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Messages - Dante80

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1
Mods / Re: :: The Lotus Conglomerate v1.10 :: Intrepid to the grave!!...T_T
« on: September 19, 2014, 06:25:33 AM »
He hasn't visited the forums in nearly a year.  I doubt you'll get a response anytime soon.

 ;D ;D

2
Mods / Re: Exerelin - Dynamic System and Faction War - v0.32
« on: May 01, 2013, 10:02:23 PM »


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 ;D

Nice to see everyone, it has indeed being a very long time...C:

...ok. I really love the direction the game is going these last months, it has been a looooong time since I last played though. Those filthy Lotus Pirates need a lot of work, the look of their hulls is starting to match their outdated/unbalanced nature.

Sinking deep in the black depths of Eve Online, together with an unhealthy amount of work hours in the hoppy certainly does not help too. I really cannot make any promises for this month, but rest assured those picaroon will be coming back.

With a Vengeance...scratch that, they dont want that hull...XD

3
Mods / Re: Exerelin - Dynamic System and Faction War - v0.32
« on: May 01, 2013, 12:33:51 PM »
Lotus and Nomads are extremely outdated as observed, Nomads will be updated by Trylobot once 0.6 is out and lotus is abandoned, they will never get updated.

never say never.

4
Modding / Re: looking for graphical artist for Project Caelus
« on: August 12, 2012, 01:59:23 AM »
God save us all from autocorrect; when done badly, it wastes more time and makes more trouble than it claims to avoid.

BONER AMANDA, BONER!!
http://bios.weddingbee.com/pics/127214/dyac7.jpg

5
Mods / Re: [0.53a] Interstellar Federation v1.24
« on: August 09, 2012, 09:19:26 AM »
Quote
Loving this new style.

Ditto, excellent work man. Keep the goodness coming...^^

A suggestion. Since you are building from scratch, it would be very nice to also experiment more on how the default weapon slot plugs look. You can try making them more unique - fitting for your designs.

6
All valid points.  :)

The main problem with additional nerfing of the classes you specify has to do with this:

when the ships are used by a human player survivability is less of an issue due to better use of shielding and flux venting.

Skillful piloting can compensate for any and every disadvantage a skimpily protected hull can give you. Thus, the Lotus focus on speed and lethality can produce some configurations that under the hands of a good pilot may seem a little overpowered.

You have to take into account though the way that all mods that need to be balanced against vanilla work. And this is, 3 way balance.

1. In AI use with the default variants
2. In AI use with the variants you decide
3. In human use with the variants you decide.

For the first 2 categories, survivability is a big issue regarding balance. And this is where Lotus ships fit their niche as Pirate raiders that use hit and run tactics. Thus, any and every additional nerfing would unbalance the ships when used by the AI. At least, thats what happened when I used to playtest before release. I don't know if that still holds in the latest version, a great deal of more testing is needed to ascertain that.

If you have any idea though that could help with making the classes more balanced, shoot away. I'll playtest the living crap out of it,as balance is my main focus here...XD

7
Modding / Re: Let's Draw A Spaceship!
« on: August 08, 2012, 05:20:40 AM »
I absolutely love the design, for some perverted reason though it looks to me like a portrait for an anime "chibi" character doing double thumbs up...XD

8
 I try to balance all ships according to the vanilla campaign so this kind of feedback is very useful for me, thanks.

Quote
From my experience Eventyde & Hydra might be a bit too good, at least compared to their vanilla prototypes. Maulers + needlers on fast, flux-efficient hull with decent shielding, without any serious drawbacks - it's pretty much the best possible combination.

Hydra - Eventide: when compared to their vanilla counterparts, both ships lack in:
Hull integrity
Armor rating
Flux capacity
Flux dissipation
Shield arc
Shield upkeep
Flux/Damage
Elevated procurement cost


The trade-off is 15 more speed, a small boost in maneuverability, a loadout change restricting energy weapons and a small boost in OP so as to balance the loss of weapon types like beam PD weapons or the AM blaster.

