joproulx99
Posts: 24
Joined: 9/10/2014 Status: offline
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Just passing by to say GOOD JOB so far! PS: non english dude so sorry for ruined grammar! YOU CAN SKIP THIS PART: ----------------------- I just recently upgraded to universe, bought this game at shadow's release, and although ive never been here(lol), i think back then i spent more time trying to mod this game AI to a point where i lost interest because of the limits and unresponding policies etc... Basicly most of the time i had to find solutions that the ai was actually responding to through (exausting) trials and errors, instead of what I was originaly setting him to... All in all the game seem to become more and more open and this can only be a good thing! I wish that all this modding community ask for get done by the dev team for the sake of it! ON TOPIC: --------- (i got Universe 2 days ago so bear with me)(or beer with me im a beer truck driver lol) - I havent look at all ships yet but i know that humans capital ships have 2 ion defenses atm, 1 is max needed, it doesnt stack. Unless its a back up one (cough) - I would suggest the devs to make fleets stop hyperdrive at weapon in range for standoff and very close at point blank. This IMHO is critical...I just ran a small test last night and my missile using fleet stop too close on enemy target...they SHOULD stop at max range seriously, think melee vs range dps, why would i stop melee range when im using long range tactics? make no sense lol (i come to this because id like to make the range of some weapons alot longer and it works well beside this) +/- ON TOPIC: ------------- Im just going to throw some ideas here that comme to mind, im still unsure if that should go to your balance weapon thread though but here it is: Imagine gravity well stopping ships at 10000 instead of what? 2800 but make some weapons like missiles having very long range! like 15000(end game) instead of 990 (lol), you'd be able to defend a system (to some degree) with only that missile spaceport! because you make the decision to research missiles and gravity well to be a careful and defensive race. Now those race would be easier to defend but the idea of going far in space and get GW hyperdenied and outdps hard at closer range would give some very fun moments/choice.(anyway you get the idea) I prefer the idea of weapon's role vs the early/late game idea...right now (idk in you're mod,havent test enough yet) but torpedos were just plain OP not because of dps or energy used no,just too high damage per shot compared to anything else making them remove chunk of shield that cant recover fast enough and in a sense bypassing armor rating way too much making armor a joke. Making them be all end all, oblitaring at short range and same range as missiles late game to boot(damage loss per sec, pfff my ass) The problem with torpedos is they are magnified beams with a different name and stat and given a tech path...i think only 1 weapon should be jack-of-all-trade, beams are them and torpedos should be beams called torpedoes lol. I remember having test this to death, armor and shields were outclassed by torpedos high damage per shot, not dps or energy or anything. in a 1v1 vs long range missiles it might look ok...but in reality, in a real fleet vs fleet the torpedos will break your day. -i suggest: a)remove them! b)make them join beam weapons becoming a preference path, like long ranged but less damage or something in beam tech path c)make them a weapon that you find through exploration,and slighlty OP, possible? -make phaser a unique path not part of beams, they have a unique role after all! - I think some races should get locked researches, like armor, gotta fear these railgun guys since im playing x race that have none! :O - in this line of thought we can create race specific techs, so why not abuse it to make so much more unique techs, is it possible to make a race unique armor tech but deny them the original one? if races can have multiple race specific tech it can be very easy to make all armors / shields / weapons different from race to race etc...so much potential...and work! another thing I think damage vs size vs energy used vs range vs damage lost per 100 vs generators energy etc..is a mess atm lol, ( not in your mod, i mean in general) who's the math guy behind this xD, it almost look as if it was purposefuly done to be as confusing as can be so its stay an enigma for everyone. I think it should be uniformed a bit more so that each value is given a ''price'' and converted to a general value/per size, then its a matter of +1 -1 system where if i chose 1 more weapon i have 1 less armor or one less engine, giving intuitive results. and since they all have same size / energy use per/second per/tech level i know the result of adding/removing a component much better etc...idk Ion weapons need a serious buff, having to research them and all...they should compete with shield and armor oh well i could go on and on but thats it for now :P
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