ENDLESS™ Space 2

ENDLESS™ Space 2

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Re-Awakening Combat Balance
   
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TYPE: Extension
CONTENT: Balance, Gameplay
File Size
Posted
Updated
538.543 KB
Nov 12, 2023 @ 1:02pm
Feb 26 @ 11:16am
10 Change Notes ( view )

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Re-Awakening Combat Balance

Description
Up to date as of Re-Awakening release version 1.5.60.

This is a rebalance of the combat balance changes added in PatchPreview last September(v1.5.56). Keeping with the theme of increasing TTK(time to kill) across the board. This mod knocks off some of the high edges that were introduced by or missed when balancing.

Rebalancing Weapon modules:
- Nerfs Kinetic weapons (Missile/Slug)
- Nerfs Railguns (now uses Crit instead of direct damage, lower overall damage to match rest of weapons)
- Improved Energy enhancers (parity with Kinetic enhancer damage output)
- Removes Focus Fire from Bombers
- Kinetic/Energy enhancers only affect their respective damage type now
- Balancing Flak vs Missiles, Salvo HP and Flak damage equalized across tiers
- nerfed Flak Enhancer a bit, now only 50% Fire Rate Boost (need 2 to cap out max 100% boost)
- Damage curve of Missile weapons has been altered(lower damage on top end)
- Missile Penetration nerf further relaxed, now at 50% Shield Penetration(still down from 65% but gap is closing)
- (new) Blast Effect Battery nerf to 150 base damage, loses 25% Crew buff
- (new) Boarding Pod HP reduced, added strategic cost to prevent AI overspamming at cost of all damage
- (new) EMP weapons do 25% damage of strategic counterparts
- (updated) cutting Beam damage back a little bit
- (updated) Bomber survivability against Flak adjusted, Fighters now targeted before Bombers
Popular Discussions View All (1)
12
Feb 25 @ 2:43pm
Balance Feedback thread
Knofbath
4 Comments
Knofbath  [author] Apr 29 @ 3:28pm 
Yes, it works on 1.5.60.
thrakkemarn Apr 29 @ 3:20pm 
Does this work on 1.5.60?
Knofbath  [author] Mar 28 @ 5:53pm 
No, making it harder to one-shot your enemies without taking casualties. You should see more "Minor victories", where both sides have taken losses without a clear winner. Prolonged fleet engagements will also deplete the fleet crew(manpower), making it harder for them to invade.

However, if you clearly out-tech or outnumber the enemy, it will still be a one-sided slaughter. Changing that would require something even more drastic like cutting out the entire tier 4 and 5 weapons. (Beyond the scope of this mod.)

I got tired of just Missile'ing entire fleets to death without a scratch. Consider this an "increased difficulty" style of mod. Though don't worry, everything I nerfed is still viable as a weapon pick. Plus, the manner in which I nerfed things gives secondary tactical considerations, if you know where to look.
Xeryx Mar 26 @ 3:44pm 
I see a lot of nerfing here, are you trying to make space, safe?