'Weapon Reload Time' damage types capped too low |
The weapon damage types of 'Increase Weapon Reload Time' and 'Disrupt Weapon Reload Time' are both capped too low. To whit:
- 'Increase Weapon Reload Time' will never add more than 2.5 seconds to the next shot's reload time, no matter how much 'damage' has been inflicted. This is true regardless of the weapon's actual reload time.
- 'Disrupt Weapons Reload Time' will never push back a weapon's current reload time to more than 2.5 seconds. In fact, if the weapon normally takes longer than 2.5 seconds to reload, and it is hit by one of these weapons, the reload time will be shortened to 2.5 seconds! This weapon can actually increase an enemies' rate of fire under some circumstances!
I can see why the increase in reload times should be capped, but I think it should be capped at a certain multiplier of the weapons' normal reload time. That is, the 'Increase Weapon Reload Time' should maybe top out at 2x or 3x normal reload time, and the 'Disrupt Weapons Reload Time' shouldn't be able to drive the reload time back by more than the same amount (eg 2x or 3x).

Re: 'Weapon Reload Time' damage types capped too low
You could just remove weapon platforms from the targeting list.




Re: 'Weapon Reload Time' damage types capped too low
For the next version of the Balance Mod, I ended up going with a higher rate of fire for this weapon class while causing less delay per hit rather than have the current slow reload, big delay effect.
The disrupt reload bug though really borks the balance of these weapons currently and so that needs to be fixed for the next SE5 patch!
Space Empires Depot | SE:V Balance Mod