First things first - Hello!
I'm new to Paradox forums but I have a bit of experience with mods... although I awlays did them for my own use. Either way, in this sub only today I've seen 3 threads modding weapons and balancing warfare in Stellaris. As I was thinking about it for couple of days, I decided to chime in.
I've done my own set of moddifications to weapons and other parts. They are completely untested (I only had time to play for a few hours) and if anyone would like to help with that I'd be grateful. I've never uploaded anything to workshop so here's the zip file: https://www.sendspace.com/file/c5ycmt
The list of changes, with my reasoning for them:
My true goal with this post is more than just share my ideas. As there are many people tackling the problem I would like to invite you all to brainstorming, modding and testing to create one mod to rule them all (until Paradox gives us their balance patch at least
) Anyone interested?
Bonus questions:
- How do you make a mod workshop-compatible?
- How do you change behaviour of fighters/bombers to make them actually fight? I've seen it mentioned in other threads but I'm not sure what to change
I'm new to Paradox forums but I have a bit of experience with mods... although I awlays did them for my own use. Either way, in this sub only today I've seen 3 threads modding weapons and balancing warfare in Stellaris. As I was thinking about it for couple of days, I decided to chime in.
I've done my own set of moddifications to weapons and other parts. They are completely untested (I only had time to play for a few hours) and if anyone would like to help with that I'd be grateful. I've never uploaded anything to workshop so here's the zip file: https://www.sendspace.com/file/c5ycmt
The list of changes, with my reasoning for them:
Goals:
1. Nerf Corvettes (xD)
2. Make middle-sized ships useful
3. Force meaningful choices when designing ships
4. Expose strengths and weaknesses of each choice in line with vanilla
What I meant to do was not to remake the balance completely but rather emphasize both strenghts and wekanesses of any choice to make them meaningful and interesting. One of the things that iritaded me from day 1 was 0 difference between MS and SSS corvettes. Actually, with evasion being so strong, SSS are probably better (more shots = more chances to hit) but it doesn't provide any clear choice for the player what should he do in certain situation.
The changes:
1. De-clutter
- Firerate halved, range doubled
As everyone and their mom, I've started of with doubling the cooldowns and ranges to make battles look better
2. Large weapon slots buffs
- Substantial buff to damage and range of all L slot weapons
This aligns with goal 2, ships that can carry L weapons should feel powerful. The range difference is generally enough to get 1-2 shots before smaller enemies could respond and with a bit of luck this should be enough to thin out the corvette hordes...
3. Special effects scaling
- All weapons with armor pen, shield pen and shield dmg now scale with size
Ex. S laser have 25% pen, M 50%, L 75%.
- Power cost increased for most M and L weapons
This is again about choices. You want 50% armor pen on your lasers? You will need to forgo one deflector to power it up.
4. Energy weapons
- Lasers are now long range, consistent damage, penetrate armor
- Plasma is mid-short range, high damage, high armor pen, with slightly lower fire rate
- Lasers and Plasma deal reduced damage to shields
- Disruptors deal less damage in generall but MUCH more to shields
Energy weapons are the best choice in vanilla. With my moddifications they probably still will be the best late game weapon but this was intended, as in most SF this is what the most advanced civs use.
5. Kinetic weapons
- Basically reworked
- All have high fire rate with low base damage and big variance in damage dealt
- Mass drivers are mid-range, Autocannos short
- All kinetic weapons now deal bonus damage to shields
Kinetick weapons were obviously the weakest choice. No guaranteed hits and high damage of missiles, no bonus effects and consistent damage of energy weapons. This modifications aim to give them clean identity as shield breaking device with added bonus of more chances to hit due to extreme fire rate (compared to other weapons)
6. Missile weapons
- All ignore shields at least partially
- Mostly unchanged
I like the idea of missiles being strong early game option and becoming worse as point-defense is more widespread (btw. do autocannons double as point defense? I've read it somewhere but didn't really notice it in game... never even researched them either so there's that). They can still be good against fleets with strong shields and lack of PD.
