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Messages - WolfPriest

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 26, 2019, 06:50:37 AM »
I've had to give all the ships slightly increased deployment to cut down on the number of hulls that can be fielded in any given engagement.

 :'(

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 26, 2019, 01:49:27 AM »
Their niche is long-ranged mobile combat. Some of them, namely Victoria and Sherman, are quite survivable. Capital ship goes over 160, and I got more than 290 on some frigates. Their mobility is more than decent, it's best in game. They are also kings of early game. Duke is also superior "fighter" even against wanzers.

Edit:
I think we really REALLY don't need another short-range faction. They are already completely self-sufficient in early game, if you gave at least one salvage rig. In the late game, no, but then again, entire fleet is made up of cruisers.
Just try fleet of Lyons/McNamara ships, with all the fighter slots filled with Dukes. You will get cheaper and more mobile version of Eagle/Falcon combo, and you will not be disappointed.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 25, 2019, 01:40:37 PM »
I feel kinda bad for making this back-and-forth, but I already did, and it gets your mod to the top, and I might as well provide some useful feedback.
I used bit more than a half of ships, all except carriers, Tatcher, Burke and King. I must say, Lyons/McNamara combo (as support/tank respectively) is amazing. I used Alastair as my flagship, it is quite underwhelming, but gets the job done. It's only capital ship I have driven, so I'm not sure how it compares. Walsh is an absolute beast of efficiency. Super cheap ship, and you can get it even cheaper as generic, or super fast as exodus. Sherman is nice number-booster in the early game, it will not slow down or weaken your fleet before the cruisers take over. Victoria takes the same thing further, and can go up against anything except star-station and survive, but those just erase her. Raid is very weird niche. It's too large for frigate, and too small for destroyer. Good early game flagship and frigate hunter, but quickly loses the use when cruisers show up, and has nothing more to offer, so becomes obsolete before the Sherman, that is weaker. I actually got Caswell blueprint, but I already had Lyons production at that point, so I failed to find a niche for it.

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 23, 2019, 02:54:21 AM »
To be honest, when I first started playing this game, I felt this concept was very weird. Now, I'll probably leave this mod on forever.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 23, 2019, 01:16:42 AM »
I'm sorry, I did not see the picture until now. There will be no dedicated troop transport, "Salvage Gantry" and exploration vessel? I did notice that limited crew capacity is a theme, so I guess faction might not use troop transports in the first place.

Edit: I ask because I like doing "one faction only" ships, and the game ruins it with all the Prometheans. I'd be happy to play with this factions ships again, even if I always end up hostile to them.

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 23, 2019, 01:09:41 AM »
Not sure if it's been suggested but if there's a Dassault-Mikoyan then why not make a BAE-Rheinmetall themed mod as well? Just throwing the suggestion out there  ;)

Nice mod btw, really like it loads in terms of ship/weapon designs and the themes.
I second this.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 22, 2019, 10:22:07 AM »
Generic is quite cheap, and would work even with smaller colonies. If you find world extremely rich in ore, you do mine on size 3, refinery on 4 and get heavy industry on 5. Sure, not as good as real thing, but can keep raids away as long as you need.

But, honestly, I want it because generic stuff is currently rarer than the "Blue Bloods".

And if I may ask one more thing, is there a plan to add support crafts, like tanker, freighter and troop transport. You are obviously very good at this, and I have no right to tell you what to do, so don't see these as demands or insults, I'm just trying to get better understanding of your idea.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 22, 2019, 04:20:35 AM »
My humble opinion, player should be able to acquire the generic models, as those are really effective for early game, but certainly aren't overpowered.

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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 21, 2019, 09:45:18 AM »
First, I am really big fan of this mod, and had a lot of fun using Reparation ships only (when they became available, of course). The trouble is, I'm really gimped for Blueprints. I never got the package with multiple craft/weapons in it, and it took a lot of time raiding the stations to infinity and beyond to get anything. If that is how it works, ok. The questions is, can we even get "generic society" blueprints? Those looked like a ton of fun, but I never got them.

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Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 20, 2019, 12:09:26 PM »
No hard feelings, but hoplites and Luddic stuff should be in the base game.

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 19, 2019, 03:48:01 AM »
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?
Pro:
* A lot of really neat ships and weapons.
* Some really awesome exploration content - DME adds a number star systems that are full of interesting stuff.

Con:
??? (I like this mod, and would recommend using it.  There is nothing that goes into the 'con' category for me.)

Could go either way:
* While DME is overall pretty close to vanilla balance, its ships and weapons tend to be very specialized - for example, the Howler Cannon is better at breaking armor than a Heavy Mauler or a Heavy Mortar.  But it's also got a low fire rate, less range than the mauler, and a higher price tag than the mortar, so it's not so much that it's strictly better than vanilla - but it does let a player tweak performance parameters a bit further than they could without it.  It also tends to include missile weapons with high ammunition counts (which for me is a strong positive), and its fighters and anti-fighter weapons trend towards the strong side.  Given that you're already using Diable Avionics, I expect this all will fall in the 'pro' category for you.
* The Blade Breakers boss faction is exceptionally dangerous - a moderate threat level BB system should be approached with similar caution to a high threat Remnant system, and a high threat level BB system is a pretty decent endgame combat challenge - or an early game stealth challenge; it's -possible- to run in with Transverse Jump and a few low-profile ships, dodge patrols, loot some interesting things, and get out again, but I wouldn't recommend trying it with any ships you actually care about.
It is weird, but even though I like Diable, I don't like missiles. I did download this mod, and Nexelin, and now I'm in process of mixing and matching different mods. I did manage to do a rough test of the mod, and the faction does not appear to be OP, at least in lower spectrum of the ships. Anyhow, it's good enough to be in the next play through, as for the one after that, guess we shall see.

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Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 17, 2019, 12:45:26 AM »
And if the Contemptor need "skills and hull mods" to be a beast then I'm fine with that, as long it''s not OP from the start.

Nah, without skills and hull-mods, it's a tractor. It's one of the slowest ships, maybe even slowest cruiser, has bulky sides you can't protect with shields, and explodes when someone mentions flanking, as it has frontal mounted weapon and aforementioned bulky sides, and a huge tail. But I did not have it early game, as I have to make it myself. Also, I noticed that Dragoon is way more survivable than Cossack, even if they have almost identical stats. 

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 17, 2019, 12:36:36 AM »
I hope this does not offend anyone, but I am on the fence with this mod, can't decide should I use it. I already use "Legacy of Arkgneisis" and "Diable Avionics", but no Nex. Can someone give me pros/cons/something to help new player decide?

14
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: September 15, 2019, 01:03:53 AM »
Haven't flown one yet but the Zenith should probably be toned down. TPC's are as good or better than anything the Apogee can reasonably fit in its large slot. Its got 2 fighter wings on top of it with 25 effective more OP (TPC doesn't have a fitting cost so that assumes a 20 OP large in the slot) and still has .6 shields.


No way that isn't the best combat cruiser in the game at 20 DP
Have you flown Contemptor yet? Get the skills and hull mods to extend the range and some anti-shield ballistics, and destroy capital ships 1-vs-1.

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Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: September 12, 2019, 11:56:26 PM »
I also had them friendly with "The Anarkis Reparations Society", also from the mod. How do Diable keep themselves friendly with pirates, when they hate the player and don't allow Smuggling and running around without the transponder, and that is what the, at this point, hundreds of pirates do. It makes no sense to give out the bounty caused by pirates, if you are friendly to them.

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