Viable Weapons - balance attempt

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Woona
Posts: 39
Joined: Sun Sep 17, 2017 7:28 am
Location: Russia

Viable Weapons - balance attempt

Postby Woona » Thu Nov 07, 2019 5:01 pm

A modification which focuses on rebalancing FTL weapons. There are balance changes, new weapons, and a simple upgrade system.

GOALS

All weapons in the game have to be viable;
There are no clearly overpowered weapons;
Enemies need to have enough projectiles to hurt the player, even in early game, but fewer missiles than in vanilla as they're difficult to deal with;
Make it as easy as possible to get used to the mod while keeping things refreshing and fun.

SUMMARY

You can now upgrade weapons in special events. Upgraded weapon uses 1 less power and charges faster (1 sec charge time difference, with exception of charge and chain weapons).
Weapons that cost 1 power cannot be upgraded.

Lasers and beams work similarly to vanilla, just streamlined in some ways.
Flak weapons have very long charge times. They synergize well with high damage beams, but don't work that well with anything else.
Many ion weapons received buffs, also there are more ion weapons with multiple projectiles now.
Missiles received giant buffs: reduced charge time, additional effects, multiple projectiles. Enemies use weaker versions that cost 1 more power and have longer charge time than player versions. But missile weapons count as already upgraded and cannot be upgraded again.
Bombs follow a simple principle: one bomb - one effect, most bombs are faster, cheaper, all of them cost one power and cannot be upgraded. Enemies rarely use bombs now, but when they do, they use weaker versions that cost 2 power.
Crystals always deal 2 damage and leave a breach to provide them some use in late game.

DOWNLOAD LINK

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MY OTHER MODS

Vicious Vessels
Inconvenient Incidents
Affordable Augmentations

CHANGELOG

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Pike Beam: beam length 170 -> 140.
Pike Beam: rarity 2 -> 3.

Mini Beam: fire chance 1 -> 0.
Unupgraded Mini Beam (2 power, 13 sec cooldown) version made available in stores and random drops with 3 rarity for 50 scrap.

New Scythe Beam (3 power, 2 damage, 20 sec cooldown, 140 length).

Halberd Beam: length 80 -> 45.
Halberd Beam: rarity 2 -> 4.
Halberd Beam: scrap cost 65 -> 80.

Glaive Beam: length 80 -> 140.

New Rapier Beam (4 power, 3 damage, 22 sec cooldown, 45 length).

Anti-Bio Beam: now stuns crew for 10 seconds in addition to damage.

Slug A: starts with upgraded version of Anti-Bio Beam (1 power, 15 sec charge time).

Breach bomb Mark II removed from the game.
Breach bomb Mark I has no additional effects except leaving a breach.
Breach bomb made available in stores and random drops (1 rarity, 30 scrap cost).
Enemies can use unupgraded version of Breach bomb (2 power, 10 sec charge time).

Fire bomb: crew damage 30 -> 0.
Fire bomb: power 2 -> 1 (player only).
Fire bomb: charge time 15 -> 14 (player only).
Fire bomb: scrap cost 50 -> 30.
Fire bomb: rarity 2 -> 1.

Healing burst: charge time 18 -> 8.
Healing burst: scrap cost 40 -> 30.
Healing burst: rarity 3 -> 5.

Ion bomb: ion damage 4 -> 3.
Ion bomb: charge time 22 -> 16.
Ion bomb: stun chance 0.2 -> 0.
Ion bomb: scrap cost 55 -> 40.
Ion bomb: rarity 3 -> 1.
Enemies use unupgraded ion bombs (2 power, 18 charge time).

Lockdown bomb: charge time 15 -> 8.
Lockdown bomb: scrap cost 45 -> 30.

Repair burst: charge time 14 -> 4.
Repair burst: scrap cost 40 -> 30.
Repair burst: rarity 3 -> 4.

Stun bomb: ion damage 1 -> 0.
Stun bomb: charge time 17 -> 8.
Stun bomb: scrap cost 45 -> 30.
Stun bomb made unavailable for enemies.

Small bomb replaced with Flash bomb which does nothing else except dealing 2 damage to system.
Flash bomb scrap cost: 45 -> 40.
Enemies use unupgraded version of flash bomb (2 power, 14 sec charge time).

Heavy Crystal: breach chance 0.1 -> 1.
Heavy Crystal: scrap cost 20 -> 50.

Heavy Crystal II and Burst Crystal II removed from the game.

