Topic: Overall tuning balance
After testing and calculations here are my thoughts on tuners (and some other modules) in the game. Before I start tho I need to say that armor resistance is the only stat with diminishing returns and is currently nicely balanced. Also 1-2 module types never cause issues really so I will focus on maximum stacking them.
1. ARMOR REPAIR TUNING
Currently we are at +50% efficiency for +30% consumption (+69% for remote)
Lets consider 5 tuners then:
759% repaired amount increase
371% accumulator consumption
This gives us a ratio of 2.05 to 1. In short, accumulator efficiency doubles, repair efficiency just gets ridiculous.
For remote rapairers accumulator consumption is 1377%. Thats ratio of 1 to 1.81 so efficiency almost gets cut in half.
Tanking observers in assault bots is fun but I'm going to assume not intended. These need to be toned down and changed for remote reps that are now useless with tunings. Tunings still should increase accumulator efficienency but not to such a degree.
My proposition:
+25% repaired amount for T1 and T2 = 305% so a ratio of 0.82 to 1
+30% repaired amount for T3 = 371% = 1 to 1 ratio)
+37.5% repaired amount for T4 = 491% = 1.32 to 1 ratio)
Reduce additional remote consumption to 5% - ratio gets only slightly better with T4.
2. INDUSTRIAL TUNINGS
Well things should be simple here as % are the same as armor rep tunings. I would suggest a similar rebalance as proposed for armor repair tuners. The current increase in ammount mined/harvested sure is nice but is slightly too much - I'm all out for more so the market might get some life touched to it but scarabs mk2 filling themselves in 3h is a bit too much in my humble opinion.
I am only going to do numbers for T4 this time:
491% with all lvl 10 extensions = 736.5% as opposed to current 1.3k% - its still much more but not completely overboard.
3. ENWAR UPGRADE
Again here I am going to consider stacking 5 of those together:
201% increased drain amount
161% drain/neut accumulator ussage
305% increased neutralized amount
Not considering robot or extension bonuses now:
T4 medium energy neutralizer = 370 acc use and 900 acc drained = 0.41 to 1 ratio, extensions improve this even further. Seriously? This will change game into neuting artemis/seth alts energy wars. Save such ratios for Ictuses and troiars please.
My proposition:
T1 and T2:
10% drained energy
10% accumulator usage
10% neutralized amount
T3:
13% drained energy
10% accumulator usage
13% neutralized amount
T4:
15% drained energy
10% accumulator usage
15% neutralized amount
Now with 5 T4 tuners a T4 unbonused medium neutralizer costs 370acc and neuts 593acc - It is still very good but not as overpowered anymore - and can actually be countered by sealings.
4. WEAPON TUNINGS
Last but not least are the weapons. Currently one can fit a few tuners for conventional firearms or missiles - but no more than a few or it just gets silly. Laser and magno weapons shouldn't use any however unless some serious energy logi is used.
I understand that stacking up weapon tunings is a practice that should cease at least for pvp for diversity. Using up head slots should not get penalized or it will prove the module invalid. I am going to assume that without any weapon tunings all weapons are balanced. The tricky part here is that they all got different dmg, acc and cycle time per shot.
Before changes 5 weapon tuners meant approximately 245.7% dps along with better accumulator ratio. That is way too much to ignore. What will happen if we remove both damage and accumulator penalty from weapon tunings? 5 tuners will increase dps to 169% with no accumulator ratio increase (and it will consume over 50% more acc and ammo due to rate of fire).
So my proposition for all weapon tuners:
3% critical
7.5% rate of fire