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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Hellya

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1
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: February 09, 2024, 11:09:37 PM »
I saw .97a and I clicked the download. Bad, Hellya.

2
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: February 09, 2024, 04:49:44 PM »
Getting an error on startup:

"Fatal Ship Hull spec (MSS_Naional} not found!

3
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 30, 2021, 12:43:43 PM »
Without skills, Doom is good and worth the 35 DP, just as deadly as last release.  With skills (specifically elite Helmsmanship, elite Phase Mastery, and Systems Expertise), Doom is too powerful.

Without skills, Harbinger is merely an easier-to-use AMB Afflictor that costs 20 DP instead of 8 DP.  With skills (same as Doom), it can brawl from near medium range with Phase Lances; basically a poor-man's Doom that cannot handle fighters.

However...
Ziggurat needs skills (elite Helmsmanship and Phase Mastery) just for QoL in using it.  Without skills, Ziggurat is slow as molasses and not fun to use.  It is like Hyperion in that way.

Also, unskilled fighters die to 30% rate after about a minute or so of fighting late game enemies, making them even more similar to missiles, but without the control and burst.  Thus, carriers need skills to be worth using, maybe.  Without skills, fighters are about as weak as they were in the 0.7 releases, and carriers are overshadowed by conventional warships, let alone phase ships.

This has absolutely been my findings. Fighters are pretty meh and thus carriers, standard gun ships are mid row, and phase is doom stack material.

Phase ships without skills, especially the Doom, are far better than any carrier or hybrid per point. Even better than non carrier types without skills.

I am thinking the people who say the Doom is bad in AI hands have not field 3 or more at a time, and/or are fitting and skilling them poorly for AI. It is comical how fast the battle is over with perked phase ships. They are much more OP than fighters last patch by a large margin.

I would be shocked if phase ships were not brought back in line with the other ships at or before the next major patch. They are really all you need to kill any and everything no matter the size.

4
The character and officers have a few new skills that make phase ships way more practical. Its important to note that the Doom got bombs way back when because its phase and survivability was not good. Its primary loadout capacity is very killer and always has been. Just get rid of bombs now. They are not needed anymore. In fact they just make the game boring easy, zero challenge after the Doom is acquired. Or adjust the skills to make it so you have to take a risk. Bring a little risk reward back to this ship.
Before 0.8, two medium mounts only for cruisers (without bays) were lame.  Eagle could support three Heavy Blasters and Heavy Autocannons, Aurora had a large missile (and kill things with two heavy blasters, multiple IR Pulse Lasers, and Cyclone Reaper), and Dominator could use dual Mjolnirs (or Storm Needlers) and more weapons to kill everything.  The only time Doom was overpowered back then was unlimited Fast Missile Racks and Salamanders... except Venture was better at that job.  Venture during that one release was hilariously overpowered spamming unlimited Salamanders everywhere.  And then for a bit more OP, player could get the strongest capital ship in the game, Onslaught.  (With full pre-0.8 skills, Onslaught was the strongest capital.)  Except for 0.7.2, phase cloak had no time shift and no cooldown.  As for what Doom could use back then (aside from missiles), two Heavy Blasters and kinetics, or six AMBs.  That would be good for today's standards, but back then, that was merely sub-cruiser level firepower.  Paying 30+ DP to do the job of a much cheaper ship that could use two blasters.  Aside, Medusa (and Falcon for that matter) could easily support two Heavy Blasters and two Railguns (or medium kinetics in case of Falcon).  Even Tempest could use two Heavy Blasters although the player had to vent spam constantly to make it work.

Sometime later, Doom replaced Fast Missile Racks with Interdiction Array, which was lame.  Not guaranteed to flameout the enemy, and skilled enemies could recover very quickly anyway.

After 0.8, which weakened skills (less OP, less dissipation, less top speed) and nerfed exploits like vent spamming, ships could not support the firepower they once did.

Without mines and with phase cooldown, Doom has no way to attack cruisers (and capitals) without taking damage, and it is too slow (maybe not with elite Phase Mastery now).  That is what made Doom the punching bag before it got mines.  If it could not reach an enemy blind spot against bigger ships, Doom simply took damage and could not distract the enemy (who probably had superior shot range) while phased.

