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Messages - auhamas

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Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: April 06, 2021, 05:58:33 AM »
i dunno about everyone else but the obtaining the caliph feels very meh for when you do acquire it. By cycle 208 or so i can relyable establish my own faction and entrench myself in the core sectors so by cycle 212 i doubt ill ever need the caliph when i have access to near limitless funds and near endless fleets. Ofc the caliph is very powerful but i feel the fight should still be hard but not have such late game requirements. Ive been playing starsector for about 1-1.5 years now and i dont think i ever went over cycle 210 without either owning most of the sector or being bored due to repetitiveness. Just some thoughs regarding the caliph. A possible nice addition would be having some nexerelin custom start with a heavilly damaged caliph and some damaged support ships but be hostile to all, could be some fun.

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Mods / Re: [0.9.1a] LowTech Armada
« on: February 18, 2021, 09:52:25 AM »
my god this is probablly my favourite mod yet the ships added add both feel and strangeness to the world. not to mention the mega dreadnought vessel. Stitched together out of 5 ships but man for a pirate playthrough man is it fun to use as it fits the theme of pirates salvaging and scarping together whatever works. one thing ill say that might be a bit controversial regarding it is just how powerful it really is. taken into consideration that most parts of it can fit converted hangers to have unmanned drone fighters making you nigh invincible to missiles or fighter swarms. the gun mounts feel fine if a bit bloated as i have never really had the problem of even makeshift shields going down. yes its a powerful ship yes it requires a hell of a lot of investment but it seems to completely dwarf anything thrown at it. Im not really saying thats a glaring issue but its my two cents on the matter.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 20, 2020, 07:50:17 AM »
Well 2 specialised cruisers are better then one generalist capital. Until you hit the vanilla ship limit of 30, then you might want to consolidate your warships into fewer slots. One capital is better then one cruiser, but not if you have the space for two cruisers.

It's more of a preference problem as I see it.

ahhh in this circumstance it would make sense, i admit ive never reached the 30 ship limit due to never really needing that many ships

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 20, 2020, 03:42:39 AM »
If it's not good in your eyes and as you say, the Macnamara/King and Lyons/Hawke are better for the specific roles that the Alastair is trying to cover all at once, then just use those ships, no harm done. And if the Alastair is that important you can always go to the .csv files and change the flux cap and dis to your liking. Same with the weapons too; balance things the way you want them to be, it's your game.

You're getting really heated for something you can always change yourself with 0 repercussions and almost no time spent.

im not getting heated at all im just not getting any arguements why the alastair is in any sense a better adition then another cruiser. Thats all.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 19, 2020, 08:32:31 AM »
not sure if its just me but i dont see a use for the alastair.

It is just you to be honest, the Alastair is fine. With a proper loadout it can easily go toe to toe with something like a Conquest, just don't expect it to be able to out-face-punch something like an Onslaught, that would be silly if it could.

The trick is that it isn't a gunship. It is a heavy cruiser and a light carrier in a small, capital-sized hull with a disruptive subsystem to tie the package together, if you undersell any of these aspects of the ship in your loadout or how you fly it, you will find it lacking compared to its contemporaries.

it barely has enough flux cap and flux disipation to support itself let alone shield against anything, the siege cannon doesnt play a role in this ship, the mines get destroyed by even the most basic of PD weapons. As i wrote previously a 1 on 1 situation almost never happens, this is a fleet vs fleet combat game and the alastair even with the mines contributes little to nothing. It costs more to upkeep and deploy then a cruiser but is barely better then a macnamara or king in dps or lyons and hawke in support.

i dont expect it to be able to topple onslaughts or conquests if it can provide smth synergistic to the fleet. Yet it cant maintain combat vs battleships and it doesnt contribute much to the fleet.

having a heavy cruiser for the cost of a battleship with the flux stats of a cruiser is not a selling point, the mines whether you use them properly or not do not add much value to the purchase. Id rather buy a n osmond or two and get the same effect from the mines while having more manueverable ships.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 18, 2020, 12:50:53 PM »
Honestly if the siege cannon wasnt a missile id at the very least consider it as it is right now it dies to the most basic of PD weapons

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 18, 2020, 06:20:32 AM »
I haven't played a more recent version, so I can't speak to the specific balance that there is now.