Burst Crystal I: damage 1 -> 2.
Burst Crystal I: breach chance 0.1 -> 1.
Burst Crystal I: scrap cost 20 -> 50.

New Charge Crystal (3 power, pierces 1 shield, 10.5 sec charge time, 2 damage, creates a breach).

Added Basic Flak Gun (1 power, 2 projectiles, 16 sec charge time, 38 radius, 2 rarity, 50 scrap cost). Unavailable in stores or random drops, similarly to Basic Laser, but commonly seen on weaker enemies.

Remade Flak Gun I (2 power, 4 projectiles, 18 sec charge time, 45 radius, 2 rarity, 65 scrap cost).

Lanius B: Adv. Flak removed. Ship starts with no weapons now.

Basic Ion: rarity 3 -> 1.

Chain ion: maximum ion damage 4 -> 3.
Chain ion: power 3 -> 2.
Chain ion: rarity 4 -> 3.
Chain ion: cooldown 14 -> 13.

Engi B: Heavy Ion replaced with Chain Ion.

Ion blast II replaced with Charge Ion II (4 sec charge time, 4 maximum charges, 3 power).

Engi A: Ion blast II replaced with Charge Ion II.

Ion stunner replaced with Burst ion stunner (2 power, 2 shots, 11 sec charge time).

Lanius A: Ion stunner replaced with Basic Ion.
Kestrel C: Ion stunner replaced with upgraded Burst Ion stunner (1 power, 2 shots, 10 sec charge time).

Heavy ion replaced with Heavy ion stunner (3 power, 3 ion damage, 10 sec stun, 14 sec charge time).

Burst Laser II: power 2 -> 3.
Burst Laser II: charge time 12 -> 13.
Burst Laser II: rarity 4 -> 2.
Burst Laser II: scrap cost 80 -> 70.

Kestrel A: uses an upgraded version of Burst Laser II (no changes).
Federation A: uses an upgraded version of Burst Laser II (no changes).

Burst Laser III: cooldown 19 -> 17.
Burst Laser III: fire chance 0 -> 0.1.

Chain Burst Laser: scrap cost 65 -> 50.

Laser charger I: fire chance 0 -> 0.1.

Heavy Laser I: charge time 9 -> 10.
Heavy Laser I: power 1 -> 2.
Heavy Laser I: rarity 2 -> 1.

Engi B: uses upgraded version of Heavy Laser I (no changes).

Heavy Laser II: rarity 4 -> 2.

New Heavy Laser Charger (4 power, 5 sec charge time, up to 3 shots, 2 damage).

Added Basic Hull Laser (1 projectile, 1 power, 13 sec charge time, 0.3 breach chance, double damage to empty rooms). Unavailable in stores or random drops, similarly to Basic Laser, but commonly seen on weaker enemies.

Hull Laser I: breach chance 0.2 -> 0.3.

Hull Laser II: fire chance 0.1 -> 0.
Hull Laser II: projectile speed 90 -> 75.

Artemis: rarity 0 -> 1.
Artemis: enemy cooldown 10 -> 12.

New Gemini missiles (2 power, 15 sec charge time, 2 shots, 1 damage, creates a breach). Enemy version is the same but with 3 power and 16 sec charge time.

Swarm missiles: scrap cost 65 -> 50.

New Janus missiles (3 power, 11 sec charge time, maximum 2 charges, 3 damage, 5 sec stun, creates a fire or breach). Enemy version is the same but with 4 power and 11.5 sec charge time.

Hermes missiles removed from the game.
Pegasus missiles removed from the game.
Breach missiles removed from the game.
Hull missiles removed from the game.

New Prometheus missiles (2 power, 14 sec charge time, 3 damage, starts a fire). Enemy version is the same but with 3 power and 15 sec charge time.

Rock A: Hull missiles replaced with new Prometheus missiles.

Leto missiles replaced with Shock missiles which are available at stores (9 sec charge time, 1 power, 1 damage, 45 bonus damage to crew (60 total), 5 sec stun, 3 rarity, 40 scrap cost). Enemies use weaker version (2 power, 10 sec charge time, unavailable to player).

Federation B: Leto missiles replaced with Shock missiles.
Zoltan A: Leto missiles replaced with Shock missiles.


SCREENSHOTS

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THANKS TO

Modding tool developers:
Vhati, for creating Slipstream Mod Manager
kartoFlane, for creating Superluminal 2

bamalf for testing and feedback

kix, AgentTheKat, Laythe, and other mod developers for continuous support

Everyone who commented, found issues, posted feedback, or just played the mod.

<3

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