You think that you should do massive damage without taking damage.... See this is exactly what I am talking about here. You want a ship that is so OP you can nuke everything while taking not damage. This is zero risk all rewards. It makes the game a snoozefest.

If you want that sort of unbalanced game there are mods to give you stupid OP ships. For the base game lets try and shoot for some balance here.

5
Came to the forums after months of not being around. I see my original findings and posts on the Doom are still just as relevant now. Forget other cruisers and capitals, load up on dooms. Seriously the AI uses them really well, it is not just a player thing.

The mission with 3 of these in it is not even slightly enjoyable. If you have dooms it is just you and the computer flying in phase space launching bombs at each other. WEEEEEEEE! If you have no dooms it is a lesson in frustration.

Excessive Speed-Check, system for hiding with no repercussion for 5 minutes plus at a time-Check, crazy loadouts-Check, a way to flank any and every ship before they can even react with shields (forget turning to intercept)-Check, good in AI hands-Check, kills every ship with zero skill and solos entire fleets-Major Check. Did I miss anything?

The phase weapon damage idea is okay, I guess. I would say that idea may work if you can dodge mines. Also, why do we need a weapon in the game to counter 1 ship, maybe 2. This will have a very negative effect on phase ships that are not S+ tier.

The character and officers have a few new skills that make phase ships way more practical. Its important to note that the Doom got bombs way back when because its phase and survivability was not good. Its primary loadout capacity is very killer and always has been. Just get rid of bombs now. They are not needed anymore. In fact they just make the game boring easy, zero challenge after the Doom is acquired. Or adjust the skills to make it so you have to take a risk. Bring a little risk reward back to this ship.

6
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: May 15, 2021, 10:40:27 AM »
I stumbled upon one of the mayasuran ships, the Moa-class Cruiser.

That thing is OP as hell bro xD

Has insane weaponry, insane defense (8 small energy) and insane offense (2large energy, 2 medium ballistic, 1 medium missile and 1 medium hybrid) and to top it off fortress shield and all that for 25dp?

This is a capital ship in a cruiser package

And yet, the champion is still a better package. You will get this when you use that ship a bit. I actually don't use. I pretty much play Mayasuran exclusively. Lets just say it blows up really easy and doesn't really bring more heat do to flux capping out.

7
General Discussion / Re: Custom Production Question
« on: May 14, 2021, 04:26:07 PM »
I smell are mod request to have your faction ships and your custom ships follow your loadout variants only.

8
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.5
« on: May 14, 2021, 04:17:11 PM »
Could you do a config that will make the ship fire all it's missles at the nearest viable target if only a certain % of the hull remain? Could be really useful to frigates that are dying but die without firing the missles. If they are gonna explode anyway it's better to shoot the missles even at a shield than not firing it at all.

I second the Blow Your Load protocol.

9
General Discussion / Re: The Frigate Bias
« on: May 12, 2021, 05:22:00 PM »
I don't really agree but I am very new so feel free to point out any errors. I'm not saying high-tech being too strong (or low-tech being too weak) is not an issue, but SO can be considered in isolation.

You can't assess in isolation because it scales existing values. The ship mechanics and stats are required variables to gauge it's effect.  It's not flat bonuses by size, like Heavy armor mod, it's scaling existing stats on a multiplier. Now that I think about it, SO shouldn't be a multiplier, it should be a flat value based on size.

SO is balanced on all Low tech ship, most midline and nearly no high tech ships. That is the order of weakest performance to highest performance without SO, this is not a coincidence.

High tech is overpowered
Low Tech is underpowered
SO is OP for High tech
SO is balanced for High tech

High tech needs nerfs, SO isn't the problem. Although I think the mechanics of the Mod should change. If Heavy armor mod worked like it then it would be OP for Low tech ships.

SO lasher vs Hyperion is a really poor comparison.
Hyperion is 30 DP with 120 sec base PPT,lasher 4/240.
SO lasher with machine guns+LAGs+ammo feeder is really scary for the cost.

The point is that one turns into an unstoppable killing machine and the other just gets better performance. DP doesn't matter, it's the effect it's having relative to before it had it.