7. Other components
- Thrusters evasion down
I actually like the idea of corvette being very mobile and potentially dangerous to to large ships, so I'm not taking away that identity. Evasion stacking is huge problem on the other hand so something had to go.
- Shields power costs up, regen up
This is yet another jab at choices and indirect buff to armor (I hope) as well as further nerf to energy weapons vs shields.
- L power generators buffed significantly
This is to compensate for power increases in other places. It doesn't help corvettes or destroyers but should make Cruisers and Battleships stronger by virtue of actually having enough power to keep large weapons and shields going.
1. Nerf Corvettes (xD)
2. Make middle-sized ships useful
3. Force meaningful choices when designing ships
4. Expose strengths and weaknesses of each choice in line with vanilla
What I meant to do was not to remake the balance completely but rather emphasize both strenghts and wekanesses of any choice to make them meaningful and interesting. One of the things that iritaded me from day 1 was 0 difference between MS and SSS corvettes. Actually, with evasion being so strong, SSS are probably better (more shots = more chances to hit) but it doesn't provide any clear choice for the player what should he do in certain situation.
The changes:
1. De-clutter
- Firerate halved, range doubled
As everyone and their mom, I've started of with doubling the cooldowns and ranges to make battles look better
2. Large weapon slots buffs
- Substantial buff to damage and range of all L slot weapons
This aligns with goal 2, ships that can carry L weapons should feel powerful. The range difference is generally enough to get 1-2 shots before smaller enemies could respond and with a bit of luck this should be enough to thin out the corvette hordes...
3. Special effects scaling
- All weapons with armor pen, shield pen and shield dmg now scale with size
Ex. S laser have 25% pen, M 50%, L 75%.
- Power cost increased for most M and L weapons
This is again about choices. You want 50% armor pen on your lasers? You will need to forgo one deflector to power it up.
4. Energy weapons
- Lasers are now long range, consistent damage, penetrate armor
- Plasma is mid-short range, high damage, high armor pen, with slightly lower fire rate
- Lasers and Plasma deal reduced damage to shields
- Disruptors deal less damage in generall but MUCH more to shields
Energy weapons are the best choice in vanilla. With my moddifications they probably still will be the best late game weapon but this was intended, as in most SF this is what the most advanced civs use.
5. Kinetic weapons
- Basically reworked
- All have high fire rate with low base damage and big variance in damage dealt
- Mass drivers are mid-range, Autocannos short
- All kinetic weapons now deal bonus damage to shields
Kinetick weapons were obviously the weakest choice. No guaranteed hits and high damage of missiles, no bonus effects and consistent damage of energy weapons. This modifications aim to give them clean identity as shield breaking device with added bonus of more chances to hit due to extreme fire rate (compared to other weapons)
6. Missile weapons
- All ignore shields at least partially
- Mostly unchanged
I like the idea of missiles being strong early game option and becoming worse as point-defense is more widespread (btw. do autocannons double as point defense? I've read it somewhere but didn't really notice it in game... never even researched them either so there's that). They can still be good against fleets with strong shields and lack of PD.
7. Other components
- Thrusters evasion down
I actually like the idea of corvette being very mobile and potentially dangerous to to large ships, so I'm not taking away that identity. Evasion stacking is huge problem on the other hand so something had to go.
- Shields power costs up, regen up
This is yet another jab at choices and indirect buff to armor (I hope) as well as further nerf to energy weapons vs shields.
- L power generators buffed significantly
This is to compensate for power increases in other places. It doesn't help corvettes or destroyers but should make Cruisers and Battleships stronger by virtue of actually having enough power to keep large weapons and shields going.
My true goal with this post is more than just share my ideas. As there are many people tackling the problem I would like to invite you all to brainstorming, modding and testing to create one mod to rule them all (until Paradox gives us their balance patch at least
Bonus questions:
- How do you make a mod workshop-compatible?
- How do you change behaviour of fighters/bombers to make them actually fight? I've seen it mentioned in other threads but I'm not sure what to change
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