[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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lol apparently you don't realize that it is quite easy to take down a M3 in an M4, just depends on what you have equipped on your ship. But besides that... difference between M4 and M3 is this, M4's are the interceptor class fighters, M3's are the mix role fighters meaning they are your future version of modern ground attack/air attack fighters.
They are lethal to ships of smaller size, similar size and larger vessels, if you can't take down a M3 in an M4 you need to practice your flying skills because I've taken down quite a few M3's in my time in an M4, particularly the one your talking about, the new fast M4 for the Terrans. I'm guessing you go in guns blazing and don't even lift your finger to stop firing.
Burst firing is a good way to get past that laser energy issue, fire for a few seconds and then stop, generally you have to do this if your target fly's by you anyways. You are in a dog fight after all so short bursts of fire is your friend. Fighter Planes in modern times do this as well as they carry a limited supply of ammo which can be spent in a course of a minute if they kept the trigger finger held down. They supplement this by give off short bursts of fire from the gun and make the ammo last.
They are lethal to ships of smaller size, similar size and larger vessels, if you can't take down a M3 in an M4 you need to practice your flying skills because I've taken down quite a few M3's in my time in an M4, particularly the one your talking about, the new fast M4 for the Terrans. I'm guessing you go in guns blazing and don't even lift your finger to stop firing.
Burst firing is a good way to get past that laser energy issue, fire for a few seconds and then stop, generally you have to do this if your target fly's by you anyways. You are in a dog fight after all so short bursts of fire is your friend. Fighter Planes in modern times do this as well as they carry a limited supply of ammo which can be spent in a course of a minute if they kept the trigger finger held down. They supplement this by give off short bursts of fire from the gun and make the ammo last.
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Chikyu vs Buster vs Sabre vs Solano
Max speed:
368 vs 277 vs 358 vs 260
laser energy
1900 vs 2050 vs 2140 vs 5000
Max Shields
50MJ vs 15MJ vs 25MJ vs 50MJ
Chikyu and Solano are much more expensive than the Buster and Sabre.
Look at the Solano. If I were to give the Chikyu that kind of fire power, I'd have to seriously drop its speed. The EMR uses just about the same energy as the PAC (ever so slightly higher), so you should get almost the same firing ability as the Buster with a hell of a lot more speed and shields.
Now compare the Chikyu to the Sabre. Its got double the shields and its faster. I can't give it more laser energy as well! If anything, its the Sabre that's overpowered and maybe needs a speed reduction.
Max speed:
368 vs 277 vs 358 vs 260
laser energy
1900 vs 2050 vs 2140 vs 5000
Max Shields
50MJ vs 15MJ vs 25MJ vs 50MJ
Chikyu and Solano are much more expensive than the Buster and Sabre.
Look at the Solano. If I were to give the Chikyu that kind of fire power, I'd have to seriously drop its speed. The EMR uses just about the same energy as the PAC (ever so slightly higher), so you should get almost the same firing ability as the Buster with a hell of a lot more speed and shields.
Now compare the Chikyu to the Sabre. Its got double the shields and its faster. I can't give it more laser energy as well! If anything, its the Sabre that's overpowered and maybe needs a speed reduction.
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@requiemfang - I know how to dogfight very well, thank you...I've only been playing space sims for the past..18-ish years?
My shots connect, so I'm not wasting them. and given the speed with which shields can regenerate, you want to do as much damage in the shortest amount of time. Waiting too long between burst, and the enemy has half shields back up again.
@paul - yes, then do that. Or add another terran weapon. Something ammo-based perferably.
Endurance in battle is important for a fighter.
My shots connect, so I'm not wasting them. and given the speed with which shields can regenerate, you want to do as much damage in the shortest amount of time. Waiting too long between burst, and the enemy has half shields back up again.
@paul - yes, then do that. Or add another terran weapon. Something ammo-based perferably.
Endurance in battle is important for a fighter.
- Burning with Awesomeness
- Pontifex Maximus Panaidia Est Canicula Infernalis
- Pontifex Maximus Panaidia Est Canicula Infernalis
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Its not a fighter - its an interceptor, i.e. its purpose is to intercept targets quickly and keep them busy until the fighters arrive. Surely then speed is the most important attribute.THE_TrashMan wrote:
@paul - yes, then do that. Or add another terran weapon. Something ammo-based perferably.