Anyone who thinks the Lasher is getting the same punch from SO isn't looking very hard. That disparity needs to be addressed.

Why not just remove SO? seems like way less work. Pretty sure Hyperion would be not nearly as good without it, from my test it is not OP without it. Neither would Doom or the host of other ships that are OP with it.

10
General Discussion / Re: Best Skill Tree 0.95
« on: May 12, 2021, 02:24:43 PM »
I picked Technology, because it's the one I've spent the most skill points on.

First campaign was 0 / 5 / 5 / 5.
Second campaign was either 0 / 1 / 9 / 4 or 1 / 0 / 9 / 4.
Third and fourth campaign were 2 / 4 / 5 / 4.

That said, I've not yet tried Automated Ships, and first four skill points go to Industry, because I want Field Repairs.

Give the automated a try. It is probably worth more than the vast majority of skills. Not because of the ships, it is because the alpha cores give you more fleet weight.

11
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 12, 2021, 02:15:05 PM »
Wanted to pop in and say thanks! This mod is a game changer and should be implemented into the game. Love the flux limiter on large power hungry weapons.

Also wanted to make a suggestion. If I read it right, there is complications with making the AI follow the presets, is there are way to make them follow your flux presets though. That might make them leave the engaged target early though. I am not a modder by any means, I have zero idea if it can be done or is too complex.

12
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 11, 2021, 09:22:28 PM »
Well, Diable never seems to create a consensus in term of balance. It is at the same time ludicrously overpowered and hopelessly weak.

I am finding this. I have never really gotten into Diablo. The graphics were always kickass however, the 60 CR capital can't stand up to a onslaught. That always turned me off. it is not a dedicated carrier, it is not a dedicated brawler.

Clearly, I am doing something wrong and need to play it as a fleet.

13
Mods / Re: Rebalanced Doom 1.0
« on: May 11, 2021, 02:54:23 PM »
Can be added during a campaign.
Can be safely removed from a campaign.
Affects the Starlight Cabal Doom from Underworld as well.



Active changes
  • Removes the ability to deploy mines while phasing.
  • Reduces the range of the mine strike system from 1500 to 800.



Goal of the mod
  • Make the Doom less annoying to play against and less overpowered to play as.
  • Make it harder and riskier to use well.
  • Keep its core identity as a backstabbing ship intact.
  • Make sure that the AI is able to use the changed ship well.
  • Do it with as few changes as possible.



Footage of the changes in action

No skills and normal loadout.
No skills and normal loadout.

Optimized loadout with skills against 2 radiant remnant fleet.
Optimized loadout with skills against 2 radiant remnant fleet.




It was just a matter of time before this happened. The thing is OP and annoying all at once.

14
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: May 06, 2021, 04:49:42 PM »
Bird Class, lets discuss this.

I cannot think of a single scenario where I would field this ship. Its extremely fragile, terrible shield coverage, 1 phase jump on very slow cool down, extremely OP expensive, has low DPS, terrible range, and terrible main gun coverage. Is this thing meant to be hard mode? It says meant to fight "capital ships", the thing is the gun is outranged by even short range PD and does not have enough alpha to make the risk remotely worth it.

What is going on with this thing? Maybe it was good before .95? I can't think of why it would be any different. I get the enhanced phase thing that last for like 2 seconds helps, however it would take 3-4 unshielded hit and runs on a enforcer just to down it, and the PD's shred this paper bird before you can even get the shields up, and you can't phase out once you use it for what seems like 10 - 15 seconds. You have to phase in to get double damage (under this with officer skills), get your shields up faster then you ever have, shoot, try to catch all incoming missiles, guns, fighters with your terrible shield, and slow boat away hoping you don't overload, which is a real concern as the rail gun takes half you capacitor.

15
Your crazy man, you will ruin everything....

Honestly, what you are thinking seems to me like it will fix some of my favorite faction mods that I no longer play because skills and changes have murdered there ship line up. Carrier heavy factions are not fun to play, factions where most ships have one or two fighter bays are not fun, armor tank factions are not fun; I am really only down to P9 and hopefully BlackRock.

Anyway, o would like to see where your mod  can fix some of the less viable vanilla doctrine and mod doctrine.

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