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Modding / Re: [0.97a-RC7] Hyperion Systems 0.9.3-HF5.2 - Bump to 0.97a-RC7
« on: March 03, 2024, 06:51:00 AM »Balance. Balance. Balance.
The balance is more than "slightly" unbalanced as claimed int he #1 post. The very first weapon from this mod that I came across I had to immediately "personally ban".
Mini Minotaur Cannon
Small Ballistic
10 OP mount cost
850 range
350 energy dps + 700 EMP dps -
175 Ene dmg/hit
350 EMP dmg/hit
2 shots/sec
400 flux/sec
200 flux/shot
1.14 flux / non-EMP dmg
5° max spread
2000u/s proj speed
This would hit above it's weight class even if it was upsized to medium with no other change. Even the 10 OP cost to mount is probably on the low end. It just feels "high" because it's on a small weapon, but I should reasonably be spending more than 10 OP on this even as a medium sized gun with no other changes.
Then just a little later, another insta-ban appeared.
Cygnus Autocannona
Small Ballistic PD
10 OP mount cost
750 range
400 energy dps + 200 EMP dps
50 dmg/hit
25 EMP dmg/hit
8 shots/sec
400 flux/sec
50 flux/shot
1.0 flux / non-EMP dmg
5° max spread
1750u/s proj speed
Now, if these were some uber rare item I would only expect to find 1-2 of out in the far corners of lategame content, fine. But these were found within an hour or so on a fresh new run where I'm fielding mostly scavenged frigates, 3 destroyers, and a single cruiser. The largest fights I've taken on are a couple of 40k-50k bounties. I've even found multiple mini minotaur cannons for sale on multiple planets.
I see multiple mentions of rebalancing akin to "Ship stats rebalance against base game weapons and other ships" from several years ago. I don't what methodology you have used to assess balance, but whatever it is, it is way waaay off.
I get that balance can be hard to get right, especially without feedback, so I'm adding my own 2c with this post, as I believe poor balance can ruin a faction mod and all the cool stuff it tries to bring to the table. Yours is a prime example.
For a start on the two above examples, maybe cut the dps and flux cost in half, cut the proj speed in half, double the spread, lower range by something like 150-250, and then try to come up with a good argument for thesse weapons dealing energy damage, and if you can't come up with one, change them to kin or exp. They're ballistic, after all. If you do ALL of that, then yeah maybe you can lower the OP costs by one or a few points as well.
That would be a start. Don't let a couple wacky numbers ruin all your hard work and cool designs.
I'll be disabling this mod going forward, but maybe come back to it later if the glaring balance issues are taken care of.
Thanks for the reply, I would see what I can do about the glaring issues with weapon balancing. But high chance i'll make a patch or something optional to maintain its stats, but the main version will have the changes.
As I do like the OPness of the original weapons, even though it is glaringly overkill and very unbalanced. As I usually use it vs [REDACTED]
But thanks for the reply! Will try to find a way to balance or either nerf weapon damage, ordinance points, or any other stats.