The last three Beam techs are broken

What is up with the last three techs on the beam weapon branch? I don't mind subspace annihilator not giving a weapon, despite what the description says; the doom ray's quite a jump, so put a little break before it.

But the subspace blaster? It's useless! Here the stats on the three beam weapons before the doom ray, for people too lazy to look at the galactopedia:

disruptor II: Cost 65, Size 5, Damage 7
disruptor III: Cost 70, Size 5, Damage 8
subspace blaster: Cost 60, Size 6, Damage 6

The thing's larger and weaker, and only barely cheaper. For five credits more, disruptors II is smaller and more powerful. Why would anyone ever use the subspace blaster? Is there something I'm missing? It just seems like a really unbalanced tech.

The doom ray itself is fine, but there's no icon for it when putting it on a ship in the designer. It's kind of weird, and it makes it feel like no one bothered to finish the end of the beam branch.

Are either of these issues going to be fixed in 1.2?
11,554 views 15 replies
Reply #1 Top
Everyone thought my mom was maybe more than a little crazy for making my middle name "Deutschland", but I think it really adds some flair to my name.
Reply #2 Top
You could fix it yourself?
...\Data\English\GC2types.xml

Search for your blaster and edit the values under it...

Waiting for developers to fix somethign you can fix yourself is silly

Now.. waiting for them to release the source code, or a comprehensive editor for true modding of this game.. thats priceless(what exactly does enhanced modding in 1.2 mean anyway?)

Cheers!
Reply #3 Top
except you cant use the modded files for metaverse
Reply #4 Top
You're right - except that these three weapons aren't the last ones of the beam weapon branch which makes it a little less dramatic.
Reply #5 Top
Waiting for developers to fix somethign you can fix yourself is silly

No,it´s not silly.
Reply #6 Top
both of you are correct.

IF you can do it yourself, its better to let the stardock team do their major stuff

but if you cant, u risk f-ing up ur game. not good.

Reply #7 Top
And exactly what stats should subspace blaster have?

This isn't like the NLC-upgrade thing, where it is pretty obvious what it should do. There's quite a few stat combinations between Disrupter III and Doom Ray. Which one is the "right" one?

In any case, I wouldn't hold my breath on it getting fixed. This bug has been there since 1.0, so they either don't care about it or don't consider it a bug.
Reply #8 Top
There are several other defender and weapon technologies that give inferior equipment.

They should be really checked for next patch.
Reply #9 Top
You're name is actually Deutschland?
Reply #10 Top
hes a nazi
Reply #11 Top
Cough...

People with German names or decent are not by default "nazi".. frankly if I cared more I would probably be upset, even if it was intended as funny... which it ain't... it was in poor taste.


ANYWAY,
Yes, there is always a risk of breaking something in-game when manipulating the files therin.. but luckily, XML is really simple and easily repaired, generally. But there is always your back-up... you did make a back-up, right?

Cheers!
Reply #12 Top
Deutschland is awsome all hail Germany at least until the Nazi Party wins again I hear they still have people who are in that party.

P.S. When in Berlin knock on the Reichstad door and as yo hey mister president
Reply #13 Top
Hahaha, thanks for appreciating my name.

A couple of points:

1) I shouldn't have to mod the game for it to have icons for all the weapons. I know it would take ~5 seconds, but then why isn't it included in any of the updates? The modding thing isn't there so the devs don't need to finish the game.

2) Likewise, I shouldn't have to mod the game so the weapon from the subspace blaster tech is useful. And I don't really have an opinion on what stats the SB should have: I am not paid to think of ways to balance weapon techs in 4X games, unlike some people (*cough* SD *cough*).

Obviously, this isn't a show stopper or anything, and the game rules otherwise, which just sort of makes it all the more weird that this problem exists.
Reply #14 Top
You need to look at both the Size and the SizeMod.  Components size differently based on what ship they're being put on.
Reply #15 Top
Maybe it is a bug and maybe its not. I think tradeoffs for size and cost are important, they give you options when you are against the ropes. Okay, in your example they are not very different but in another example the nano-ripper, it has insane damage and an insane cost compared to anything near it in the tree. A trade-off for an early tech.

Perhaps if it didnt use up any more space than previous models it might make more sense...

I like the variety rather than have every tech use less space, cost more and do more damage.