But the Alastair is still the bigger gunboat, so while it might not be winning brawling matches with battleships, on a single ship it is the best the society have to offer.

A combined fleet of specialists can outmode it, yes, but never on a one to one basis as the Alastair is still better then any of the smaller ships.

I will admit that it's siege cannon is basically non-existent as in the older versions I never found it to hit it's mark at all. The emp mines however, while deal-able with PD, which is necessary as otherwise it would be hell, are still VERY powerful when they hit their mark.

It's a proper battle-cruiser in which it beats down on smaller ships like none of the other cruisers can, but it's certainly not a battleship. It's not really built to be a proper anti-capital ship craft, so you need to rely on asymmetrical tactics or carriers to fill that role.

But this is an opinion piece from an older version of the mod, so I could be way off in multiple ways.  ;D

yeah i mostly agree with you that its a bigger badder gunship type ship. But heres the thing while it might be able to beat other cruisers 1 on 1, the macnamara already does that since cruiser on cruiser combat is largely decided by volume of fire. Can the alastair field more guns - yes clearly, but most if not all cruisers will simply skirt back vent and come back in while the alastair is too far away. and at the end of the day theres very few to no chances of getting a 1 on 1 fight so i cant quite say that the alastair can even beat cruisers 1 on 1 and if the enemy fields battleships youll have to rely on outnumbering since you wont have the ships that can go toe to toe with a battleship.

i just dont see much reason to use the alastair over any other ship. Considering the cost, utility, maintenance i just dont see the alastair as being a worthy addition to a fleet over an additional cruiser.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 17, 2020, 02:05:07 PM »
That can be a good thing though for thematics. The raiding society probably shouldn't be duking it out with hegemonic battleships or at least not for long.

So being better suited to raiding supply lines and the like with a capital built for that purpose almost seems fitting.

But then whats the incentive to get the alastair instead of the macnamara king or lyons all of which can go toe to toe with their class equivalents and maybe even higher. The mines are an interesting gimic but not for a ship so flux dependant as alastair. The osmond can utilize this due to it being quite fast and placing those mines is both easier and more suited to the ship. The alastair has a siege cannon and those mines... well the mines will either do very little or nothing at all due to them being so easily destroyed by point defense, and the siege cannon shell gets destroyed 90% of the time and when it hits its just ok.

Macnamara for example is the quintessential gunship/flanker type. Get rapid firing weapons for shields and armor with some anti engine missiles and this ship will both outrun and outgun anything it comes across. With proper manuevering you can run laps around the bigger capitals and shred them to bits over time.

The lyons is a durable assault platform. the siege cannon albeit underwhelming feels more suited to the lyons. it also has magnetic plating, high armor and quite decent hull, plus 2 fighter slots. The lyons is both durable and dificult to attack adding long range weapons and whatever mods you can to further increase that and a couple lyons will tear anything apart before they even know what hit them.

The king is the berserker, add heavy hitting weapons with anti shield missiles (the emp sabot missiles for example) and it will absolutely decimat anything on the oposite end with or without using its omniloader skill.

Even the hawke has more uses since its an allrounder with free drones, want a missile ship sure, LR support sure, close range brawler, well there are better options but yes technically it can, hell you can make it full blown support with nav support and ecm support due to the generous OP the hawke gets.

