Master of Orion

Master of Orion

Tactical Mod 3.8
vaaish  [developer] 6 Jun, 2019 @ 7:09pm
Dev Changes for 2.6
I'm opening a thread to help maintain transparency with what's changing with the mod in case folks want to weigh in on changes. This thread is for the upcoming 2.6 release.

Changes:
Mass Driver damage reduced from 15 to 12. This ended up being just a little too good and the change brings it back in line.

Inertial Stabilizers increased from 25 to 40 beam defense
Inertial Nullifiers increased from 50 to 70 beam defense.
Cloaking device adjusted to 70 missile defense and 55 beam defense
ECM jammer increase to 35 missile defense to make it more viable.
Multiwave ECM increased to 60 missile defense.
Wider Area fleet defense increase to 35 to match ECM jammer and 70 for self.
Armor max damage reduction increased to 75%. This is to prevent weapon differences from narrowing as better armor is used due to hitting the damage reduction cutoff too soon.


Missile Changes:
Nukes: Missile attack now 30, HP increased to 5.
Merculite: Missile atack now 30, HP increased to 8
Pulson: millsile attack now 50, HP reduced to 8
Zeon: Missile attack now 50, HP reduced to 8
Quantum: Missile attack now 55, HP reduced to 8

These changes make ECM more relevant and changes early game PD to be less effective as better armor is researched while later game PD is more capable of destroying missiles.

Computer Changes:
Base Energy Weapon Accuracy reduced from 25 to 0. These changes extend the time needed for beam/cannons to outpace missiles and increase the benefit of the battle scanner for early game use.

Shield Changes:
All shields now have a 3s cooldown before they begin recharging.
Multiphased shield set to 175% bonus shield to make it more attractive compared to hard shields.

Fixes:
Fixed incorrect entry in Trilarian Gunship which would prevent it from adding drones.
Pirate weapons updated
Last edited by vaaish; 15 Jun, 2019 @ 9:32pm
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Showing 1-3 of 3 comments
vaaish  [developer] 16 Jun, 2019 @ 11:46pm 
I've released v2.6 containing these changes. I don't expect further movement until after UCP 5.9 is released.
drewmarc 22 Jun, 2019 @ 9:32am 
Is missile attack the probability that a missile will hit (before other modifiers)? I haven't had a chance to play for the last 2 weeks or so, but looking forward to seeing these changes.
How much time did shields used to need for cooldown?
vaaish  [developer] 22 Jun, 2019 @ 9:52am 
That's correct. It comes out to a 79% hit rate for Nukes and Merculites and a 90% hit for pulson and Zeon. Against ECM that drops to 45% and 66% respectively. Against Multi-wave ECM that is further reduced to 21% and 39%.

The changes to missile HP mean that Nukes will die in 1-2 hits depending on range and merculites will die in around 2-3 hits.Once you hit Mass Drivers, any missile will die in one hit for PD. These values may be tweaked as more testing happens. The goal is that late game PD will kill missiles in one hit while early game you need about two hits to kill a missile.

Prior to this shields needed 1s before starting to recharge. It led to weird situations where you'd keep hitting shields even though they appeared down. The new value may change a bit in the future.
Last edited by vaaish; 22 Jun, 2019 @ 11:39am
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