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Messages - Cerevox

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1
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3i - Systems
« on: March 26, 2020, 05:02:41 PM »
Just tried out the mantidae fighters and they are glued to the carrier. Kind of makes their ability and description of being able to project force a bit silly since they just hide behind the carrier and don't really engage.

2
Mods / Re: [0.8.1a] Green Knight Security (v1.3)
« on: June 09, 2017, 10:01:26 PM »
Ive been playing these guys in nex and really enjoying it. However, the faction really seems to putter out on the power curve at the upper end. Like, both the cruisers are good and solid, if equipped properly the missile cruiser is pretty terrifying. Give it a bunch of kinetic weapons and 4x harpoons and it can murder things really fast. However, there are no real hard-hitters in the lineup that can take out heavy cruisers or caps without a pretty big numbers advantage. The only thing that comes close is the missile sunder, but its a sunder variant and thus the AI likes to explode in it without doing much. I guess the issue is that the Vritra "heavy" cruiser feels more like a standard cruiser. Its highly effective vs other sized cruisers and anything smaller, but it can't punch above its weight, mostly because of the limited slot size. It doesn't matter how many tactical lasers or privateer pulses I put on this thing, it won't stand up to a dominator or eagle, or any of those top end cruisers.

I am not saying any of the current lineup is bad, its just, there is a clear cut off where GKsec can't escalate but every other faction can, so its near impossible to keep using GKsec indefinitely, you have to swap to other faction to get heavy cruisers and up.

I am honestly not sure what I would expect in a heavy cruiser or cap, either beamspam or multiple heavy missiles, its just that the gap is definitely felt.


Also, unrelated to that, the carrier feels kind of soft. I feel like it gets itself killed more than a condor. Maybe a wider shield or something similar?

3
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.

4
It looks like domain derelicts and the redacted have their own factions, which are being treated as regular factions. You were neutral to domain derelicts, and then you just randomly attacked them, so everyone got mad.

5
Had an interesting thing happen. Coalition spawned in and took the DA forward operating base away. DA sent a big fleet which marauded the system for a while. Then, after a few weeks in-game the DA fleet started "intercepting invasion fleet" by which it seemed to mean fly out to the middle of nowhere in the system and wiggle back and forth. A coalition fleet was also doing the exact same thing at the same time, in between the DA fleet and the station.

Perhaps something isn't updating properly when a station changes hands?

6
So i just noticed that apparently redacted are treated as a regular faction, and they are neutral to you. This seems a little off.

7
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 18, 2013, 02:07:09 PM »
Its not a big deal. Just download the new one and replace the old one, delete the old file and unzip. Takes like 15 seconds, and since updates are fast just do it every couple of days. Version number really doesn't matter all that much when you just want the latest version and its changing all the time.

8
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 18, 2013, 12:45:56 PM »
There are version numbers, they just aren't on the file name. Open up the package and read the modinfo file.

9
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 16, 2013, 07:48:08 PM »
On the storm needler, it is not the ammo count, it is that in big fights, it sits there and shoots at missiles instead of other ships. It is useless if the opponent has a rocket launcher of any kind because it spends all its time shooting at rockets. It simply isn't doing any damage and its not even that good at PD duties.

On missiles, really any change would be good at this point. The rocket launchers are good, but everything else just doesn't feel useful, and the rockets are only useful because of the crazy level of spam they are able to put out.

Edit: Im a moron, yes, the rest are behind the next button.

Edit2: Been messing around with the exi. Your starting cruiser is absurdly tough, nothing can kill that beast. However, other cruisers you buy don't seem to get the bio hull, so every other cruiser/cap ship you buy as exi is terrible.

10
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 16, 2013, 07:06:01 PM »
The exi cruiser appears unkillable. I have wailed on them with that 25fp pirate cap ship with its blood god ability on for +500% damage for minutes at a time and been unable to even make its HP bar twitch. Luckily, the auto-resolve thinks they are terrible so once the rest of the fleet is gone you can just auto-resolve and win.

