Ship Combat Revised - Weapons & Shields
By ItheraI
Community Rating
WEAPONS
In general, most non-turret weapons are buffed to the same damage output as their turret versions if they have one. Turrets now have increased ammo capacity before needing to reload, and will start reloading faster. All weapons are now scaled in such a way that Class C > Class B > Class A. Non-Auto weapons now more consistently do ~75% DPS of the primary damage type of the equivalent Auto.
Lasers get large boosts to shield damage and a significant buff to max range. Most will exceed particle weapon range.
Ballistic weapons get a range boost as well, but will be the shortest of the weapon categories. Most are buffed in damage, either by reducing power cost and allowing more to be placed, or a straight damage improvement. (The Vanguard Hellfire Autocannon is already significantly over-tuned for its price and availability early, so that has been toned down to give others a change to shine.) In addition, all ballistic weapons are heavier than standard, typically between 10 for low power weapons to high 20's for high power turrets.
Particle weapons have a range reduction in return for EM damage, but slightly reduced close range damage.
Missiles get a roughly 50% range increase (along with the ability to lock at further ranges). All get various degrees of damage boosts. Ammo capacity has been changed to match in game model, and reload time adjusted accordingly. All missile systems are increased in weight, typically 4-5x base weight. Projectile velocities are increased.
EM Weapons have various buffs depending on manufacturer. Extra damage, extra range, or added shield damage.
Starborn weapons get a substantial buff, both to NPC ships, and player ships. Beams now have EM damage, and are classified as both EM and Particle weapons. Torpedoes get a range increase, half as many shots with a reduction in charge time, and significantly increased damage to Hull/Shield/EM. Now classified as an Energy weapon (laser) instead of a missile.
All shields are given ~100% more health, but regen cut in half. Some have slight adjustments to health or power requirements to place them more in line with each other. The 11 and 12 power shields are now more comparable to each other.
Release notes
Playstation
-
2.00- Reduced range and EM Damage for Particle weapons and EM for Starborn Weapons
- Shields changed to ~2x Vanilla values. Regen halved to keep gross amount roughly the same.
- Other minor fixes
PC
-
2.00- Reduced range and EM Damage for Particle weapons and EM for Starborn Weapons
- Shields changed to ~2x Vanilla values. Regen halved to keep gross amount roughly the same.
- Other minor fixes -
1.42Starborn proved too dangerous in groups of 3+ (or certain missions), so damage and range of their weapons have been reduced slightly.
-
1.41Significantly re-tuned ballistics, lasers, and particle weapons. Removed dependency on Community Patch
1.41 fixes range of 0 on a few weapons -
1.40Significantly re-tuned ballistics, lasers, and particle weapons. Removed dependency on Community Patch
-
1.32Fixed weapon value errors
Now requires the Starfield Community Patch to keep consistency going forward -
1.31Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
1.31 Hotfix for incorrect weapon values
EDIT: Weapon values still not working as expected. Will update soon -
1.00Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
-
1.30Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
Xbox
-
2.00- Reduced range and EM Damage for Particle weapons and EM for Starborn Weapons
- Shields changed to ~2x Vanilla values. Regen halved to keep gross amount roughly the same.
- Other minor fixes -
1.42Starborn proved too dangerous in groups of 3+ (or certain missions), so damage and range of their weapons have been reduced slightly.
-
1.41Significantly re-tuned ballistics, lasers, and particle weapons. Removed dependency on Community Patch
1.41 fixes range of 0 on a few weapons -
1.40Significantly re-tuned ballistics, lasers, and particle weapons. Removed dependency on Community Patch
-
1.32Fixed weapon value errors
Now requires the Starfield Community Patch to keep consistency going forward -
1.31Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
1.31 Hotfix for incorrect weapon values
EDIT: Weapon values still not working as expected. Will update soon -
1.00Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
-
1.30Primary CK release. For full mod details - https://www.nexusmods.com/starfield/mods/9371
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