![]() |
|
Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) (/showthread.php?tid=114275) |
Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) - tothebonezone - 04-08-2014 NOTE: MUCH OF THIS LIST IS OUTDATED. RECENT CHANGES MAY HAVE RENDERED SOME OF THESE SUGGESTED CHANGES OBSOLETE Below will be a list of suggested balance changes for various things ranging from ships, to weapons, to commodities. Lots of things seem oddly balanced for what they are, so I'm going to step in and provide some ideas. Alterations will be in green if a value is increased, red if decreased. White and gray denote that the value hasn't been changed. Disclaimer: I'm not a developer yet. These are changes suggested by me and others, and until a time where I magically become a developer, do not take these changes as legitimate or totally likely. Ships
Liberty Supertransport - Mastodon Base Armor: 170000 205000 Cargo Space: 5000 Power Output: 3000/30000 Batteries/NanoBots: 550/550 Thruster Removed Impulse Speed: 90 95 Cruise Speed: 350 Equipment Mounts: N/A Reasoning behind changes
Supertransports are currently in an odd position. They can thrust great distances to manage to dock, and avoid piracy. While this usually isn't an issue, it becomes one when they can cover 40 kilometers and survive a bomber. Now, all supertransports (Not the Zoner one) are having their thrusters removed, their armor buffed, and impulse speed tweaked just slightly. Supertransports will have to depend on local law enforcement, escorts, or even scouts to properly survive their trade routes.Rheinland Train - Colossus
Gun/Turret Mounts: 0/3Base Armor: 155000 200000 Cargo Space: 5000 Power Output: 5000/60000 Batteries/NanoBots: 500/500 550/550 Thruster Removed Impulse Speed: 90 95 Equipment Mounts: N/A Reasoning behind changes
Like the Liberty Supertransport, the thruster from the Colossus has been removed, impulse speed has gained 5 meters a second, and armor has been buffed. Zoner Transport - Whale
Gun/Turret Mounts: 0/0Base Armor: 75000 100000 Cargo Space: 5000 Power Output: 4800/35000 Batteries/NanoBots: 500/500 Impulse Speed: 90 Cruise Speed: 350 Equipment Mounts: CM Reasoning behind changes
The Zoner Transport is prohibitively flimsy for a group that spends most of their time out in the most dangerous parts of space. While it does have a countermeasure, it is entirely defenseless otherwise, and should at least have a decent amount of armor to provide a buffer between life and tasty, tasty death.Rogue/Molly Superheavy Fighter - Werewolf
Gun/Turret Mounts: 6/0Base Armor: 24000 23000 Cargo Space: 175 Power Output: 1650/15900 2530/39130 Batteries/NanoBots: 140/140 120/120 Impulse Speed: 80 Cruise Speed: 350 Equipment Mounts: CM Torp 2xCD Reasoning behind changes
The Werewolf can't even fire its own guns for more than a few seconds. Like, even shorter than a Guardian with full Vengeances. While Rogue guns are powerful, and the drain is intentional so it's only good on Rogue ships, the Rogues also sort of missed out on having a powercore also capable of sustaining them. The Werewolf now gets a proper SHF powercore in place of some survivability. It can actually properly dish out tons of damage, while taking a decent beating. It still only has fighter torpedos, not bomber. The Molly's also get a bit of a buff out of this too. Bonus!Rogue/Molly (Very?) Heavy Fighter - Hyena
Gun/Turret Mounts: 3/1Base Armor: 9400 8500 Cargo Space: 60 Power Output: 1270/12400 1340/15000 Batteries/NanoBots: 55/55 52/52 Impulse Speed: 80 Cruise Speed: 350 Equipment Mounts: CM CD Torp Hyena specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints. Reasoning behind changes
The Hyena is possibly one of the least used ships in the mod for the large playerbase the Rogues have. It's fast, but it's huge and is a target susceptible to just about, well, anything. Its core also can't even support 3 Belials at the current state. So to again emphasize charged up powercores for the Rogues, the Hyena is getting the Titan core. Again, survivability is cut down for sheer firepower. Another buff to the Mollys, but they could use some loving too.Rogue/Molly (Very?) Heavy Fighter - Greyhound
