Stellar Tactics

Stellar Tactics

ian26uk Aug 30, 2018 @ 6:00pm
Weapon Scaling and misc.
I have been playing for awhile now and I have tried to find a similar post which I did find one back in 2017 do I thought I would make a new one .
Let me start by saying I do like the game so no offence meant . I have no started any of the main missions because I like the ground combat so I have been doing missions for a faction at the start of the game but even though my toons are around level 7 all the weapons have more or less the same damage.
Like my top toon uses smg and has the second perk unlocked but all the smg's have the same damage if its a level 1 or needs level 13 so there is NO REASON to change the weapon other than if I find one with more mod slots . Finding weapons are not fun when they are all the same you need to make it so there are weapons with better base damage so its fun to find a good weapon .

I did see in the post I found you answered with stating your skill/mods boost the damage and was going to add more later and now its over a year later and all the weapons are still boring so I hope you add weapons with better stats .

I know its early access and I will put up with the many bugs in the game and hope you will do something about this .
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ian26uk Aug 30, 2018 @ 7:19pm 
Here is an example , my main is level 10 smg 43/100 its using a smg that only requires level 1 in smg and its white item .....I just found a smg thats blue and needs level 9 they are almost exactly the same stats .....
The level 1 is worth zero credit the blue 232 but I found other weapon that are worth over 1000 and still no difference in stats , whats the point in loot when the loot (on the ground) are worth little money and are all the same damage?
This includes shields (which do not seem to alter much in any way) again I am into the ground combat but when all your doing is getting crap loot and your toons are almost exactly the same 20 hours laters it get boring .

Also I kinda get they have a main weapon and secondary my main toon is supposed to be using rifles but since there crap and ammo for them seems sparse I press smg also because smg seem to do alot more dmg than anything else .

On that note the weapons in general are bad ....rifles/shotgun use 3 ap and do the same dmg as a pistol that only needs 2 so all the weapons need something altering to make them different .
My main is lvl 43 in smg and does 40-50 burst damage the other 3 toons have the same int stats but are only level 10 because the smg is doing all the damage and they are not leveling as fast .

The heavy machine gun toon has used its main 4 times due to no ammo being found and it needs 1 for each shot so its crap , I have it using fists which is also crap since it has to get to the npc enemy first then only does 8 damage , the rifle dude (also hard to find ammo) does 13 damage and the shotgun 11 while smg is doing 50 ......Really needs sorting out.
Reef Aug 30, 2018 @ 8:35pm 
are you not searching containors for loot? all my ammo is constantly maxed except for the mini gun ammo. atm i dont really understand the weapon dmg tiers. usually when i get an upgrade it only does 1 point more of dmg. remember its very early so things could very well change balance wise
Principes Legio Aug 30, 2018 @ 9:04pm 
Hmmm. I have found the SMG to be one of the least optimal weapons. The assault trifle has much greater chance to hit at range and a full auto is like getting hit with a heavy weapon. The shotgun is devastating and the pistol at point blank range tends to do a lot of damage and get a status effect. Full auto shotgum generally one shots everything. Two handed melee is worst in my opinion.
Last edited by Principes Legio; Aug 30, 2018 @ 9:11pm
nobrien Aug 30, 2018 @ 9:24pm 
there are vendors on the trade station in space that have a good set of equipment selection for weps-armor-shields-meds-mods and gen merchant, from skill-lvl req from 1 up to your chars current lvl and some slightly higher.

the things that make diff wepaons better is not just dmg but also ammo count type mag size single burst full auto ect the more ammo in 1 mag the less reloads so more dmg in a round,

you are lvl 10 in the first little tiny area of the universe so most things will be crap, if your not looting containers and lockers ect alot of ammo grenads and equipment is being missed not to say that hacking isnt lvling and that is probbaly going to be a usefull skill later on.

i highly rec you read a few of the help section posts because theres some good info in there,

also you dont hurt or negate anything by following the main story and theres some nice loot upgrades there also as well as the ability to make some decent coin in the starter ship mining or doing incursions that drop loot woth 7k min to 100s of thousands if rare leg that realy helps you outfit your team better and ammo and grenade and HW ammo cost is then not even a consideration.

there are still some parses to go in the early section but after playing thru myself many times for diff things and knowing things and what to do over time, it took me maybe 100 hours to get proffent at both ground and space this game is long and the journey is just starting.

anyway i hope this helps you abit and i hope you still enjoy the game abit more at about lvl 13-15 weapons and shields get a nice boost.

