I’ll sticky this and update it as I go along. I’m working on a big rebalancing to fix the obvious inbalances in the game right now. This will take a while, but I thought I might as well make my changes public so people can scream if they think I am way off the mark
[i]pulse lasers for fighters are now yellow.
fighter torpedo damage reduced from 20 to 15
fighter torpedo cost reduced from 50 to 42
fighter torpedo weight reduced from 25 to 15
Increased the damage absorbtion of all fighter armor, and reduced the weight of the cheapest 3 forms of fighter armor
fighter rocket damage increased from 7 to 9
fighter rocket fire interval decreased from 3510 to 2100
fighter engine 1 weight reduced from 2.5 to 2.0
fighter engine 1 thrust reduced from 12 to 10
fighter engine 2 weight reduced from 3.0 to 2.5
fighter engine 2 thrust reduced from 15 to 14
Added a 17% shield boost bonus to the federation fox frigate
Reduced power output of all frigate power modules by 35%
Increased capacity of all frigate crew modules by 35%
Added 12% integrity boost to the rebel Loki frigate
Increased cost of fox frigate to 135 CR
Added 8% power output boost to the federation puma frigate
Reduced Alliance wasp frigates armor boost to 9%
Increased minotaur cruiser hull cost from 99 CR to 120.
Increased alliance alligator crusier hull cost from 110 CR to 120 CR
Increased alliance alligator cruiser power from 8 to 9
Added an 8% integrity boost to the alliance alligator cruiser
Rebel fenrir cruiser no longer has it’s shield boost
Federation Buffalo cruiser gets it’s integrity boost increased by 4%
Cruiser light shield modules resistance lowered to 16
ECM shield effectiveness increased to 44, but it now has stacking effectiveness of 0.7
Cruiser basic shield module resistance reduced to 19
All cruiser and frigate armor modules now have a stacking efficiency of 0.98
Fighter laser tracking speed increased to 2.7
Fighter pulse laser tracking speed increased to 2.9
Frigate Ion cannon tracking speed increased to 2.0
Frigate phaser cannon tracking speed increased to 1.9
ECM shield effectiveness increased
Rebel Atlantis bomber hull cost increased and power output reduced
=== 20th september===
Doubled the bare minimum chance of a weapon making a lucky hit on a super-fast object (basically fighters)
1.12:
fighter engine I thrust increased from 10 to 14
fighter engine II thrust increased from 14 to 17
fighter engine III thrust increased from 17 to 20
all fighter engines stack effectiveness reduced from 100% to 72%
Sped up the rate of fire for cruiser tractor beams
Sped up the travel speed of almost every missile in the game by roughly 33%
1.13:
Cruiser proton beam shield penetration increased from 19 to 24
All frigate armor damage absorbable increased by 25%
Antifighter missiles are now much much more effective in almost every way
Frigate ECM shock missiles are faster
All fighter modules (except armor) have their hitpoints reduced by about 40%
All fighter armor modules have their weight halved
1.18
Cruiser beam laser tracking speeds reduced by approx 15%
Minimum range of heavy plasma increased so it is further (worse) than the default cruiser plasma
Achilles fighter power generation capability has been reduced to 4.8
1.24
Increased stopping power and range of the cruiser supercharged tractor module
1.25
Major reduction in the weight of the fighter target painter module
1.27
Cruiser quantum blaster damage increased from 5 to 8
Cruiser quantum blaster tracking speed increased from 1.1 to 1.5
Cruiser quantum blaster shield penetration increased from 40 to 48
Cruiser rocket crew reduced from 12 to 8
Cruiser rocket damage increased from 14 to 19
Cruiser rocket fire interval reduced from 1170 to 950
Cruiser rocket armor penetration increased from 30 to 36
Cruiser guidance scrambler crew increased from 4 to 8
Cruiser guidance scrambler weight increased from 99 to 130
1.37
Quantum Blasters armor pen raised from 14 to 18, cost reduced
Frigate armor strength increased by 25%, stacking from 0.98 to 0.95
Cruiser armor strength increased by 15% stacking from 0.98 to 0.97
Disruptor bombs speed raised from 0.31 to 0.41. Fire interval dropped from 1950 to 1800
Cruiser defence laser cost dropped to 96 from 114 and damage raised from 7 to 9.
Cruiser Dummy Missile cost dropped from 97 to 66. Crew required dropped from 6 to 4
1.39
Guidance scrambler beams fire interval used to be 220, its now 420. Note this was wrongly reported until now. No wonder it was good!
1.45
Shield Support beam being drastically re-balanced with lower beam rate and capacitor, and only able to have one beam at a time on each shield. Also now auto-selects the lowest friendly shield available
Frigate disruptor bombs damage increased from 60 to 75
New changes being considered for build 1.48
nomads:
Awazem loses its cost boost, gets 8% armour boost
Duwasir loses its armour boost, gets 10% speed boost
Majali reduces speed penalty from 22% to 12%
Abbadi gets an 8% armour boost
Nomadic dogfight laser damage increased to 8
Nomadic beam laser power usage reduced to 13
general:
guidance scrambler beam weight increased to 147
EMP Shield ecm strength increased from 66 to 82
All frigate armour maxdamageabsorbable increased by 20%
EMP Missile launchers, (both types) missile speed 25% faster. fireinterval reduced 10%, ecm strength increased 10%
Decoy missile launcher weight reduced to 70
order:
Limpet launcher limpetweight increased to 8.2, cost reduced to 110
tribe:
Tribal Repair system repair rate reduced from 1.15 to 1.12 Supplies reduced from 1040 to 900
[/i]