Gun/Turret Mounts: 4/1Base Armor: 11600 13600 Cargo Space: 70 Power Output: 1270/12400 1650/15900 Batteries/NanoBots: 64/64 70/70 Impulse Speed: 80 Cruise Speed: 350 Equipment Mounts: CM CD Torp Greyhound specifically technerfed to 90% for any weapons not from the Rogues or Mollys. This balances out the huge core when using, say, Flashpoints. Reasoning behind changes
As with the other ships, this line was meant to emphasize being heavy with both armor and firepower. The Greyhound gains some durability and a core capable of handling the suped-up weapons the Rogues have. The stats are similar to the Avenger. As with the Hyena, the ship would just be too good with Civilian weapons, so it's automatically dropped to 90% core for those.Zoner Gunboat - Conference
Gun/Turret Mounts: 0/6Base Armor: 95000 115000 Cargo Space: 550 Power Output: 40000/400000 Batteries/NanoBots: 350/350 Impulse Speed: 80 Cruise Speed: 350 Equipment Mounts: CM CD Reasoning behind changes
Just took a quick look at the Zoner Gunboat, and it is, in fact, bloody huge for the low amount of armor it gets. A boost to a medium-heavy level would alleviate pirate and nomad woes, and it gets to keep its light-gunboat core. Easy fix.Molly/Rogue Gunboat - Hellhound
Gun/Turret Mounts: 0/6Base Armor: 95000 92500 Cargo Space: 400 425 Power Output: 40000/400000 50000/500000 Batteries/NanoBots: 350/350 Impulse Speed: 80 Cruise Speed: 350 Equipment Mounts: CD CM Reasoning behind changes
Just like the rest of the Rogue line, firepower takes precedent over total survivability. That said, who needs to survive when you can overwhelm your enemies with sheer firepower?To-do: KUSARI/BRETONIA/GALLIA(?) SUPERTRANSPORTS RE: Super Saronsen Thread of Balance - tothebonezone - 04-08-2014 Weapons
Mini-Razor
Hull Damage: 17400 18400Shield Damage: 8700 9200 Refire: .33 .10 Power Usage: 6400 7200 Speed: 380m/s 410m/s Reasoning behind changes
The Mini-Razor is too easy to simply fire, make a turn, fire, make a turn, and repeat. While it takes some amount of skill to use, the risk-reward of having to aim the shot is greatly diminished. With a really heavy refire time, a slightly increased cost, but with the added bonus of a little more projectile speed and damage, shotgunning, as has become the favored loadout, will take a little more skill and practice.Heavy Flashpoint
Hull Damage: 520 580Shield Damage: 260 290 Refire: 5.00 Power Usage: 130 140 Speed: 750m/s Reasoning behind changes
The Heavy Flashpoint uses an absurd amount of energy for the amount of damage it currently does. (For comparison, the current SOLARIS codename is identical in stats, but uses 40 less energy per shot) A moderate boost in damage at a fair bit more cost would make this 5.0 another great choice from the Civilian line.Sammael/Sammael (Belial??) Turret
Hull Damage: 333 454Shield Damage: 166.5 227 Refire: 8.33 Power Usage: 85 103 Speed: 750m/s Range: 800m (What was the original?) dispersion_angle 0.7 Reasoning behind changes
We've already determined that the Rogues love their super-powered lasers. I think they should live by that. With the huge increase in damage and another increase in power cost, the Rogues get just what they deserve -- A monster of a death laser. It comes with a downside however. The projectiles will scatter in a manner similar to bomber weapons. The spread will be similar to bombers, since double checking ingame shows the spread isn't god-awful.Cruiser Razor
Hull Damage: 36500 52500Shield Damage: 18250 26250 Refire: .25 .20 Power Usage: 230000 275000 Speed: 900 1000 Range: 1600 Reasoning behind changes
Cruiser razors were plain outclassed when compared to Gunboat razors. Only 4500 more damage, a slower refire, and none of the range. With better damages, range, and speed, cruisers can be put in a decent support role against snubcraft and gunboats, while being somewhat effective against larger targets.Solaris Gunboat Turret
Hull Damage: 540 480Shield Damage: 270 240 Refire: 6.67 Power Usage: 2300 2150 Speed: 1500 1300 Range: 700 Reasoning behind changes
