I am attempting to help balance out the multi player aspect of entrenchment.I plan to keep the changes simple and keep the game original and balanced.This is my first version and addresses the most common issues.Feedback will be greatly appreciated and useful.I will update and make more balance changes if this is supported.Here is the change log of the first version.
Enforcer sheild points increased by 50.
Enforcer hull points increased by 50.
Antimedium damage vs veryheavy reduced to .65.
Antimedium damage vs medium reduced to 1.25.
Seige frigates slots reduced to 10.
Starbase construction in enemy well penalty increased to 2.5.
Carrier strikecraft build rate penalty increased to 75%.
Advent Fighter hp increased from 40 to 70(squad-360 to 630).1 armor
Tec fighter hp increased from 60 to 105(squad-360 to 630).1 armor
Vasari fighter hp increased from 85 to 145(squad-340-580).3 armor
Carrier speed incresed to 500.
Adjusted turning speed of overseer and subjugator.
Subverter hull points increased by 100 and shield by 50.
Subverter price increased to 450/110/100.
Increased turn rate of light frigates.
Incresed number of levels for assualt spec to 3.
Doubled cost of am for repulse.
Assailant shields increased by 40.
Illums hull reduced by 70.
Changed wave damage upgrades to tier 1,2,4.
0.1
Adjusted price for wave damage upgrades.
0.2
Fixed Seige slots.
0.3
Updated game files(Thanks to kyogre12 game files and thanks to Mooster).
Increased deceleration for light frigates to 700 from 500.Will help them from overshooting their target.
Moved wave damage up to tier 2,3,5 and adjusted prices.
0.4
Hopefully fixed last bug.
Increased celio's sheild restore ability from 2.5 to 5.
Dunov no longer needs to face target to cast emp blast.
Just unzip and place folder in entrenchment mods and it should work.
Here is link for dl: http://www.filefront.com/14222259/MindsEyes-Balance-Mod--0.4.zip/
Let me explain a few of my changes and the intentions.The sb build time increase is for early game because I and some others feel it is op rush unit.To balance this out I added a 3rd level to its build speed ability for later game assualts.Some complain that late game its really hard to get a sb up.
I balanced fighters off a small scale and I hope it scales up.I used 1 fighter squad against 1 jav and 1 flak frig.With an advent squad the squad was dead about the same time as the jav.So with slower build times flak will be really great at keeping their numbers down but at the same time fighters should live long enough to do serious damage to lrf.
Antimedium vs veryheavy was to help out the lrf vs hc delimma.They do 10% less damage to hc.The change vs medium was to help lf live longer to be useful.
I dramaticly upped the turn rates of overseer and subjugator for better use.
Lots of people complain subverter dies to quick so I gave it more life points.Hopefully this will help them do their job a bit better.
I upped celio shield restore to 5 from 2.5.I have always felt celio is semi broken because I never see them online.Hopefully this will be enough incentive to research them more often and become a useful ship of the fleet.Also with the buffs to vas and advent support I felt this is clearly justified.Combine with a hoshiko it will knock dps down 25 which is equal to the subjugator.
The rest are self explanatory.If this gets supported and generally has a demand for it I will make small tweaks to caps and other balance issues.I want this to be a mod that is generally accepted and played by the online community.I cant make everyone happy.There will be more tweaks and versions of this as the cumminty playtests and I get general feedback.
For future patch I would like to make the overseer 2nd ability useful so I will be looking for suggestions on that.