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Was this just because it was a hero unit and normally it would work or would the superlaser need a buff to make it even more devestating?
We wanted the Sovereign/Eclipse to be powerful, but to us, making it able to one-shot any other SSD (while more realistic, considering it could crack a planet's mantle) would be a bit overboard so we went with it being strong enough to one-shot anything else, while still leaving other supers in a position where they can't be killed in one shot but are still low enough to be easily picked off.
Do hero or difficulty-based damage bonuses apply to the superlaser shot?
Edit: A quick Shadow Hand campaign load allowed me to test this, and Palpy definitely can 1-shot Lusankya (playing on Admiral as the IR, no other heroes present on my side). I do have the Balance and Flavor submod installed - did that alter the superlaser damage or SSD hp at all, Vulcanus (if you read this)?
If you want and your system can handle it, this can be boosted even more by an easy edit of the xml files (open the Imperial_Civil_War\Data\XML folder, search the factions.xml and Expansion_Factions.xml files for "Space_Tactical_Unit_Cap", change the numbers, viola). Just make sure to do it for all the factions... or, well, not, if you want one faction boosted or weakened in relation to the others (honestly had not considered doing this until now, and now I'm damned tempted to play an NR ICW with the IR having a space cap bonus against the PA and myself... thanks for causing me to write this post ). Thrawn's Revenge gives a space pop cap of 40, but I tend to play at 50 - it gives slightly bigger battles that remain manageable, and balance-wise it doesn't shift too much in favor of offense vs defense. 60 tends to push things too far in that direction, I think, though it also somewhat weakens superships since more ships can be called in at once to deal with them.