I spent a decent amount of time today looking at different weapon modifications to include in my Modpack. I really like your changes most of all so I'll be adding this into my pack. Thanks for your work and thoughts on weapons balance!
Some minor changes I am doing that you might want to consider: I changed the missile clustering from 8/4/1 to 4/3/2 just to make them far less aimable. Those values are in the data\constants\CombatGameConstants.json and represent the chance for missiles to spread away from the zone where the first missile hits. Same/Adjacent/Other
The Ceres_Arms PPC+ had a damage value of 40 (-20). Is that intentional? I bumped it back up to 60 as it seemed like an error.
Pulse and ER Weapons - I am only listing the change relative to your values, not relative to vanilla values. Pulse weapons - you said you didn't really balance these so I took a stab on it. Kinda combined a bit of the bonuses you can get from the + tech. +1 more accuracy, have a +25% crit chance, and standardized to +5 heat from the base model.
ER Weapons - Standardized to +5 heat from the base weapon.
Gauss Rifle: +5 damage, -2 heat. This seems to be in line with your other ballistic changes.
So if we agree that AC2 and AC5 have damage spread because realistically to "punch" you need 100 damage or more per shot, then why would anyone every equip an AC2 or 5 over an LRM? LRM do more damage/ton and more stab/ton and then they also can be fired indirectly which is huge.
AC/2s and AC/5s still have less damage spread (there is no specific threshold per se where that suddenly does or doesn't matter), and they are low heat choices. In particular, AC/2s are more efficient then LRMs on any higher heat planet, and AC/5s are more efficient on the Lunar biome.
The other thing to consider is how weapons fit together. You could run an LRM10 with 1 ammo and 3 heat sinks, and AC5 with one ammo or an AC15 with 2 ammo for 9 tons. The LRM10 would generate the least heat, but do the least damage. The LRM15 would do the most damage, but cause the most heat. The AC/5 could just end up fitting in with your other weapons better.
well nice try, but the missels are f***ed up ... the dmg should be at MAX 8 or 10 .. for ALL missels .... short missels = short range long= long range espacaly since all missels are the same and ONLY the ammount of missels each one shots is different .... cant be that x5 missels shots 5 missels with less damage , than x20 missels who fireing the same missels, just 20x ..... where is the point of it to use any other missels than ? example : "Category" : "Missile", "Type" : "LRM", "WeaponSubType" : "LRM20", "HeatGenerated" : 18, "Damage" : 8, <---------------------- !!!!!!!!! "RefireModifier" : 0, "ShotsWhenFired" : 20, <-----------------------------!!!!!thats overall 160 dmg ..... x10 rockets would do 80 dmg ...... "ProjectilesPerShot" : 1,
x10,x5 or even x20 dosent mean to do 20x more dmg....its just the ammoubnt of missels ...
Souhna, I'm confused by your objection. The missile damage in the spreadsheet is for the entire rack of missiles. So an LRM 20 does 80 damage in total.
Here is the Damage section from the STOCK LRM 20 .json:
if u read my posting u could see that i editet the dmg from 4 to 8 and still have 20 missels shooting. like the name says .. an LRM20 shots 20 missels...an LRM 10 shots 10 missels ... missels are missels.. so editing the dmg for all missels to 8 and just have a differen ammount of fired missels, is by far better, than editing an LRM 20 to 20 dmg each missle , same count for the lrm10 example : lrm missels 5,10,15,20 dmg = 8 , fired missels= 5,10,15,20 .... so overall dmg = 40,80,120,160 dmg .... max range whatever set it to 630 .... for short range missels, the same .. dmg ammount of missels, and so on just the range ist than 330 for example.... thats why they called short rane , and long range
Souhna, I think I understand what you are saying now, but its just not consistent with either tabletop, base game, or the balance goals of my mod. If you are looking for 8 damage LRMs, this really probably isn't the mod for you.