An anti-snubcraft weapon that's tearing apart heavily armored gunboats? That seems obscene. This change makes the Solaris a little more focused towards its intended purpose-- Zone control and snubcraft removal. It should not be beating out heavier gunboat weaponry in brawls.Gunboat Razor
Hull Damage: 32000 29250Shield Damage: 16000 14625 Refire: .30 .25 Power Usage: 200000 165000 Speed: 600 700 Range: 1920 1400 Reasoning behind changes
Razors getting a buff were quite nice. However they were doing their job just a little too well, cause even the feared beast of a Barghest to be instantly murdered with a pair. Now a Barghest (and heavier bombers, like the Fafnir) can survive a horrible instantaneous death risk, while the razors still maintain their deadly status against softer targets. The range has been decreased to make gunboats less of a threat against heavier capitals. It's still fairly long range, but now cruisers and battleships can have a few harsh words with gunboats that wander into range.To do: Belials, Rheinland stuff, Transport Dulzians, Fury, Buckshots, Cruiser Glaive, House weapons (2.0s?), Transport turrets 4.0's and their house equals, Gunboat Glaive RE: Super Saronsen Thread of Balance - tothebonezone - 04-08-2014 Codenames
2.0 are getting hit, and while that may be awful to some of you, the other underused codenames are going to be getting some special love. ARCHANGEL
Hull Damage: 1750 1625 Shield Damage: 875 812.5 Refire: 2.00 Power Usage: 345 415 Speed: 600m/s Reasoning behind changes
The recent changes to Codenames were nice, making them powerful weapons, but they literally just became superpowered assblasting cannons. ESPECIALLY the ARCHANGEL. While to some extent, that's okay, they're so prevalent they became the dominating choice for ship loadouts. This will be the case for many of the 2.0 codenames.BLOODSTONE
Hull Damage: 1400 1200 Shield Damage: 700 600 Refire: 2.0 Power Usage: 247 260 Speed: 600 650 Reasoning behind changes
Similar reasoning behind most of the 2.0 changes. It was too good at simply blowing people up. However, instead of being reverted back to its state in previous versions, it's getting a speed boost to be equivalent with debilitators, giving it some purpose outside of a cheaper 2.0 Codename.BLUE BLAZE
Hull Damage: 1537 675 Shield Damage: 768.50 337.5 Refire: 2.0 4.0 Power Usage: 253 166 Speed: 600 650 Range: 825 Reasoning behind changes
There's a ton of 2.0 Codenames out there already. This change not only gives a little bit of variety, but it helps shift away the focus on the pure brute force of 2.0s, for the versatility of 4.0s. Plus all of that blue being shot around looks attractive, don't you think?CERBERUS
Hull Damage: 1037 2350 Shield Damage: 518.50 1175 Refire: 3.03 1.25 Power Usage: 198 695 Speed: 600 500 dispersion_angle 0.85 Reasoning behind changes
This gives fighters a snubcraft equivalent of the Cerberus for capital ships. While on capitals, it's said they're inspired by it the codename weapon, the stats were completely lopsided for that to be true. So, to add to a bit of variety, and give the weapon an interesting use, it's being changed away from a 3.03.CLAYMORE
Hull Damage: 1551 1500 Shield Damage: 775.50 750 Refire: 2.0 Power Usage: 277 335 Speed: 650 Reasoning behind changes
The Claymore had the same issue as all other 2.0 Codenames. It didn't receive a huge hit however, and most of the change was to its efficiency.DARK BLOSSOM
Hull Damage: 1637 1305 Shield Damage: 818.50 652.5 Refire: 2.0 Power Usage: 275 340 Speed: 600 750 Reasoning behind changes
The Dark Blossom would've been like all of the other 2.0 codenames, just a little bit weaker. I changed the speed to make it a little more unique, making it one of the only 2.0s that travel at 750 speed, at the cost of efficiency and power. A good alternative to the slower, but harder hitting 600/650s.DEFILER
No changes. DELUSION
Hull Damage: 1019 969 Shield Damage: 509.50 484.5 Refire: 3.03 Power Usage: 189 210 Speed: 600 650 Reasoning behind changes
The Delusion was ridiculously efficient for the amount of damage it dealt. Its efficiency was brought down in line with its 4.86 incarnation, but it's still more powerful, and has a a speed increase to make it useable with debilitators.DIAMONDBACK
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
