the damage reduction they receive. Keen commented out the 50% damage reduction on heavy armor cubes - maybe it'll return, probably it won't, I dunno. But with the new targeting options for turrets, weapons are almost like your new armor, in a lot of ways.
Second is damage. The overall damage for the vanilla weapons is close to the weapons in this pack. I think they will be able to mostly co-exist, though the shorter ranges of the vanilla weapons will hurt them. There are some decisions they made that I am not sure that I agree with - artillery cannons deal 17000 damage, just enough to always break a heavy armor block. This is important for defeating self-repair systems, but that's a niche that I believe railguns should occupy. Once reload speeds are taken into account, 230mm is fairly close in damage per minute to artillery. I could buff 230mm up a bit, but I'm not sure I want to push it over that 16500 mark. If I do push it up that high, then rate of fire will need to be nerfed. 50mm could use a little bit of a damage boost, but not much. The 14.5mm fixed gun may need a slight RoF buff (400 to 480, maybe as high as 600).
Ammo cost. Previously, the only real metric we had for damage was gatling ammo. Not only did gatling damage go down in his patch (150 to 90, with an accuracy boost), but we also have several other ammo types to compare price per damage with. This will require a complete overhaul of ammo prices in the mod.
https://docs.google.com/spreadsheets/d/1VbH3uvKv5FOWZU-pJn6sr9b6buMyIjHYRteksbSbKk4/edit#gid=516546476