Balance


Missiles

  • All missiles guided, 50% faster, 50% more acceleration, 50% more damage. (Values to be tweaked based on in-game experience and feedback)
  • Kha'ak missiles increased damage. Now dangerous.
  • Moved useless missile types to new subtypes. This results in them not being mountable on any ship, although you can still collect them and sell them. Greatly simplifies missile compatibility. Now only one or two missile types for each class.
  • Boarding Pods = Fragmentation type. Helps them to penetrate Missile Defense turrets without being a "gimme". You will still lose some marines -- just not all of them.

Lasers

  • Bullet speeds increased by 50%.
  • Bullet Rate of Fire capped at 400 (Damage increased to match). (Better FPS).
  • Fragmentation Bomb Launcher now a proper poor-man's flak. 3x speed and energy.
  • PALC and Kha'ak weapons changed to non-beams. Only Repair Laser, Tractor Beam, and laser towers have beam weapons.
  • Reduced sound "range" on FAA, CFA, and FBL. Makes them quiet at distance, but still loud when you are getting shot by one.
  • Mass Drivers - extra damage to compensate for AP's thicker hulls. Start with 3x and tune based on feedback.
  • Repair Laser = 2x spd (longer range), 5x dmg(?)

Ships

  • TS class freighters have stronger shield generators and stronger laser generators. Most carry flak cannons. You will not be capturing TS's with an M5 in Deadly Space.
  • TP's have stronger laser generators; M3-class in performance. Makes flying a TP a good option for many mission types.
  • All ships are slightly faster than vanilla.
  • While the flavor of vanilla balance has been preserved, there have been many small adjustments to individual ships. If in doubt, use the panel at the left to check stats.