With all these ships that have their uses and being as effective as they are theres little to no reason to get the alastair. There are simply more and better options.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 17, 2020, 04:23:49 AM »
not sure if its just me but i dont see a use for the alastair.

the emp mines are well a bit meh they rarely come into effect,its not fast, its poorly armoured for a capital, its undergunned, flux is terrible, op is a bit low and the siege cannon is very underwhelming.

again it could just be me but i find more use and more effectiveness from lyons and macnamara cruisers then the alastair

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seems cool always up to new factions and stuff but i wonder how balanced the ships/guns will be.

before anyone shouts me down just keep in mind if a specific faction is too strong it kinda pushes people away from using other faction ships

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Mods / Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« on: August 08, 2019, 05:05:06 AM »
Know what, here's a pretty wide-ranging balance pass that should lower the overall powerlevel of the faction to see how it plays out. If this works fine, then maybe the faction was too strong, if it ends up leaving them too weak, I can bring them back up as needed.

Full changes:

Quote
0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
   - Equilibrium base shield efficiency lowered from 0.7 to 0.8
   - Equilibrium dissipation lowered from 1200 to 1000
   - Replekia shield efficiency lowered from 0.9 to 1.0
   - Frelia shield efficiency lowered from 0.7 to 0.9
   - Silverhead shield efficiency lowered from 0.7 to 0.8
   - Furika top speed lowered from 140 to 110
   - Celika top speed lowered from 140 to 110
   - Ascordia top speed lowered from 110 to 100
   - Dread Eagle flux capacity lowered from 18000 to 16000
   - Valestri dissipation lowered from 650 to 600
   - Sylvetra shield efficiency lowered from 0.8 to 1.0
   - Synastry dissipation lowered from 700 to 600
   - Frelia dissipation lowered from 900 to 700
- Weapons:
   - Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   - Increased Embrace flux/shot from 45 to 50
   - Increased Radiant Dawn range from 850 to 1000
   - Lowered Purgatory range from 800 to 750
   - Lowered Adloquium range from 800 to 700
   - Increased Benison flux/shot from 300 to 330
   - Increased Zealot flux/shot from 20 to 24
   - Increased Zealot emp/shot from 10 to 20
   - Reduced Raphiel EMP damage from 200 to 100

its not that they are overpowered its just they do too much for a ship like dread eagle for example has blink yeah thats awesome easy to flank with it, but it also has shields and very high fluxcap meaning almost always if you play it smart you can blink in, destroy taget with shields on and blink out, vent, repeat. now not every ship is like this ofcourse but other ships suffer from problems that they have waaaaaay too much survivability/damage pottential with the seresvalla for instance if your running a synergy fleet then youll destroy most annoying frigates maybe even a destroyer within the first few seconds of the engagement, the equilibrium i have no idea how to even fight that thing the only way is to flank but even then it has built in fighters and a bunch of guns everywhere so fighting it is rough to say the least.

i havent really found a problem with the weapons personally but maybe its because i outfit my ships for sustained fire rather than big damage so i cant comment on that ill try the mod with the new setting maybe with the slight nerf ill feel better using them more and playing better and using their powers better

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Mods / Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« on: August 08, 2019, 04:57:45 AM »
nerf? really? what ships was not good, they had bad little shields (frontal not 360) and it seems like you want the ships to be as scrap as SHY. This is my personal opinion, of course it does not coincide with the opinion of lovers of frigate and corvettes, who find it difficult to kill battleships on their rat-boats, and therefore they smell in every topic that they need to be nerfed.

ummm my dude the dread eagle can solo an entire fleet and most other ships have shields on top of amazing abilities whether its armor up or shifting. Pound for pound they were (i havent tried the latest version) the best in each class. insanely good flux cap, dissipation and mobility theyre just too good if you dont think so run a sylphon only fleet youll destroy everything no problem

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Mods / Re: [0.9.1a] Sylphon RnD 0.9.5a
« on: August 07, 2019, 12:41:18 PM »
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.

yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge

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Mods / Re: [0.9.1a] Sylphon RnD 0.9.5
« on: August 07, 2019, 12:08:33 PM »
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."

so basiclly for this ability to be relevant i have to have a all nullspace conduit fleet gotcha well i can safely skip this ship then

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Mods / Re: [0.9.1a] Sylphon RnD 0.9.5
« on: August 07, 2019, 11:19:30 AM »
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

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