Stellaris

Stellaris

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Elite Dangerous Weapon Logic
   
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2024 年 10 月 5 日 下午 7:05
2024 年 10 月 8 日 上午 1:17
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Elite Dangerous Weapon Logic

描述
Changes nearly all playable weapon shield/armor/hull damage values (excluding Strike Craft) to reflect the way weapons work in Elite: Dangerous. For clarity, NPCs with exclusive weaponry like the Stellarite Devourer and Dimensional Horror are untouched.

Simply put, this mod mostly inverts how energy and kinetic weapons work in Stellaris. Lasers do more shield damage now, but less hull/armor damage. Mass drivers do more hull and armor damage, but less shield damage. Some weapons, like missiles and archaeotech, have been changed more dramatically. Please be aware that I did not consider balance much when making this, so please let me know if youd like me to make any changes.

Detailed changes and a short explanation for each are listed below.


ENERGY WEAPON CHANGES
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Lasers;
Vanilla: +25% hull damage, -50% shield damage, +50% armor damage
Mod: -50% hull damage, +50% shield damage, -50% armor damage

Why: Lasers in Elite deal damage that is strong against shields and weak against hull/modules

Mining Lasers;
Vanilla: +50% hull damage, -50% shield damage, +50% armor damage
Mod: -25% hull damage, +100% shield damage, -50% armor damage

Why: Mining Lasers in Elite are worthless in combat, so I took some liberties with this one. I made them slightly better than regular Lasers at doing hull and shield damage so they have a reason to exist.


Lances;
Vanilla: +50% hull damage, -50% shield damage, +100% armor damage
Mod: -50% hull damage, +100% shield damage, -50% armor damage

Why: Lances are just big Lasers, so I doubled their damage to shields

Perdition Beams;
Vanilla: +25% hull damage, -25% shield damage, +50% armor damage
Mod: -50% hull damage, +100% shield damage, -50% armor damage

Why: Perdition Beams are also just big lasers so they get the same values as Lances


Plasma Launchers;
Vanilla: +50% hull damage, -75% shield damage, +100% armor damage
Mod: +0% hull damage, +0% shield damage, +0% armor damage, +10% shield penetration, +10% armor penetration

Why: Plasma Accelerators in Elite deal damage that ignores resistances of shields, hull, and armor. To emulate this I gave them slight penetration of both shields and armor in Stellaris, plus made their damage bonuses the same across the board


Disruptors;
Vanilla: +0% hull damage, +0% shield damage, +0% armor damage, +100% shield penetration, +100% armor penetration
Mod: Unchanged

Energy Launchers;
Vanilla: +75% hull damage, -50% shield damage, +50% armor damage
Mod: Unchanged

Why: Disruptors and Energy Launchers are unique to Stellaris and I felt that they filled a specific niche, so I did not change their values at all


Arc Emitters;
Vanilla: +0% hull damage, +0% shield damage, +0% armor damage, +100% shield penetration, +100% armor penetration
Mod: +0% hull damage, +400% shield damage, +0% armor damage, +90% shield penetration, +0% armor penetration

Why: Thargoid Interceptors in Elite use a lightning attack similar to an Arc Emitter, that effectively shuts down shielding so I gave Emitters a crazy high shield damage boost as well as changed their shield penetration value to 90% so that they damage shields while basically ignoring them

Cloud Lightning;
Vanilla: +0% hull damage, +0% shield damage, +0% armor damage, +100% shield penetration, +100% armor penetration
Mod: +0% hull damage, +400% shield damage, +0% armor damage, +90% shield penetration, +0% armor penetration

Why: Cloud Lightning is just an Arc Emitter so it gets the same values


Point Defense;
Vanilla: +0% hull damage, -75% shield damage, +100% armor damage, +25% armor penetration
Mod: -25% hull damage, +100% shield damage, -75% armor damage, +0% armor penetration

Why: Point Defense in Stellaris is basically just small Lasers so I changed their values to maintain some consistency with the other Lasers


KINETIC WEAPON CHANGES
------------------------------------------

Mass Drivers;
Vanilla: +0% hull damage, +50% shield damage, -50% armor damage
Mod: +25% hull damage, -50% shield damage, +25% armor damage

Why: Mass Drivers are the Stellaris equivalent of Elite's Cannons. Cannons in Elite do damage that damages modules and can cause hull breaches due to their high armor piercing value, but are not very effective against shields. To emulate this, I gave Mass Drivers bonus damage against hull and armor but reduced their shield damage


Autocannons;
Vanilla: +25% hull damage, +50% shield damage, -75% armor damage
Mod: +50% hull damage, -50% shield damage, +0% armor damage

