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  #1  
Old 03-01-2013, 05:21 PM
Arcatus Arcatus is offline
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Default Mod: Stronger beam weapons

Beam weapons needs a buff, so here is my take on it:

Please note that I only have had a limited range of ship levels to test this on, so if I have messed things up in a range of levels (or in any other way) let me know!

What it does:
  • Fast version significantly increases rate of fire, but lowers the damage.
    Inconvenient in the higher levels when you use several weapons, but fun in the low levels when you just can press-and-hold.
  • High power version is more end-game friendly - only minimum damage is increased.
  • High power full damage does not have range penalties
How to install

Place one of the attached zip files in

...\Drox Operative\Assets

This mod should be safe to use on existing games.

Credits goes to

joku, FileNotFound and ScrObot for their contribution and examples of the syntax and file structure.
Siveria for the thread where I realized that other than me fund beams to weak

And, offcource; Shadow, for creating a game that is ridiculously easy to mod!
Attached Files
File Type: zip ModArc Beam high dmg.zip (338 Bytes, 82 views)
File Type: zip ModArc Beam fast.zip (449 Bytes, 63 views)
File Type: zip ModArc beam high dmg full range.zip (405 Bytes, 198 views)

Last edited by Arcatus : 03-04-2013 at 03:59 PM.
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  #2  
Old 03-04-2013, 12:19 PM
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Tyrax Lightning Tyrax Lightning is offline
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The 'Fast Version' seems kind of a odd thing to do... Beams already have the smallest Cooldown Time in the game (that I know of as of the time of this Post) at .75 seconds... Frankly, the Cooldown Timer is so short that it seems DESIGNED to not need more than one Laser Equipped at a time...

Oh, will this Mod affect Freezer Weapons, there seem to be 2 versions of them... one is like a Beam that also debuffs, so I wondered if they would share benefit along with Beam Weapons.
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  #3  
Old 03-04-2013, 02:53 PM
Siveria Siveria is offline
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The high damage one works nicely, it makes beams somewhat useable because their dps is more stable. Enemys don't seem to have the distance penalty on their weapons like we do, we should see about removing it, since the range on beams is already really small, penalizing their already small range is pretty harsh.
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  #4  
Old 03-04-2013, 03:15 PM
Excalibur Bane Excalibur Bane is offline
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I wouldn't mind having the range penalties removed. I hate the randomness about beam weapons.
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  #5  
Old 03-04-2013, 04:08 PM
Arcatus Arcatus is offline
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Quote:
Originally Posted by Tyrax Lightning View Post
The 'Fast Version' seems kind of a odd thing to do... Beams already have the smallest Cooldown Time in the game (that I know of as of the time of this Post) at .75 seconds... Frankly, the Cooldown Timer is so short that it seems DESIGNED to not need more than one Laser Equipped at a time...

Oh, will this Mod affect Freezer Weapons, there seem to be 2 versions of them... one is like a Beam that also debuffs, so I wondered if they would share benefit along with Beam Weapons.
Both virus and freezer weapons are affected by the fast mod, as the same base controls them and the beams.
They are unaffected by both of the high damage versions.

And yes, the short cooldown is perhaps more fun than useful - hold the key down and Zap-zap-zappetyzap!

Quote:
Originally Posted by Excalibur Bane View Post
I wouldn't mind having the range penalties removed. I hate the randomness about beam weapons.
Done! Updated original post

Last edited by Arcatus : 03-04-2013 at 04:24 PM.
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  #6  
Old 03-04-2013, 05:02 PM
Excalibur Bane Excalibur Bane is offline
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Sweeet. Thanks!
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  #7  
Old 03-05-2013, 12:16 PM
Siveria Siveria is offline
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Hmm I find just using the range penalty remove part of your mod is all beams need really to be alright. But when you do this watch out for those Galeria type mobs, because their beams.. HURT lol. I just edited your mod for the high dmg+no range penalty, removed the damage part.
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  #8  
Old 03-05-2013, 04:04 PM
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Tyrax Lightning Tyrax Lightning is offline
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Quote:
Originally Posted by Siveria View Post
Hmm I find just using the range penalty remove part of your mod is all beams need really to be alright. But when you do this watch out for those Galeria type mobs, because their beams.. HURT lol. I just edited your mod for the high dmg+no range penalty, removed the damage part.
Hmm... I wonder if this means that NPC Beams don't answer to different rules from our Beams after all...?
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  #9  
Old 03-05-2013, 06:26 PM
Siveria Siveria is offline
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Quote:
Originally Posted by Tyrax Lightning View Post
Hmm... I wonder if this means that NPC Beams don't answer to different rules from our Beams after all...?
I am sort of sure they do use the same rules players do, because even when I used the higher damage beam mod, i noticed the monster ships were hitting alot harder than they used to. Than and a Galeria expert crit me for about 700 at level 40 at max beam range. Before this at max beam range they used to do about.. 300 or less. Had 2 crit me at once after removing the range penalty and it almost 1 shotted me ripped thru 900 shields 400 armor and half of my 350 structure. Needless to say I ran like a dog with my tail between my legs till I healed up :P. In otherwords be careful what mods you use on weapons. I still wanna know why all the race ships (aka non-monster ships) seem to have like 50-60% damage resistance, no matter if its hitting their shield, armor or structure. I've checked some out before going to war with them (was allied) and they had no resistance componnents on, its like the game gives them a flat 50-60% dmg reduction.

The Shadow race also needs a nerf, Cloaking needs to be remvoed from the colony and diplomat ships, because shadow can take over planets so damned fast due to the cloaking. Any game they are in they usually have 2-3 times the ships and planets as any other race due to this, and tend to dominate the sector.

Last edited by Siveria : 03-05-2013 at 06:31 PM.
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  #10  
Old 03-06-2013, 04:47 AM
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Tyrax Lightning Tyrax Lightning is offline
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Quote:
Originally Posted by Siveria View Post
I am sort of sure they do use the same rules players do, because even when I used the higher damage beam mod, i noticed the monster ships were hitting alot harder than they used to. Than and a Galeria expert crit me for about 700 at level 40 at max beam range. Before this at max beam range they used to do about.. 300 or less. Had 2 crit me at once after removing the range penalty and it almost 1 shotted me ripped thru 900 shields 400 armor and half of my 350 structure. Needless to say I ran like a dog with my tail between my legs till I healed up :P. In otherwords be careful what mods you use on weapons. I still wanna know why all the race ships (aka non-monster ships) seem to have like 50-60% damage resistance, no matter if its hitting their shield, armor or structure. I've checked some out before going to war with them (was allied) and they had no resistance componnents on, its like the game gives them a flat 50-60% dmg reduction.

The Shadow race also needs a nerf, Cloaking needs to be remvoed from the colony and diplomat ships, because shadow can take over planets so damned fast due to the cloaking. Any game they are in they usually have 2-3 times the ships and planets as any other race due to this, and tend to dominate the sector.
It seems like your Fighters get this benefit too...
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