Roberto Aug 31, 2018 @ 4:08am 
for the moment quality of weapons give chance to have more stats only additive to your character stats by modification slots (which improves combat abilities) but also such weapon can have better secondary numbers like range, ammo max, or type of damage and ammo type. Requirements is messy now, it is connected to your character stats so requirements of looted weapon is very similiar to character highest weapon skill (or maybe average skills) that found it.
Skills and perks also are important so is good idea to maxing it out with one weapon type or two.

I believe weapons will receive some overhaul in the future.
ian26uk Aug 31, 2018 @ 9:01am 
I was searching every highlighted container and ammo was alright for smg/pistol/shotgun but for heavy weapon and energy weapon its much more rare and since I have one character thats main weapon is heavy its only at lvl 5 because I found no ammo for it and didnt feel like paying 242 per ammo at the merchant .
As for ammo count and distance I found that distance while good for the rifle was not that important as most enemy will run close to you or you yourself just using a turn to get in range was not that big of a deal so finding a smg that has range 11 vs one with range 9 was not important especially if you put a mod in the one your using and the only difference is it holds 5 more bullets and 2 more range . Like I said my main using smg as a secondary weapon has leveled to 46(ish) because its damage is so much better than the rifle in its main hand and my poor heavy weapon dude is sitting on lvl 5 and its secondary is unarmed and hardly every gets a chance to slap the enemy ,lol.

I did not try full auto because while using an smg/pistol/rifle single shot cost less AP and did almost the same damage as burst but in either case it doesnt change the fact that the weapons need an overhaul , we all like loot and finding those rare gear and at the moment this game is lacking in that , you can play a game for 100's of hours if your always leveling and getting better and better gear but as this game stands you can level from 1 to 12 and the weapons are the same as they was when you started .
Its nice that there are perks and stats on your character that add a bonus but the weapons themselves have to change and since this game is early access they have time to change it but I fear that the game is trying to do to much being ground combat and space combat .

Stellar Tactics  [developer] Sep 1, 2018 @ 10:15am 
Weapon damage scaling went in the game last December and dropped/vendor weapons started receiving base damage bonuses at level 5 scaling infinitely. What version of the game are you running Ian26uk? You can see the version number under the main menu. There was a bug related to scaling using average team level instead of the weapon skill requirement.

I made some changes to the way damage scaling works for the next build. It is now associated with the weapon skill requirement for that weapon rather than the average team level - that was a bug. A weapon with a higher skill requirement should do more damage.
[UPDATE] And looking at this there may be a few other issues. I'll check into this a bit more before the next patch.

Heavy weapon ammo prices will be much lower in the next patch.

And yes, there will be a tuning pass made to combat and itemization (more than one) once I get weapon special attacks and the Azimuth system in the game. I'm always tuning things based on feedback.

And to be absolutely clear, damage is calculated based on:
Your weapons base damage - weapon base damage scales relative to the weapon skill requirement (in the next patch)
Your stats - stats improve base weapon damage
Your weapon skill in that weapon type.
Mods that can be applied that can adjust your base stats and weapon damage
Perks that apply damage modifiers
Range falloff
And now in the next patch your CTH can affect damage - you now get scaled damage instead of a miss if your CTH is above 70% - and a second roll for a chance to hit if above 50% with greatly reduced damage if you roll successfully.
Last edited by Stellar Tactics; Sep 1, 2018 @ 11:19am
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Date Posted: Aug 30, 2018 @ 6:00pm
Posts: 7