Endurance in battle is important for a fighter.
Anyway, its not going to change as I think its balanced the way it is.
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UPDATE RELEASED v1.10
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1. Reduced Ranger’s power generator.
2. Reworked Xenon capital ship weapon loadouts.
3. Removed missile turret from Nagoya. Replaced with new front turret with eight guns. It also gains more laser energy and cargo space.
4. Removed missile turret from Lofn.
5. Removed missile turret from Lotan.
6. Added missing weapons from Teladi front M6 TCockpits entry to remove missile compatibility from Osprey Sentinel.
7. Added dumbfire missile subtype to those Teladi capital ships missing it.
8. Repositioned Cobra cockpit view.
9. Increased Notus model size by 30%.
COMPONENTS THAT REQUIRE UPDATING:
Base SRM
Hull Packs
Trails
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
Lofn, Lotan, Nagoya
SHIPS THAT WILL REQUIRE CLONING AFTER UPDATE:
Nagoya
I don't believe the Lotan or Lofn will need cloning as it was just the final turret knocked off the end, but if you experience problems then clone them.
You won't see the Notus size increase until you change sectors (I changed my mind on this one once I compared it to the Venti and Eclipse).
NOTE - I forgot to upload the stats. They will appear tomorrow.
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If everything is OK with this release, then I intend it to be the final release of the SRM. I will now begin work of the "super-merge-mod" (sounds like a bad translation of a Manga comic....) also known as XRM.
The SRM may get a few updates as I make content for the XRM which I think the SRM would benefit from.
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1. Reduced Ranger’s power generator.
2. Reworked Xenon capital ship weapon loadouts.
3. Removed missile turret from Nagoya. Replaced with new front turret with eight guns. It also gains more laser energy and cargo space.
4. Removed missile turret from Lofn.
5. Removed missile turret from Lotan.
6. Added missing weapons from Teladi front M6 TCockpits entry to remove missile compatibility from Osprey Sentinel.
7. Added dumbfire missile subtype to those Teladi capital ships missing it.
8. Repositioned Cobra cockpit view.
9. Increased Notus model size by 30%.
COMPONENTS THAT REQUIRE UPDATING:
Base SRM
Hull Packs
Trails
SHIPS THAT MUST NOT BE IN SECTOR DURING UPGRADE:
Lofn, Lotan, Nagoya
SHIPS THAT WILL REQUIRE CLONING AFTER UPDATE:
Nagoya
I don't believe the Lotan or Lofn will need cloning as it was just the final turret knocked off the end, but if you experience problems then clone them.
You won't see the Notus size increase until you change sectors (I changed my mind on this one once I compared it to the Venti and Eclipse).
NOTE - I forgot to upload the stats. They will appear tomorrow.
-----------------------------------
If everything is OK with this release, then I intend it to be the final release of the SRM. I will now begin work of the "super-merge-mod" (sounds like a bad translation of a Manga comic....) also known as XRM.
The SRM may get a few updates as I make content for the XRM which I think the SRM would benefit from.
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ERm...that's not what interceptors are for..at lest no interceptor I know of. Interceptors are supposed to fight - and they do it far from the main fleet with minimal support. Hence, endurance. I'd dare say operational range, but X3 doesn't support that.[/b]paulwheeler wrote:Its not a fighter - its an interceptor, i.e. its purpose is to intercept targets quickly and keep them busy until the fighters arrive. Surely then speed is the most important attribute.THE_TrashMan wrote:
@paul - yes, then do that. Or add another terran weapon. Something ammo-based perferably.
Endurance in battle is important for a fighter.
- Burning with Awesomeness
- Pontifex Maximus Panaidia Est Canicula Infernalis
- Pontifex Maximus Panaidia Est Canicula Infernalis
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No real ship turns and fights to the absolute death when the first hostile shot hits it, either. Fast ships in this game are used to chase down enemy ships and get them to stop whatever they're doing until the heavier support arrives. At least, that's what I do.THE_TrashMan wrote:ERm...that's not what interceptors are for..at lest no interceptor I know of. Interceptors are supposed to fight - and they do it far from the main fleet with minimal support. Hence, endurance. I'd dare say operational range, but X3 doesn't support that.[/b]
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That seems to be Egosoft's intended design for M4s as well, and my understanding too.OOZ662 wrote:Fast ships in this game are used to chase down enemy ships and get them to stop whatever they're doing until the heavier support arrives. At least, that's what I do.
