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RE: Weapons Balancing
Posted: Tue Jul 15, 2014 3:27 am
by buglepong
No, you can play what you like for a change. At least if every weapon has a different character, itll be more interesting. I would say that even now some weapons are too similar, some are just plain crap and the different branches of middle tier weapons are done in the worst way possible (more range or more firepower, but end up with one endgame route anyway)
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 3:46 am
by Icemania
Werewolf, don’t confuse balance with making every weapon equal … they aren’t … nor do I want to make them equal. The weapons retain their strengths and weaknesses. Some weapons give you an advantage early game, some weapons give an advantage late game and so on. Strategy differs depending on the weapon. The intent here is to ensure all of the weapons are competitive and have a clear role in the game.
The weapon that I’ve used in almost every game is the Torpedo as it was often superior. My mental model was “Why would I play using weapons that are inferior almost immediately?”.
As a result of the testing and the changes already made in the AI Improvement Mod I’m really enjoying using a variety of weapons in-game. I have a renewed respect for Missiles, even without any changes to damage. Beams with the right tactic are far more lethal. Rail Guns and Phasers become worth playing again. A Missile/Fighter/Missile Bomber focused race is interesting to play.
The benefit is not just for the human player. The AI races use a lot of Beams and Torpedoes. In the AI Improvement Mod I’ve added a lot more variety in Weapons between the races which you will see in-game. You won’t be laughing so hard when you see ships with Rail Guns, because the weapon damage is improved so that it doesn’t become inferior quite so quickly, the AI research is focused and the AI ship designs are far larger and optimised for that weapon particularly as the game develops. I don’t recall ever seeing Gravitic Singularity weapons in-game, but now you will. No default race has a focus on Missiles/Fighters/Missile Bombers, but now some do. All races with a special weapon will focus on that special weapon.
In short, the only reason I’m doing any of this is to make the game more interesting and fun.
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 4:39 am
by Rhikore
Lol, Ice, I almost made that post for you [:'(]
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 6:15 am
by hewwo
So... maybe a bit premature to ask, but how about a hyperdrive/reactor/fuel/etc. balance mod? Locarnus' approach was not really my cup of tea because of all the added techs. I just want the existing options to make a bit more sense (especially reducing the range of the gerax hyperdrive compared to the warp bubbles)
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 11:13 am
by Icemania
Go for it hewwo.
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 12:11 pm
by Franky007
Icemania you could use the mod Energy Techtree Rebalanced v0.1.
I use it in my mod, and i find that it reduce the hyperdrive just fine.
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 1:16 pm
by Icemania
How would it be used to improve the AI? It seems outside of the scope of the mod.
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 1:16 pm
by hewwo
Ha, yeah I know I should be doing some modding myself instead of just moaning about it on the forums, but I'm currently doing a six month stint at tokyo university for my PhD, and I just really can't get myself to spend time behind my laptop when I really should be out exploring weird Japanese things
However, I'll be cheering you on from the sidelines!
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 1:33 pm
by Icemania
Japan rocks. Literally. Make you sure get that "nothing happened" look down pat during earthquakes so you don't look like a tourist. Of course, that composure won't help when the kids come along. A quote from our last holiday in Japan: "Dad, the world is ending, ahhhhh!" ...
Anyway we digress.
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 3:47 pm
by lurchi
ORIGINAL: hewwo
So... maybe a bit premature to ask, but how about a hyperdrive/reactor/fuel/etc. balance mod? Locarnus' approach was not really my cup of tea because of all the added techs. I just want the existing options to make a bit more sense (especially reducing the range of the gerax hyperdrive compared to the warp bubbles)
Did you take a look at my slow gamestart mod? It does exactly that, I nerved both range and speed of Gerax and made it more expensive. Since warp bubble is now longer in use it's a bit better than vanilla.
You can find it here: matrixgames.com/forums/tm.asp?m=3632884
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 3:54 pm
by lurchi
ORIGINAL: hewwo
Ha, yeah I know I should be doing some modding myself instead of just moaning about it on the forums, but I'm currently doing a six month stint at tokyo university for my PhD, and I just really can't get myself to spend time behind my laptop when I really should be out exploring weird Japanese things
However, I'll be cheering you on from the sidelines!