SRM's are nerfed through the floor. If you are going to hit their stability damage and heat efficiency like this, at least leave the ammo. Why would you ever want to use SRM's instead of M. Lasers now? SRM 6 + 10 shots vs 2 M Laser + 2 heat sinks, pretty sure the lasers are better, especially since the heat sinks are versatile.
Medium lasers are only 6% more efficient then SRMs with 12 ammo per shot, as they also were pretty significantly reduced in power. SRMs have more damage spread, but do stability damage. Overall SRMs are the second most damage efficient weapon in the game, and tied for the 2nd most efficient stability damage. There damage spread while not the best to lead an attack, also makes them an excellent weapon to follow up an AC20 strike, since they are the most likely to score a follow up hit.
While I agree they were significantly toned down, the fact that they can still hold their own in comparison to other weapon systems shows how strong they were.
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Some minor changes I am doing that you might want to consider:
I changed the missile clustering from 8/4/1 to 4/3/2 just to make them far less aimable. Those values are in the data\constants\CombatGameConstants.json and represent the chance for missiles to spread away from the zone where the first missile hits. Same/Adjacent/Other
The Ceres_Arms PPC+ had a damage value of 40 (-20). Is that intentional? I bumped it back up to 60 as it seemed like an error.
Pulse and ER Weapons - I am only listing the change relative to your values, not relative to vanilla values.
Pulse weapons - you said you didn't really balance these so I took a stab on it. Kinda combined a bit of the bonuses you can get from the + tech.
+1 more accuracy, have a +25% crit chance, and standardized to +5 heat from the base model.
ER Weapons - Standardized to +5 heat from the base weapon.
Gauss Rifle: +5 damage, -2 heat. This seems to be in line with your other ballistic changes.
The other thing to consider is how weapons fit together. You could run an LRM10 with 1 ammo and 3 heat sinks, and AC5 with one ammo or an AC15 with 2 ammo for 9 tons. The LRM10 would generate the least heat, but do the least damage. The LRM15 would do the most damage, but cause the most heat. The AC/5 could just end up fitting in with your other weapons better.
the dmg should be at MAX 8 or 10 .. for ALL missels ....
short missels = short range
long= long range
espacaly since all missels are the same and ONLY the ammount of missels each one shots is different ....
cant be that x5 missels shots 5 missels with less damage , than x20 missels who fireing the same missels, just 20x .....
where is the point of it to use any other missels than ?
example :
"Category" : "Missile",
"Type" : "LRM",
"WeaponSubType" : "LRM20",
"HeatGenerated" : 18,
"Damage" : 8, <---------------------- !!!!!!!!!
"RefireModifier" : 0,
"ShotsWhenFired" : 20, <-----------------------------!!!!!thats overall 160 dmg ..... x10 rockets would do 80 dmg ......
"ProjectilesPerShot" : 1,
x10,x5 or even x20 dosent mean to do 20x more dmg....its just the ammoubnt of missels ...
Here is the Damage section from the STOCK LRM 20 .json:
"AmmoCategory" : "LRM",
"StartingAmmoCapacity" : 0,
"HeatGenerated" : 22,
"Damage" : 4,
"OverheatedDamageMultiplier" : 0,
"EvasiveDamageMultiplier" : 0,
"EvasivePipsIgnored" : 0,
"DamageVariance" : 0,
missels are missels.. so editing the dmg for all missels to 8 and just have a differen ammount of fired missels, is by far better, than editing an LRM 20 to 20 dmg each missle , same count for the lrm10
example :
lrm missels 5,10,15,20 dmg = 8 ,
fired missels= 5,10,15,20 ....
so overall dmg = 40,80,120,160 dmg ....
max range whatever set it to 630 ....
for short range missels, the same .. dmg ammount of missels, and so on
just the range ist than 330 for example....
thats why they called short rane , and long range
While I agree they were significantly toned down, the fact that they can still hold their own in comparison to other weapon systems shows how strong they were.