M3: Air Superiority Fighter
M4: Interceptor Aircraft
M5: Reconnaissance Aircraft
M8: Heavy Bomber
But given that there is no such thing as an "M4" class fighter in real life, comparing an Argon Buster to an Su-15 is kind of shaky ground before you've even got your foundations of logic in.
And then it all descends into semantics anyhow.
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Damn you Paul Wheeler!!!, you pushed this out quick before i had 1 last suggestion......raaaaghpaulwheeler wrote:UPDATE RELEASED v1.10
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If everything is OK with this release, then I intend it to be the final release of the SRM. I will now begin work of the "super-merge-mod" (sounds like a bad translation of a Manga comic....) also known as XRM.
The SRM may get a few updates as I make content for the XRM which I think the SRM would benefit from.

I'll keep it brief, if you could put it in it would be great, can apply to the XRM anyway.....so my last suggestion is
The Agamemnon, would be a good idea to give it the ability to mount the brand new style PSG on its 3 turrets so the player has the option to choose either PSG or Flak....as PSG is very rare and of all the X SHIPS the Aggy is the one that most suits it....would look cool.
Also one bug hunt or you, noticed ages ago but never mentioned it.
And the Venti.....i have noticed if you cheat one in or order more than 1 their is a good chance of colour variation, either the standard orange or a more red colour....only happens with this ship.
Anyway farewell SRM.........

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CMOD+SRMWintersdark wrote:XRM? What are you merging together?
Right now, people can choose whether to use just SRM, just CMOD, or both.
Paul has some bigger gameplay changes planned. So big that ship stats and weapon stats will be interlinked even more tightly than before. Therefore, SRM will have to be combined with CMOD into one large mod that changes ships and weapons.
Admitting you have a problem is the first step in figuring out how to make it worse.
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Maybe I'm tired from looking at all this scripting and mod talk or I'm simply getting confused by all of it, so I apologize ahead of time.
Anyway, I installed the SPK version (Fake Patch) of this mod(?) and installed it via the Plugin Manager Beta 6 by Cycrow.
Currently I have these other mods enabled:
(Scripts)
AP Libraries (In conjunction with Improved Races [Chaos]
Improved Races [Chaos]
Cheat Collection Package (Cycrow)
Enhanced Jump Interface (Lord Vader or LV)
Imperial Libraries (In conjuction with the EJI by LV)
(Ships)
Battlestar Galactica BSG 75 (Hawkbs)
(Fake Patches)
Ship Rebalance Mod Continued
(Script Libraries)
Community Plugin Configuration
Hotket Manager
Ware Manager
(Packages [Script Mods])
MARS-TC
I suppose my problem is that I don't see any of the new ships or trails that are (supposedly?) in the mod. Or do I need to download those addons seperately and add them in through the beta manager or just dump them directly into TCs directories?
Yes, I did look through the actual installation notes/manual you provided. I just can't tell if its an in order list or a If you got the SPK file do this/If you have the ZIP file, do this, sort of list. Again, I just feel confused and seek clarification. :/
If you need any more information, I'll add it.
Anyway, I installed the SPK version (Fake Patch) of this mod(?) and installed it via the Plugin Manager Beta 6 by Cycrow.
Currently I have these other mods enabled:
(Scripts)
AP Libraries (In conjunction with Improved Races [Chaos]
Improved Races [Chaos]
Cheat Collection Package (Cycrow)
Enhanced Jump Interface (Lord Vader or LV)
Imperial Libraries (In conjuction with the EJI by LV)
(Ships)
Battlestar Galactica BSG 75 (Hawkbs)
(Fake Patches)
Ship Rebalance Mod Continued
(Script Libraries)
Community Plugin Configuration
Hotket Manager
Ware Manager
(Packages [Script Mods])
MARS-TC
I suppose my problem is that I don't see any of the new ships or trails that are (supposedly?) in the mod. Or do I need to download those addons seperately and add them in through the beta manager or just dump them directly into TCs directories?
Yes, I did look through the actual installation notes/manual you provided. I just can't tell if its an in order list or a If you got the SPK file do this/If you have the ZIP file, do this, sort of list. Again, I just feel confused and seek clarification. :/
If you need any more information, I'll add it.