[1.0.2.6] Various High Tech discrepancies

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Velk
Posts: 8
Joined: Sun Mar 13, 2022 8:09 am

[1.0.2.6] Various High Tech discrepancies

Post by Velk »

Some of these might be intentional, or have some invisible factor that balances them out, but they stick out as not making intuitive sense.

Advanced Missile Swarms:
Hunter Missile Battery (M) and Hunter Missile Battery (L) are both large size (88)

Self-Repairing Swarms:
Reinforcing Swarm (S) and (M) have significantly lower dps than Hive Missile (v2), which is provided by a tech that is two tiers lower ( Decoy Swarms). Seems to be the drop in volley size that is to blame.

Beam Superflow:
Omega Beam (S) and Omega Beam (M) are both small size (16), Omega Beam (L) has the same DPS as Omega Beam (M), despite being triple the size.

Phaser Optimization:
Phaser Cannon (L) has 2.5x the damage of Phaser Cannon (M) but is only 50% larger and still fits in medium slot (size 30)

Perfect Pulse Containment:
Titan Blaster (L) (v3) is only size 30, and fits in a medium slot, even though it does double the damage of the size 20 Titan Blaster (M) (v3)

Extreme Projectile Batteries:
Forge Rail Battery (M) and Forge Rail battery (L) (v2) are both large size (70), and the medium size does double the dps of the large size.

Various Capstone Research Projects - e.g. Improved Beam Damage:
Are these meant to be repeatable ? They seem like they are intended to be given the generic effect and placement. If so, they aren't.
Also, all of the ones I have tried don't seem to have any actual effect, or at least don't update the tooltips for existing weapons, or the projected damage on the ship-design screen, or the empire-wide bonuses on the empire screen. It's possible it adds an invisible modifier when a ship with an appropriate weapon is actually in combat, it's kind of hard to confirm that.
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

Re: [1.0.2.6] Various High Tech discrepancies

Post by Sabranan »

We'll look at the balance for all of the points you've raised but the last one about the "Improved Beam Damage" and other T9 techs is a special concern because these aren't supposed to be enabled or visible (also they don't do anything)!

I'd appreciate it if you could let me know what version of the game you started this save on, and whether you still see those T9 techs if you start a new game with tech visibility on.
Velk
Posts: 8
Joined: Sun Mar 13, 2022 8:09 am

Re: [1.0.2.6] Various High Tech discrepancies

Post by Velk »

The game with those techs was started early on, first or second patch probably. Took me a while to get to the end of that game. Settings were random tech paths, tech not visible and no tech trading.

New games with all tech visible don't show those techs, they also don't show super techs.
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