[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Isn't the Ion Cannon vastly superior to the other capital weapons? Or at least makes ships that can use these more powerful over those that can't.
Coming up against an NPC Boron Ray, with just 8 (right turret, front turret has HEPTs) of it's 24 Ion Cannons, my M7 Ocelot (I'm using SRM, it has the most Laser Energy of them all, at 95 MJ) runs out of energy after 4-5 salvos. This, added to it's very large amount of shield damage and speed reduction effect, makes it an instant-death once in range.
I have considered the possibility that coming up against a M2 with a M7 would have this happen (me dying), since these are rebalance mods, so I can't expect to pull off killing a M2 with an M7. But just comparing the PPC's stats to the Ion Cannon's stats, show that other than a reduced energy usage and increased RoF, the PPC does the same amount of damage per min, but is slower and has no secondary effects.
I'll try jumping behind it next time around, but do comment on my experience with the Ion Cannon.
Coming up against an NPC Boron Ray, with just 8 (right turret, front turret has HEPTs) of it's 24 Ion Cannons, my M7 Ocelot (I'm using SRM, it has the most Laser Energy of them all, at 95 MJ) runs out of energy after 4-5 salvos. This, added to it's very large amount of shield damage and speed reduction effect, makes it an instant-death once in range.
I have considered the possibility that coming up against a M2 with a M7 would have this happen (me dying), since these are rebalance mods, so I can't expect to pull off killing a M2 with an M7. But just comparing the PPC's stats to the Ion Cannon's stats, show that other than a reduced energy usage and increased RoF, the PPC does the same amount of damage per min, but is slower and has no secondary effects.
I'll try jumping behind it next time around, but do comment on my experience with the Ion Cannon.
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Just adding my two cents worth.
I love the new effects, the sounds in particular, but capital ships have become basically useless now. Longer battles are fantastic, but the damage nerf seems to have gone way to far. As has been previously mentioned, the kha'ak, who compensated for their weakness with numbers, are now overwhelmingly powerful.
Operation Final Fury, for instance. When M148 is attacked, there are 4 M7s and 2 M2s in just the AI fleet. I brought another 3 destroyers myself.
Meanwhile, the Kha'ak had a single M1 and M2 per wave, with plenty of time between waves for shields to regen.
Every single AI cap ship died.
And that was with my M7s and M7Ms helping.
A single Kha'ak destroyer can easily wipe out a titan and 2 cerbs. That's just broken.
Most combat aside from kha'ak is good, but there's still a problem with M6s. They basically rule the skies now. A few M6s can easily dismantle a fleet of cap ships, because heavy guns can't hit them and they can just tank everything else outright. I end smashing my M7 into them more often then shooting them, because I know my shields do more damage than my guns. The same goes for fighters. It simply doesn't make sense that fighter sized lasers are comparatively more powerful than capital ones.
To explain, the HEPT does more damage in comparison to an M3s shields than a PPC does compared to an M2s, or even an M7s shields. This means that the smaller the ship, the more effective it is now. THere's really no reason to use cap ships anymore, when an M6 or two will do just as well. The most ridiculous bit though, was when I scored a hit with a full array of IBLs on a Nova...
...And didn't even take down its shields.
Missiles, though, have gotten a ludicrous buff, again especially in relation to the Kha'ak. The thorn, for some ungodly reason, is now a swarm missile, with 95k damage PER WARHEAD. A few thorns annihilated the 4 GJ of shielding on my Q. What's worse, Corvettes launch these, and seeing as you can get 4-5 corvettes in one kha'ak invasion, each launching 4-5 Thorns, each with 8 warheads, they are basically unbeatable in terms of DPS.
I really love the audio and visual effects in this mod, but combat is far from balanced. The most telling thing is that capital weapons now do less DPS than the vanilla FIGHTER weapons. IIRC, a HEPT in vanilla did 10k shield damage. IBLs do 9k now, and their the most common capital weapon in game. I am very well aware the mod is supposed to make battles last longer, but it doesn't really do this. It's just unbalanced the game in a different way. Capitals are worthless now, missiles are OP and unstoppable, Kha'ak are unkillable (their M2s take maybe 1% shield damage per IBL volley, while spewing out massive damage with their gammas)
I apologize if I sound like I'm ripping on the mod, there are moments where it really shines, but that was only ever when there were no capitals involved. Dogfights are great, and M6s are fun to fly, and the audio (especially with surround sound and bass boosting headset) is f*cking awesome, as are the visuals (I get shudders every time I broadside a ship with my PPCs. Bwoom bwoom bwoom!)
But the nerfed damage just isn't scaled right to the numbers and types of ships you find in game, and capital combat is simply completely broken by this mod. Sorry :C
I love the new effects, the sounds in particular, but capital ships have become basically useless now. Longer battles are fantastic, but the damage nerf seems to have gone way to far. As has been previously mentioned, the kha'ak, who compensated for their weakness with numbers, are now overwhelmingly powerful.
Operation Final Fury, for instance. When M148 is attacked, there are 4 M7s and 2 M2s in just the AI fleet. I brought another 3 destroyers myself.
