Stellaris
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SR: Weapon Balance
   
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28 มิ.ย. 2017 @ 2: 24pm
30 มิ.ย. 2017 @ 3: 03am
6 หมายเหตุการเปลี่ยนแปลง ( ดู )
คำอธิบาย
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. :)
4 ความเห็น
Lotuc  [ผู้สร้าง] 21 ก.ย. 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 18 ก.ย. 2017 @ 3: 34pm 
Why does this require ships reworked?
Lotuc  [ผู้สร้าง] 7 ก.ค. 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 6 ก.ค. 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).