Why: Autocannons are the Stellaris equivalent of Elite's Multicannons. Multicannons in Elite can shred hulls due to their high rate of fire, but have low armor penetration and shield damage values. To emulate this in Stellaris, I gave Autocannons higher hull damage, lower shield damage, and no bonus/malus to armor damage


Kinetic Artillery;
Vanilla: +0% hull damage, +100% shield damage, -50% armor damage
Mod: +25% hull damage, -50% shield damage, +25% armor damage, +25% armor penetration

Why: Kinetic Artillery is just a big Cannon, so it mostly gets the same values as the Mass Driver. However, thanks to being larger, they would have a higher armor penetration value. To reflect this, I gave Kinetic Artillery a small amount of armor penetration


Mega Cannons;
Vanilla: +0% hull damage, +50% shield damage, -25% armor damage
Mod: +25% hull damage, -50% shield damage, +50% armor damage, +25% armor penetration

Why: Given their titanic size, they would have the highest armor penetration value of the bunch. To reflect this, I gave Mega Cannons the extra damage to armor


Flak;
Vanilla: +0% hull damage, +100% shield damage, -75% armor damage, +25% shield penetration
Mod: +100% hull damage, -50% shield damage, +0% armor damage, +0% shield penetration, +25% armor penetration

Why: Flak in Elite has a slightly above average armor piercing value, and low overall damage. It also deals Explosive damage, which is good against hulls. I emulated this in Stellaris by giving Flak Batteries higher hull damage and a small amount of armor penetration


Missiles/Torpedoes;
Vanilla: +0% hull damage, +0% shield damage, +0% armor damage, +100% shield penetration
Mod: +0% hull damage, -50% shield damage, +50% armor damage, +0% shield penetration, +50% armor penetration

Why: Missiles in Elite are incredibly ineffective against shields, but are capable of doing high explosive damage to the hull and can hit multiple modules at once. I removed their shield penetration in Stellaris and gave them 50% armor penetration instead, as well as extra damage to armor but low damage to shields


Swarmer Missiles;
Vanilla: +0% hull damage, +0% shield damage, +0% armor damage, +100% shield penetration
Mod: +100% hull damage, -50% shield damage, +0% armor damage, +0% shield penetration

Why: Swarmer Missiles are the Stellaris equivalent of Pack-Hounds, so their smaller size would mean they get no armor penetration but higher hull damage, as they are great at destroying modules


ARCHAEOTECH CHANGES
---------------------------------------

Archaeotech kinda sucks in my opinion, so all archeotech weapons have better damage values than their regular counterpart.

For example:

Gamma Laser (GL) vs Ancient Cavitation Collapser (ACC);
GL: -50% hull damage, +50% shield damage, -50% armor damage
ACC: -25% hull damage, +100% shield damage, -25% armor damage
9 条留言
ConquistadorYaya 2024 年 12 月 18 日 下午 10:06 
why does it like, absolutely sky rocket fleet power
EJR 2024 年 10 月 12 日 下午 5:29 
This is nice. I remember once playing Stellaris for a bit where railguns and other kinetic weapons are preferred against shields, then starting a new save on ED after a while and I got stuck on the combat part of the tutorial cause I still had the Stellaris logic of kinetic weapons is good against shield so I wasted all ammo on that part.

That story has nothing to do with the mod, I just wanted to share one of my experiences when I was a new ED player. Kudos to you for translating ED logic into Stellaris values and modifiers.
ThrowingLegs 2024 年 10 月 12 日 上午 8:54 
Borann Boy civilization here we come
TinchoX 2024 年 10 月 11 日 上午 8:17 
Ooo I like this, as an old player of Elite Dangerous, I appreciate this mod!!
Shadow Dragon 2024 年 10 月 11 日 上午 7:31 
So shields in Elite Dangerous reflect any kinetic weaponry? Makes sense, I guess.
Andromeda 2024 年 10 月 9 日 上午 9:56 
I would argue that mining lasers make sense to deal increased armour and hull damage despite their nature as energy weapons, since they're designed to mine asteroids and specifically mine dense materials from them
Yofigi  [作者] 2024 年 10 月 8 日 上午 1:19 
Reworked them slightly to account for this
Yofigi  [作者] 2024 年 10 月 8 日 上午 1:05 
Oh, duh, thank you!
LegendaryLycanthrope 2024 年 10 月 7 日 下午 7:58 
Arc Emitters/Cloud Lightning don't need a shield damage multiplier - them having a 100% shield penetration value means they ignore shields entirely, so shield damage is redundant.