Meanwhile, the Kha'ak had a single M1 and M2 per wave, with plenty of time between waves for shields to regen.
Every single AI cap ship died.
And that was with my M7s and M7Ms helping.
A single Kha'ak destroyer can easily wipe out a titan and 2 cerbs. That's just broken.
Most combat aside from kha'ak is good, but there's still a problem with M6s. They basically rule the skies now. A few M6s can easily dismantle a fleet of cap ships, because heavy guns can't hit them and they can just tank everything else outright. I end smashing my M7 into them more often then shooting them, because I know my shields do more damage than my guns. The same goes for fighters. It simply doesn't make sense that fighter sized lasers are comparatively more powerful than capital ones.
To explain, the HEPT does more damage in comparison to an M3s shields than a PPC does compared to an M2s, or even an M7s shields. This means that the smaller the ship, the more effective it is now. THere's really no reason to use cap ships anymore, when an M6 or two will do just as well. The most ridiculous bit though, was when I scored a hit with a full array of IBLs on a Nova...
...And didn't even take down its shields.
Missiles, though, have gotten a ludicrous buff, again especially in relation to the Kha'ak. The thorn, for some ungodly reason, is now a swarm missile, with 95k damage PER WARHEAD. A few thorns annihilated the 4 GJ of shielding on my Q. What's worse, Corvettes launch these, and seeing as you can get 4-5 corvettes in one kha'ak invasion, each launching 4-5 Thorns, each with 8 warheads, they are basically unbeatable in terms of DPS.
I really love the audio and visual effects in this mod, but combat is far from balanced. The most telling thing is that capital weapons now do less DPS than the vanilla FIGHTER weapons. IIRC, a HEPT in vanilla did 10k shield damage. IBLs do 9k now, and their the most common capital weapon in game. I am very well aware the mod is supposed to make battles last longer, but it doesn't really do this. It's just unbalanced the game in a different way. Capitals are worthless now, missiles are OP and unstoppable, Kha'ak are unkillable (their M2s take maybe 1% shield damage per IBL volley, while spewing out massive damage with their gammas)
I apologize if I sound like I'm ripping on the mod, there are moments where it really shines, but that was only ever when there were no capitals involved. Dogfights are great, and M6s are fun to fly, and the audio (especially with surround sound and bass boosting headset) is f*cking awesome, as are the visuals (I get shudders every time I broadside a ship with my PPCs. Bwoom bwoom bwoom!)
But the nerfed damage just isn't scaled right to the numbers and types of ships you find in game, and capital combat is simply completely broken by this mod. Sorry :C
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Porting this to AP is the next thing on my to-do list.
Give me a week or so.
@Zippe
I urge you to try XRM again. The recent v.1.21 release has fixed most of the issue with Race Response Fleets that existed before in the XRM (and in vanilla).
So now, no invasion goes unchallenged making it all a little bit safer.
Give me a week or so.
@Zippe
I urge you to try XRM again. The recent v.1.21 release has fixed most of the issue with Race Response Fleets that existed before in the XRM (and in vanilla).
So now, no invasion goes unchallenged making it all a little bit safer.
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thanks for the port! really appreciate it!
yeah i got to try out XRM for about an hour and I really liked the new combat effects, the only downside being that the fps was poop during SETA. Whereas I normally get around 30-60fps ingame and 20 on 6x seta I was getting consistently less than 3 with XRM
it's the only reason i don't use it but otherwise it's pretty amazing. I've still got the files on my comp for whenever i'm able to upgrade (or super-OC) my processor.
yeah i got to try out XRM for about an hour and I really liked the new combat effects, the only downside being that the fps was poop during SETA. Whereas I normally get around 30-60fps ingame and 20 on 6x seta I was getting consistently less than 3 with XRM

it's the only reason i don't use it but otherwise it's pretty amazing. I've still got the files on my comp for whenever i'm able to upgrade (or super-OC) my processor.
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UPDATE RELEASED - CMOD v4.15
------------------------------------------------
This release adds compatibility for Albion Prelude.
Please fully read the installation instructions for AP.
Terran Conflict users are not required to install this update.
NOTES
- The TC Warestemplate reinitialise trick no longer works in Albion Prelude, so if you wish to run the Factory Pack, you must restart your AP game. The CMOD 4.15 works fine with existing AP games without the factory pack.
- SPKs are no longer supported. I have found that they cause no end of trouble with Albion Prelude so its just easier to do a manual install. SPKs are still available for the two script only packs.
- The Weapons Dealer script has not been updated - it does not need to be for AP compatibility.
------------------------------------------------
This release adds compatibility for Albion Prelude.
Please fully read the installation instructions for AP.
Terran Conflict users are not required to install this update.
NOTES
- The TC Warestemplate reinitialise trick no longer works in Albion Prelude, so if you wish to run the Factory Pack, you must restart your AP game. The CMOD 4.15 works fine with existing AP games without the factory pack.
- SPKs are no longer supported. I have found that they cause no end of trouble with Albion Prelude so its just easier to do a manual install. SPKs are still available for the two script only packs.
- The Weapons Dealer script has not been updated - it does not need to be for AP compatibility.
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