Stellaris

Stellaris

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SR: Weapon Balance
 
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0.209 MB
Jun 28, 2017 @ 2:24pm
Jun 30, 2017 @ 3:03am
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SR: Weapon Balance

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Description
Simple Mod to rework the weapon to be a little more balanced and specialized.

Laser now have an reduced Range and Shield-Dmg but an high armor-pen-rate and an increasing Shield-pen per Tier.

Kinetics now standardly have the highest Range but are less accurate. Good for Dealing first Damage but lack to kind of finish the job. Additional Shield-Damage for all of them. Except for the Autocannons. I thought giving the kinetic tech-tree some armor-pen-Weapons would be nice so i change the autocannons to be used as armor-breaker but they lack in shield-dmg.

I also improved the energy-Torpedos in Range. They now do extra shield-dmg with no shield-pen and have a range similar to kinetics, to have an energy-vise counter for the kinetic-range.

i'll later post a list with the exact changes.

hope you guys like it. have fun. :)
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4 Comments
Lotuc  [author] Sep 21, 2017 @ 2:05pm 
because this "mini-mod" changes only an single file from the entire mod. if you dont use the "main-mod" aswell, you will miss all the other mod-files. ;)
WERWOLF-SS Sep 18, 2017 @ 3:34pm 
Why does this require ships reworked?
Lotuc  [author] Jul 7, 2017 @ 12:00pm 
I can change the range, but it will remain scaled by size, because of the higher power you get for stronger lasers.
Belaaron Jul 6, 2017 @ 9:50am 
The range of lasers is already too short in the base game. Kinetics should have the longest range, followed by lasers, then missiles/torps, and finally plasma (which should have barely more than point-defense range).