Japan? Cool, one day I'd like to visit Tokyo myself. Have fun!
RE: Weapons Balancing
Posted: Tue Jul 15, 2014 11:00 pm
by hewwo
Thanks, I'll check that out:)
Yeah the earthquakes are a bit unnerving. Fortunately they're mostly at night so people won't see my cowardly shivers!
RE: Weapons Balancing
Posted: Tue Jul 22, 2014 8:25 am
by Unforeseen
Edit: Oops posted in wrong thread

RE: Weapons Balancing
Posted: Tue Jul 22, 2014 4:51 pm
by Tanaka
Great stuff Icemania is this being added to your AI improvement mod or will this be a separate mod? Also I agree with needing changes to engine range will this be included as well?
RE: Weapons Balancing
Posted: Tue Jul 22, 2014 4:52 pm
by Tanaka
ORIGINAL: lurchi
ORIGINAL: hewwo
So... maybe a bit premature to ask, but how about a hyperdrive/reactor/fuel/etc. balance mod? Locarnus' approach was not really my cup of tea because of all the added techs. I just want the existing options to make a bit more sense (especially reducing the range of the gerax hyperdrive compared to the warp bubbles)
Did you take a look at my slow gamestart mod? It does exactly that, I nerved both range and speed of Gerax and made it more expensive. Since warp bubble is now longer in use it's a bit better than vanilla.
You can find it here: matrixgames.com/forums/tm.asp?m=3632884
This is great but it is not merged with the AI improvement mod and can't be combined

RE: Weapons Balancing
Posted: Wed Jul 23, 2014 6:19 am
by Icemania
ORIGINAL: Tanaka
Great stuff Icemania is this being added to your AI improvement mod or will this be a separate mod? Also I agree with needing changes to engine range will this be included as well?
Yes the conclusions in the OP were applied to the AI Improvement Mod. The testing was done using the optimised designs from the AI Improvement Mod.
Once lurchi and gang deliver a new tech tree in the
Research Reloaded Mod, I've volunteered to help out and apply the AI Improvement Mod to it.
RE: Weapons Balancing
Posted: Wed Jul 23, 2014 9:12 am
by spiralaxis
Question: I don't have the tech tree or galactopedia in front of me, but is there a weapon that's designed to primarily damage shields? If not, it seems like a hole that should be plugged. +50% vs shields, -50% vs armour, very short range and either energy- or space- intensive.
It would allow for specialized shield-buster/hijacking ship with less chance of blowing up your target.
Ionized flak cannon, requires railguns and ion weapons...?
RE: Weapons Balancing
Posted: Wed Jul 23, 2014 12:58 pm
by Icemania
Probably one for lurchi and team to consider. I do like the idea of having a weapon combo that works well with Assault Pods.
RE: Weapons Balancing
Posted: Sat Aug 02, 2014 2:39 am
by Icemania
I'm starting to extend the AI Improvement Mod to Extended.
For those that play routinely with Stinger Beams, Paratis Hammerheads and Wyrm Fighters/Bombers, how do you think they stack up?
As Phaser Lances were buffed 20%, I'm considered a similar change to Stinger Beams.
Since Fighter Bays were increased in capacity from 4 to 6, I'm considered a similar change to the All Dimension Fighter Bay.
Any views on Graviton Beams and Area Gravity Weapons balancing?
For those that are playing the AI Improvement Mod, which uses the changes listed in the OP, what are your views on how they are going?
RE: Weapons Balancing
Posted: Sat Aug 02, 2014 6:23 am
by Rhikore
Hey Ice, did you ever get around to my earlier queries? Pods/Fighters, etc?
On a side note, I was thinking that it would be awesome to get a Skype/Vent Co-Op Modding server/group going.
Im still getting around to my races, but my complete list of to-dos is a plateful. A Franken-mod if you will.