Additional Balance tweaks based on feedback:


AV Dreads a little too strong.

I dialed back the base damage for Akula Vector Dreadnought primaries but made up for it in a PTW damage increase. This means they can deal some good damage with PTW but aren't as powerful all the time. Still a small boost from before the patch though.


Changes:

Medium Dreadnought T1

- Optimal Range DMG changed from 520 to 550 per projectile

- Medium Range DMG changed from 500 to 520 per projectile

- Long Range DMG changed from 350 to 475 per projectile

- PTW Optimal Range DMG from +25 to +100

- PTW Medium Range DMG changed from +22 to +95

- PTW Long Range DMG change from +15 to +75


Medium Dreadnought T2

- Optimal Range DMG changed from 645 to 700 per projectile

- Medium Range DMG changed from 610 to 680 per projectile

- Long Range DMG changed from 440 to 475 per projectile

- PTW Optimal Range DMG from +32 to +125

- PTW Medium Range DMG changed from +28 to +120

- PTW Long Range DMG change from +20 to +85


Medium Dreadnought T3

- Optimal Range DMG changed from 535 to 550 per projectile

- Medium Range DMG changed from 520 to 520 per projectile

- Long Range DMG changed from 360 to 425 per projectile

- PTW Optimal Range DMG from +45 to +100

- PTW Medium Range DMG changed from +43 to +95

- PTW Long Range DMG change from +32 to +75


Medium Dreadnought T4

- Optimal Range DMG changed from 600 to 700 per projectile

- Medium Range DMG changed from 575 to 680 per projectile

- Long Range DMG changed from 425 to 475 per projectile

- PTW Optimal Range DMG from +54 to +125

- PTW Medium Range DMG changed from +52 to +120

- PTW Long Range DMG change from +38 to +85


Medium Dreadnought T5

- Optimal Range DMG changed from 520 to 550 per projectile

- Medium Range DMG changed from 500 to 520 per projectile

- Long Range DMG changed from 350 to 425 per projectile

- PTW Optimal Range DMG from +52 to +100

- PTW Medium Range DMG changed from +50 to +95

- PTW Long Range DMG change from +35 to +75


With the changes to Dreadnought Primary weapons, I tried to bring the Jupiter arms dreads primaries closer together in fire rate. Unfortunately I went the wrong direction. I made the fire rate slower on the T5 instead of making it faster on the T4 version. I have reversed course on this and it should feel better for both T4 and T5. I also modified the PTW values to account for the changes in fire rate and base damages.


Heavy Dreadnought T4

- Optimal Range DMG changed from 235 to 165 per projectile

- Medium Range DMG changed from 200 to 120 per projectile

- Long Range DMG changed from 150 to 90 per projectile

- Weapon cooldown from 0.5 to 0.3

- PTW Optimal Range DMG from +74 to +90

- PTW Medium Range DMG changed from +40 to +50

- PTW Long Range DMG change from +28 to +39


Heavy Dreadnought T5

- Optimal Range DMG changed from 280 to 170 per projectile

- Medium Range DMG changed from 215 to 125 per projectile

- Long Range DMG changed from 160 to 92 per projectile

- Weapon cooldown from 0.45 to 0.2

- PTW Optimal Range DMG from +200 to +60

- PTW Medium Range DMG changed from +108 to +49

- PTW Long Range DMG change from +86 to +38


Corvette Beam Turrets not quite hitting the mark for close range weapons

The boost I gave beam weapons helped, but still leaves them lacking as opposed to other more versatile modules. In an effort to give them an additional boost, I am lowering the falloff to 25% and 50% and also adding some PTW damage for those strategic engages. You sacrifice shields to do extra damage, but the damage is substantial.


Corvette Beam Weapon T2

- Optimal Range DMG unchanged at 700 per beam

- Medium Range DMG changed from 350 to 525 per beam

- Long Range DMG changed from 175 to 350 per beam

- PTW Optimal Range DMG from +220 to +560

- PTW Medium Range DMG changed from +22 to +420

- PTW Long Range DMG change from +22 to +280


Corvette Beam Weapon T3

- Optimal Range DMG unchanged at 850 per beam

- Medium Range DMG changed from 425 to 640 per beam

- Long Range DMG changed from 213 to 425 per beam

- PTW Optimal Range DMG from +220 to +680

- PTW Medium Range DMG changed from +22 to +512

- PTW Long Range DMG change from +22 to +340


Corvette Beam Weapon T4

- Optimal Range DMG unchanged at 1000 per beam

- Medium Range DMG changed from 500 to 750 per beam

- Long Range DMG changed from 250 to 500 per beam

- PTW Optimal Range DMG from +220 to +800

- PTW Medium Range DMG changed from +22 to +600

- PTW Long Range DMG change from +22 to +400


Corvette Beam Weapon T5

- Optimal Range DMG unchanged at 1100 per beam

- Medium Range DMG changed from 550 to 825 per beam

- Long Range DMG changed from 275 to 550 per beam

- PTW Optimal Range DMG from +220 to +880

- PTW Medium Range DMG changed from +22 to +660

- PTW Long Range DMG change from +22 to +440


Oberon Artillery Cruisers have been a bit overpowered since the September patch. I pulled them back a little but they are still overperforming. After a deeper look, I noticed a mistake I made when doing the initial tweak, mainly the PTW damage was way too high. I'm dialing that back.


Oberon Artillery T2

- PTW Optimal Range DMG from +660 to +360

- PTW Medium Range DMG changed from +660 to +345

- PTW Long Range DMG change from +660 to +345


Oberon Artillery T3

- PTW Optimal Range DMG from +800 to +520

- PTW Medium Range DMG changed from +800 to +470

- PTW Long Range DMG change from +800 to +470

Oberon Artillery T4

- PTW Optimal Range DMG from +1025 to +620

- PTW Medium Range DMG changed from +950 to +540

- PTW Long Range DMG change from +950 to +540


Oberon Artillery T5

- PTW Optimal Range DMG from +1175 to +725

- PTW Medium Range DMG changed from +1100 to +650

- PTW Long Range DMG change from +1100 to +650


Scylla Torpedo was looking pretty good, but it's behaving strange after the reduction in turn speed. Additionally it still explodes in your face at times. To help with this, I upped the turn speed to about half what it was originally but still fast, and extended the context action start time so you don't accidentally detonate it mashing the button. It also should ignore your ship for 3 seconds, long enough for it to clear your immediate area.