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Author Topic: [0.65.1a] Protonian Technologies (Closing)  (Read 11602 times)

Protonus

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[0.65.1a] Protonian Technologies (Closing)
« on: January 19, 2015, 07:57:59 PM »

This mod is now closing.


I'm sorry about the inconvenience.


But due to some particular conundrum, I have to shutdown the page for those apparent reasons. Don't worry though, Protonian Technologies will get back to working order once again.
« Last Edit: February 08, 2015, 04:04:40 AM by Protonus »
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #1 on: January 19, 2015, 08:26:51 PM »

Reserved... if possible.
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MesoTroniK

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #2 on: January 19, 2015, 09:04:25 PM »

Are they intended to be so... Powerful?

Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #3 on: January 19, 2015, 09:10:46 PM »

Well, supposedly towards the vanilla ships, yes.
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MesoTroniK

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #4 on: January 19, 2015, 09:12:52 PM »

What is the balance metric then?

Sleepyfish

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #5 on: January 19, 2015, 09:13:41 PM »

The only other weapon that can destroy most capital ships in under ten seconds besides the Metromech cannon is the Zero-beam found in the SS+ arcade. Just sayin'...
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #6 on: January 19, 2015, 09:16:55 PM »

I guess I should nerf that gun for the next patch.

Metromech cannon is supposed to be an oversized flak cannon. (using missile specs)

Yeah, I see the problem: 20 shots x 2000 damage.
« Last Edit: January 19, 2015, 09:26:44 PM by Protonus »
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #7 on: January 19, 2015, 09:29:05 PM »

What is the balance metric then?

I used Keptin's Balance Suite to make up the prices where ever the ship is made. They are practically expensive, ranging from fractions to 1.38 to 1.44.
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Dark.Revenant

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #8 on: January 19, 2015, 09:32:13 PM »

The Balance Suite was of dubious value to begin with, and is horribly out of date as of now.  Your ships and especially most of your weapons are badly overpowered to the point of absurdity.  You can't use price as a crutch to offset extremely powerful equipment.  At some point, you can't even use scarcity to offset extremely powerful equipment.  Your ships easily crush equivalently-sized Templar ships, for perspective.
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #9 on: January 19, 2015, 09:37:52 PM »

I see.

Time to reduce the specs... with extreme prejudice.
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #10 on: January 19, 2015, 09:39:42 PM »

Sorry guys, I'm just new in this modding system, really. I don't know how precise the specs should turn out to be. :(
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Dark.Revenant

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #11 on: January 19, 2015, 09:55:43 PM »

A good place to start would be to copy-paste stats from vanilla ships/weapons and then edit them to meet your specifications.  That way, you're at least in the right ballpark to begin with.

You should also reduce the turret count on your ships.  Some of them have way more weapons than is really necessary.
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3)
« Reply #12 on: January 19, 2015, 10:01:49 PM »

I'm posting the new patch for the mod. With reduced stats.


You should also reduce the turret count on your ships.  Some of them have way more weapons than is really necessary.

Which ship hulls needed weeding out?
« Last Edit: January 19, 2015, 10:09:58 PM by Protonus »
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ValkyriaL

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Re: [0.65.a1] Protonian Technologies (V. 0.3.1)
« Reply #13 on: January 19, 2015, 10:35:31 PM »

Hm.. well... all of them. =I
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Protonus

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Re: [0.65.a1] Protonian Technologies (V. 0.3.1)
« Reply #14 on: January 19, 2015, 10:38:17 PM »

« Last Edit: January 19, 2015, 10:50:45 PM by Protonus »
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