DULZIAN
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
EXCALIBUR
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
GOLDEN BLADE
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
GUARDIAN
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
HAMMERFALL
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
HEIMDALL
Hull Damage: Shield Damage: Refire: Power Usage: Speed: Reasoning behind changes
To do: The rest of the Codenames. RE: Super Saronsen Thread of Balance - tothebonezone - 04-08-2014 Missiles and Torpedos
Cannonball Missile
Hull Damage: 10000 12500Shield Damage: 5000 6250 Refire: .2 .1 Power Usage: 2500 5000 Max Speed: 151 90 Motor Acceleration: 60 45 Seeker Range: 1500 2000 Max Range: 1143.8 2800 Max Angular Velocity: 4.0 4.25 Detonation Radius: 45 Detonation distance: 4 8 Max Ammo Count: 25 14 Reasoning behind changes
Missiles have become fairly controversial. Too much damage! Too much ammo! Too much tracking! There seems to be some credibility in all of the complaints. The Cannonball is now becoming something more of a 'guided ordinance' with this change. The radius is going up to increase the danger to yourself, and others for using it, and it'll explode further away from the target ship, making escaping it a little harder. However, its speed is going down heftily, so you will have much more time to react with countermeasures or disruptors. No, it's not replacing the sunslayer or starkiller. Stay tuned for that.Sidewinder Missile
Hull Damage: 6000 6600Shield Damage: 3000 3300 Refire: .2 .1 Power Usage: 1800 4000 Max Speed: 201 165 Motor Acceleration: 100 80 Seeker Range: 2000 1700 Max Range: 1158.75 960 Max Angular Velocity: 5.50 5.75 Detonation Radius: Unchanged Detonation distance: Unchanged Max Ammo Count: 50 28 Reasoning behind changes
The Sidewinder was definitely the unshakeable beast of the missiles. Its ammo count kept it from becoming obscene, but the combination of damage, speed, and agility made it too much to leave unchanged. It's receiving a hefty ammo count reduction, but gaining some small amount of damage. Its speed has suffered, but it gained a small amount of agility. Again, like the cannonball, you will have much more time to disrupt or spray countermeasures everywhere.Firestalker Missile
Hull Damage: 3200 3500Shield Damage: 1600 1750 Refire: .5 .25 Power Usage: 1000 2500 Max Speed: 241 210 Motor Acceleration: 160 90 Seeker Range: Unchanged Max Range: Unchanged Max Angular Velocity: 6.0 5.75 Detonation Radius: Unchanged Detonation Distance: 4 2 Max Ammo Count: 70 40 Reasoning behind changes
The Firestalker was guaranteed to eat through all of your countermeasures and disruptors. In this case, that part is still likely true, but then, they will also be out of Firestalkers. They're receiving a small damage boost, but taking hits just about everywhere else, making them a far weaker Sidewinder.Starkiller Torpedo
Hull Damage: 11900 28000Shield Damage: 5950 14000 Refire: .33 .2 Power Usage: 650 7000 Max Speed: 58.03 75 Motor Acceleration: 4.44 10 Motor Delay: 0.00 1.25 Seeker Range: 1500 1400 Max Range: 2236 3500 Max Angular Velocity: Unchanged Detonation Radius: 25m Detonation Distance: 6 2 Max Ammo Count: 70 35 Reasoning behind changes
The Starkiller was basically just another Cannonball in the cruise disruptor slot. This change has adjusted its uses from 'maybe hit a fighter for extra damage' to 'slap a gunboat and transport'. It gains acceleration and range to chase down thrusting targets, while also gaining a massive delay to its motor activation, as well as having its Detonation Distance reduced to direct-impact, so it'll be nearly useless against Fighters and Bombers. It also gains a heavy energy drain, sort of like the Nova torpedo is to bombers. Obviously, this will need some proper testing before it is changed.RE: Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) - tothebonezone - 01-27-2015 Reserved RE: Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) - tothebonezone - 01-27-2015 Reserved. RE: Saronsen Balance Thread (UNDER RECONSTRUCTION DO NOT POST) - tothebonezone - 01-27-2015 Reserved pls no posterino in threaderino |