As stated, I've recorded the showcase. Seeing how you asked for feedback, here it is.
I'll go over all the weapons in the list giving opinions as I see them on paper. As I didn't get all of them in the showcase...
Keep in mind that this is one mans opinion and therefore shouldn't be used as anything but a second opinion, you do with the mod whatever you want.
Also, and this goes for every weapon I found in the showcase, the art is great and the custom animations are also good work. So points for that already.
I'll put a (*) if I (think I) had it during the showcase.
Code: Select all
Prism Cannon (*)
Bit OP... Damage it does (2 hull, 2 system, 30 bio and 1 ion) is apt for its pricing, but I would increase power req. to 2.
Prism Cannon II
Probably fine... The thing that comes closest to this weapon would be Heavy laser II. Which has a lower cooldown though. Maybe up the CD of this weapon to 16 or 17 ?
Ion cannon
As far as I can recall, a beam weapon dealing ion damage will destroy a 4 bubble shield (I've even seen one destroy the flagships super shield, the 4 shield layers and still deal ion damage to a room). Granted, been awhile since I tested that so things might be different, but still. Look into that and make your own conclusion on whether you want to keep this in or not.
I know it takes 30 seconds and 4 power but still... might be a bit much.
Disrupter (*)
Potent... Wouldn't change it.
Railgun
Looks fine. Power req. seems a bit high, 3 might suffice.
Tesla Coil (*)
Looks fine, maybe up the CD a bit. Say 12. As it stands now it seems to be a more powerful heavy laser. The extra ion damage should ask for more than 1 extra second.
Magnetron EMFG
Pretty much the same as the Ion cannon. Needs testing to check potency against high end shields.
Psychic Amplifier
Dangerous... A single shot that can deal 75 damage to crew. I'd say no. Granted, you can only 1-shot a Zoltan, but I believe even that to be a bit much. Combining that with a 50% chance to start a fire and 25% chance for a breach... Maybe set it to 3 or 4 for crew damage.
Obelisk
Might be missing something, but this one looks like an underpowered version of the halberd. 2 seconds quicker firing but loosing over half the length. Maybe add 1 shield piercing? I believe that works.
Nod laser (*)
Works, maybe a longer cooldown would be in place. Comparing this with the dual laser, you get extra fire chance...
Chemical Missile (*)
The entire one shot crew kill again... Even if it costs a missile, not really a fan. Maybe set crew damage to 4 ?
Herding crew together isn't all that hard, combining it with a weapon like this would be OP.
V3 Missile (*)
Seems to be a weaker version of the Hermes.The weapon is fine though. Although seeing how you've shown some great skill in animation, you might want to upgrade this one a bit. As the missile appears out of nowhere.
Mirage Cannon
Looks fine.
Brainwave enhancer (*)
The entire crew thing again... Albeit with three shots, it might be fine if you set crew damage to 45. Three hits will kill everything but a rockman. Though you still need to land all of them.
Apocalypse Cannon (*)
Fine.
Chrono Cannon
Fine.
Banshee Torpedoes (*)
Fine, although you should compare this weapon to the Tesla laser.
Infector
Looks fine.
Firestorm Beam
I'd say 5 sp + 100% chance to start a fire might be a bit over the top. Maybe lower fire chance to 70 maybe 80.
Desolator Beam (*)
Fine.
Furthermore, and I don't know if you have this done in another of yours mods or not : It might be a good idea to mod a ship or even more to have some of these weapons. Just so people have the option to already start of with some of the new toys.
In the end, nice weapon pack. Though as you stated, needs some fine tuning for balance and what not. Hope you had something to this and I'll drop a line on my thread when the video is up. Looking at things it should be Wednesday next week.
Nice trip back to the old days as well... Had some good times with Red Alert 2 and C&C generals.