[MOD] [AP] LxXRM Missile Rebalance

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Ed86
Posts: 24
Joined: Thu, 7. Apr 16, 14:36
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[MOD] [AP] LxXRM Missile Rebalance

Post by Ed86 » Tue, 6. Nov 18, 17:42

[MOD] [AP] LxXRM Missile Rebalance

Requirements:
LxXRM with medium hull option

Install:
copy files to X3 XRM\addon\types

Why?
I was dissapointed with how XRM nerfed M7Ms into junk and how it generally poorly balanced missiles.
There was no point in using anything but swarm missiles and your TL/m6 can wipe out whole sectors solo with swarms and making M7m, M3b and M8 bombers useless for anything but Roleplaying.

What is does:
Rebalances missiles and M7m, M3b and M8 bombers.
Missile weight is increased so you cant load your ships with hundreds missiles and press L to "i win".
Heavy missiles/torps and swarms have significally increased their reload times.

M7m are now "fixed", they have enough cargo for ~10 salvos. (1 salvo is ~700 cargo)
Flails(are now swarm again) are death to fighters, TL, M6 ~700k dmg/salvo, but its not enough to kill many other m7s, maybe scratch hull paint a bit.
Torps can kill stations and cap ships ~3m dmg/salvo, that is if those torps get through AA.

M3b and M8 now only have enough cargo for 2-3 salvos.
Like M7m, M3b also gives you choice of:
Wraith(swarm, anti m6?) - 128k/salvo
Windstalker - 400k/salvo

You now have to make a choice, either use torps for big booms or swarms for little booms.

That said, i should probably also mention that M6 and up can also fire heavy missiles(though they dont really have much cargo space(M6) for them or can launch barrages)
So watch out for random hornets ~200k dmg from m6's and omega torps 500k dmg from m7, m2, m1.


What is does in details:
Spoiler
Show
Changes to ships:
TL:
Mamonth - cannot fire heavy missiles

M3:
Medusa Prototype(i think it was medusa, i dont remember) - cannot fire heavy missiles

M3b:
all m3 bombers now fire only heavy missiles

M8:
Torps are split into terran/commonwealth
Terrans cant use commonwealth torps and other way around
Pirates, Yaki and Xenons can use everything

M7m:
Missiles are split into terran/commonwealth
Terrans cant use commonwealth missiles and other way around
Pirates, Yaki and Xenons can use everything

*Setanta TP
a side note: at first i wanted to raise its shields to 400k like other improved TP's, but then i noticed it can shoot heavy missiles, i guess its fine a tradeoff for shooting "torpedoes"

Changes to missiles:
Almost all missiles were reweighted based on their abilities.
Missiles now have their abilities back, according to description/icon, like prox fuse. M7m Flais and Ghouls are swarm again.

Heavy missiles(Wraith, Hornet, Typhoon, Hammerhead, Windstalker, Firestorm torp, Omega torp)
-weight increased by ~50.
-damage increased x2.
-cooldown increased.

M8 Torpedoes
-weight increased by ~50.
-damage increased x2.

M7m torpedoes
-weight increased ~50.
-damage increased x2.

Lance missile is now(back to) khaak sentinel only.

Swarm missiles
-weight increased x8.
-cooldown increased x4.
-damage decreased x2-4(except Khaak).
Link: https://drive.google.com/open?id=1Lbdfl ... x_rQpkiCAt
Last edited by Ed86 on Tue, 27. Nov 18, 15:44, edited 1 time in total.

Ed86
Posts: 24
Joined: Thu, 7. Apr 16, 14:36
x3ap

Re: [MOD] [AP] LxXRM Missile Rebalance

Post by Ed86 » Tue, 27. Nov 18, 15:42

somehow missed few missiles :|
V2:
Cyclone - reduced dmg x2, now on par with terran zeta
Firelance - reduced dmg x2, it has huge aoe, so should be balanced vs wasp/poltergeist

Firestorm, Omega torps - increased damage by another x1.5 -> ~750k
Hammerhead - increased dmg x1.5 -> ~370k
Wraith - increased damage x2 -> 8k


https://drive.google.com/open?id=1NclL3 ... eEkOO2TlnO

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