Twinges balance mod download
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You can't chat with this user because you have blocked him. You can't invite this user because you have blocked him. Posted August 31, Just a heads up for the uninformed, twinge's balance mod is excellent when applied to vanilla FTL. What you've got so far isn't enough to really swing things too far but they're still welcome.
Systems: Pilot 3 is handy because it gives your helm a bit more damage resistance. For engines, you're taking into account that as you get more dodge, each additional percent of dodge is more effective?
The percent you get for the max level of engines already gets bumped up a little relative to level 7. Weapons: I'd avoid tweaking the burst lazer II's cooldown. Like you said, it's integral to a few starting ships. I tend to think it's important to have a weapon or two that's "obviously the best" just so when you get one it feels like a burst of luck. Keep the cost tweak, but it's like a dual laser you can find once in awhile. Hull weapons pretty much suck across the board, I'd bring the breach up a little higher to really send the message home.
Changing the ion bomb's cooldown really really dicks with it. It was a single-fire hit to drop shields before your first burst hit, or a quick shot to the helm. Because it uses missiles, you really don't want to chain it. So basically you've just nerfed it pretty hard, while giving it a slightly different purpose.
Drones: Why would you lower the price of the hull repair drone? It's already way too good, especially vs.
Arguments: The game was sorely in need of all of these, this is the best part of your mod. It's a very silly spoiler. Doors 2 on enemy ships: yes please! Again, thank you for all your fantastic work and I'll give you more feedback as I play a bit.
I was writing a lot of those comments and thinking, "durrr, anyone who spent so much time tweaking the game HAS to have already taken these things into account" but I said it anyway because there wasn't much else to say. A few outstanding issues are more, game design and not balance. The game gives you enough crew, missiles, and drones that if you're not reckless with them and not flying the bulwark or the Slug B you shouldn't ever have to buy them - thus, they're only there for emergencies.
It doesn't matter what price the crew is, usually I never would buy them anyway. So you have to ask, "I'd be changing a fundamental strategy of the game, in that now buying crew is an option and not a penalty, is that what I'd like to do? Same with boarding - as it is, I think it's way overpowered. The faster speed gives this weapon just a touch more personality. Reduced Flak 1 accuracy makes Flak 2 less distinct.
Inaccurate flak harms enemies more than the player; flak and Swarm are the only enemy weapons that can land multiple shots in the same room. FTL nav has occasional use for diving and a fun blue option. Hacking Stun is rarely useful but sometimes fun. At 50 scrap I almost never buy it. Instant system repairs in sector 1 make you a lot safer.
With Respirators selling for 10 and no Repair Burst, I need to give it some scrap it now has 5 scrap less than Vanilla. Selling the drone stuff gets you 72 scrap in Vanilla, but only 44 in Balance Mod.
These two augments sell for 20 scrap combined, giving it 8 scrap less than Vanilla. This gives it 5 scrap less than in Vanilla, and a chance to discover some uses for Hacking Stun. I remain hopeful.
It made the combination of repairs, Enemy ship missile stocks returned to Vanilla amounts. Reducing the stock of missiles on several ships from 10 to 6 is a significant anti-RNG change.
Enemy ships are stronger in Sectors Most augments improved or made cheaper. Long-Ranged Scanners cost more. Racial augments sell for less to encourage their use. Shield Drones now require only 2 power and cost less. Fire Drone slightly weaker but only requires 2 power. Cheaper to switch Medbay and Clone Bay. The Rebel Flagship is less of a difficulty spike when playing on Easy difficulty several systems are lower level, most notably Hacking and Mind Control.
Humans, Rockmen, and Mantis cheaper. Enemy ships can no longer have Tier 5 Shields. Moderately reduced the odds of free crew from events and tweaked many event scrap gains up or down appropriately. Less free stuff in Engi Sectors. Sector 8 events make more sense. Tweaked enemy base power so they don't have weirdly high power during plasma storms sometimes. Rock ships have worse Cloaking but can equip Swarm Missiles. Lanius Bomber slightly weaker.
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