Granted, when the ships are used by a human player survivability is less of an issue due to better use of shielding and flux venting. But this applies to all ships in the game. Moreover, Hydra loses the revered adaptability (2 universal mounts + the ability to sport a double AM blaster - pulse laser combo) its known for, ans Eventide loses the exceptional 360 0,6 shielding that really makes Aurora what it is in major fleet engagements. Lastly, both Medusa and Aurora can be considered OP in the vanilla game due to their overall stats, so I can understand why the same assumption can be made for their customized pirate counterparts.

How do you think can we make both more balanced in vanilla? Any feedback is vastly appreciated.

Quote
Also Interpid. With 5 MIRV launchers it's an obvious overkill

Its a niche Battleship design, so I think that such a loadout is warranted. Here are some stats, compared to the Paragon that it resembles:

Ordnance Points: 28 to 25
Base Price: 188000 to 150000
Hull integrity: 13200 to 18000
Armor rating: 1000 to 1500
Flux capacity: 28000 to 31250
Flux dissipation: 1125 to 1250
OP: 355 to 350
Speed: 48 to 30
Turn Rate: 18 to 10
Shield arc: 90 to 360
Shield upkeep: same percent (0.6)
Flux/Damage: 0.9 to 0.6
Minimum Crew: 540 to 450

Loadout
Intrepid - 23: 5LM - 10MB - 4SM - 4SB
Paragon - 23: 4LE - 4ME - 2MU - 4SM - 9SE
Weighted ordnance points
Intrepid - 43: 15 + 20 + 4 + 4
Paragon - 38: 12 + 8 + 5 + 4 + 9

As you can see, I don't think that overkill would be the right word for this. From the start, I wanted to create a BB design that specializes in support roles. Also, add to this the fact that you won't see any AI controlled ships with MIRVs flying around.

Having said that, How do you think can we Intrepid more balanced in vanilla? Any feedback is vastly appreciated.

Quote
Agreed, though Hydra with skimmers might end up being second only to Hyperion in OPness:)

I'll have to agree on that too. The new subsystems feature is new to me, so I will have to do a lot of playtesting before deciding how to implement it without unbalancing the mod. Thats one of the reasons I asked for feedback in the first place two posts ago...cheers..^^

9
No feedback yet...T_T

Oh well, some starting WIP pics for a strike frigate design (click on the img for x4 view)...





10
In the following days, I'll be looking into updating the mod so that it fits the latest 0.53 version.

Will need some suggestions for that, since its been a while and I don't currently know how well the mod fits with vanilla. Some of the things I gathered:

1. The revolver autocannon might need some additional nerfing.
2. Will have to add in ship subsystems. Most of the ship I think will need the speed boost, so as to keep the mod inside the Lore of the faction.
3. Will have to add another corvette and maybe a Capital.
4. Adjustments might be needed regarding the cargo and fuel carrying capacity for some ships.

What should the player look for when choosing or encountering the Lotus Conglomerate? Any and every feedback would be vastly appreciated, cheers. ^^

11
Mods / Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
« on: July 28, 2012, 04:13:11 AM »
It's beatiful ! Are you gonna use it in Lotus ?  ;D

Wasn't thinking about it, was just firing up photoshop after a couple of idle months and playing around to get the rust out of me (and apparently...into that hull lol)... ;D

I'm hopeless though, it turned out like a Lotus ship...XD

 


12
Mods / Re: MrDavidoff´s Ship Addon (demo mission out, v0.1a)
« on: July 28, 2012, 03:52:23 AM »
Love the work you put in your designs man, keep the goodness coming...^^

Was playing around a bit in CS today, here is a beat up version for your hawk BB. Feel free to alter it if you like for a pirate version in your mod, cheers... :)


13
Modding / Re: Help/Opinions needed on a ship
« on: July 23, 2012, 08:17:39 PM »
If its a civilian ship, then you have no need for 1600 armor and 14500 flux cap. Lower those, slash some of the OP and add more cargo space to compensate. Also, reduce the hull (so that it properly matches both the size of the ship and its non military role). Hope that helps, cheers...^^

14
Mods / Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
« on: July 21, 2012, 09:41:01 PM »
Damn, tried the latest variant today after a long hiatus due to job constraints. Corvus was never that beautiful before. Thank you Uomoz for this mod, and many thanks to the modders too for their superlative work!  :)

15
Temjin, the hull type you describe already exists in the mod.  ;)

Arcadia-class Light Carrier


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