The various "critter" weapons you can find and research all have problems. But their main problem is that they are all Tier 2 (out of 7) weapons tech, and dead ends.
Tier 1-5 is Red through Gamma lasers
Tier 5-6 are the X slot upgrades
Tier 7 is Crisis tech and similar.
Each tier is generally 1.3x as expensive (alloys, power, etc) and does 1.3x the damage of the previous tier.
(Some weapon times start at T3, like disruptors and strike craft)
So you invest in them, and you get ... a weapon comparable to what you'd get if you ignored them (Blue Lasers typically). One step of tech later and they are obsolete.
I suggest we kick them up a tier or two (increasing costs, including power) to tier 4 so they stay around longer.
Fix bug, and +0.5 tiers for Amoeba (to T4.5)
All damage is in damage per day.
Alloys/Power/Damage before : Alloys/Power/Damage after
+2.5 tiers for Null void (to T4.5)
S Null 13/7/2.32 : 25/14/4.5
M Null 26/13/4.95 : 50/25/9.7
L Null 52/26/10.34 : 100/50/20.2
+2 tiers for Lighting (to T5)
L Cloud 17/23/7.48 : 29/39/12.7
+1 tier for Mining (to T3) but make it Archeotech
S Mining 13/7/4.7 : 17/9/6.1 +Acheotech (for +48% with right perks)
M Mining 26/17/7.5 : 34/22/9.8 +Acheotech (for +48% with right perks)
+2 tiers for Siphon (to T3)
S Siphon 15/7/2.55 : 25/12/4.3
Amoeba have a bug. Their 70% accuracy isn't accounted for, so they claim a 40 damage but only do 28. First, fix this then bump them half a tier:
H Amoeba 60/30/28 : 69/34/46
(Amoeba are more vulnerable -- less evasion, more fragile -- than standard strike craft and move slower).
Using these weapons is no longer a trap. Also, you are likely to have reactor problems if you grab them early, forcing trade-offs.
Tier 1-5 is Red through Gamma lasers
Tier 5-6 are the X slot upgrades
Tier 7 is Crisis tech and similar.
Each tier is generally 1.3x as expensive (alloys, power, etc) and does 1.3x the damage of the previous tier.
(Some weapon times start at T3, like disruptors and strike craft)
So you invest in them, and you get ... a weapon comparable to what you'd get if you ignored them (Blue Lasers typically). One step of tech later and they are obsolete.
I suggest we kick them up a tier or two (increasing costs, including power) to tier 4 so they stay around longer.
Fix bug, and +0.5 tiers for Amoeba (to T4.5)
All damage is in damage per day.
Alloys/Power/Damage before : Alloys/Power/Damage after
+2.5 tiers for Null void (to T4.5)
S Null 13/7/2.32 : 25/14/4.5
M Null 26/13/4.95 : 50/25/9.7
L Null 52/26/10.34 : 100/50/20.2
+2 tiers for Lighting (to T5)
L Cloud 17/23/7.48 : 29/39/12.7
+1 tier for Mining (to T3) but make it Archeotech
S Mining 13/7/4.7 : 17/9/6.1 +Acheotech (for +48% with right perks)
M Mining 26/17/7.5 : 34/22/9.8 +Acheotech (for +48% with right perks)
+2 tiers for Siphon (to T3)
S Siphon 15/7/2.55 : 25/12/4.3
Amoeba have a bug. Their 70% accuracy isn't accounted for, so they claim a 40 damage but only do 28. First, fix this then bump them half a tier:
H Amoeba 60/30/28 : 69/34/46
(Amoeba are more vulnerable -- less evasion, more fragile -- than standard strike craft and move slower).
Using these weapons is no longer a trap. Also, you are likely to have reactor problems if you grab them early, forcing trade-offs.
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