The prospector is much better now, they actually die when they get into a fight with cap ships or other high damage ships.

Wages appear to be disabled.

Can only pick pirates/hegemony/tritach to start, which makes getting a conquest to try it out a bit harder.  :-[

You might want to normalize missile ammo across different weapons. Some missile weapons have enough to fire for 30 minutes straight, while others are out in a minute. In some cases it makes sense, but in some it doesn't. Things like rocket pods I can see blowing through their ammo very fast, but the MRMs having such a huge amount of ammo compared to the LRMs is kind of weird. You might want to boost the LRM ammo.

Edit: And the storm needler seems to be set to point defense. It is shooting at missiles instead of other ships.

Edit2: Okay, managed to kill an exi cruiser. It took 4 hellbores at pointblank with rockets to overcome its regen. At least, the cruiser appears to have some kind of massive hull regen or something along those lines.

Edit3: Also, some large missiles might be nice. With the extreme effectiveness of flak in this mod, the mirv missles are not cutting it.

11
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 15, 2013, 03:00:19 PM »
In big fights with multiple cap ships, a wing or two of them might die, but they are so cheap it is ignorable. I think the real problem is a combination of their armor and their size. Most of the guns in this mod seem to have a lot of spray and wide arcs of fire at longer ranges, so I suspect that most shots are simply not hitting them. the few hits that do land would be enough to blow away other fighters, but the prospectors just shrug them off.

The punkjunk fighters, squire?, are not quite as tough but have a lot more damage and you can do something similar with them.

On the flip side, the sidecar fighters from exi need a buff. They are like tissue paper.

12
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 14, 2013, 07:05:28 PM »
Tactics to make them work? Just keep leveling armor skill. They end up with 4k hp and 1.7k armor at level 10. Then spam 15 or so in your fleet. They tear entire fleets apart and because there are so many and they all mix together and are so small, the AI can't seem to focus and eliminate them one by one. I roll around in a fleet with an onslaught and a full set of 20 of them to fill up the onslaughts hangers, and the onslaught only has to actually fire its guns once every dozen battles. It just sits in the back and spams its 4 annihilator rocket pods.  I have yet to actually have a battle go so long the onslaught runs out of rockets, and i just randomly attack every fleet I come across.

Late game is where the mining fighters really shine. :D

13
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 13, 2013, 10:24:33 PM »
That's a crazy huge amount of firepower on the conquest. It was all about its broadside, and it covered both sides equally, so each side was like a full cap ship. With a big gun in the middle you might want to boost its FP and cost by a bit.

Also, the punkjunkers are really strong. All their ships seem to have near absurd amount of armor and health.

Also, the mining fighter, the prospector? is by far one of the strongest fighters due to it having the armor of a cruiser and the hull of a frigate.

Energy weapons are a bit on the weak side, ballistics both make up the vast majority of options, and have a wider variety. Ballistics have both better and cheaper options than energy weapons. It feels like energy weapons are supposed to be special, but they simply don't have anything special going for them.

On the latest version I have still not seen any faction cap any station except their starting one, not even make an attempt. Also, you can only pick three factions to start with, pirate, hegemony and tritachyon. None of the other factions come up as options. They are still in the game, you just can't play as them.

The mod is cool, im sinking hours into it, the balance just feels really strange.

14
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 11, 2013, 06:27:28 PM »
Idunno, it just seems that the wage system is oddly harsh, it kicks you when you are down and leaves you alone when you are doing great.

Also, do factions actually take other stations? I have yet to see it.

15
Mods / Re: Vacuum / Exerelin Alpha 1 (Total Conversion)
« on: August 11, 2013, 10:03:37 AM »
It doesn't seem to punish you for going into negative credits, so once you get your perfect fleet you can pretty much ignore the whole thing. But early on, if you screw up and get too many elites then you can find yourself in a hole with a small ship and no real way to build up.

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