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Messages - Agalyon

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181
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 16, 2015, 08:14:38 AM »
It might've taken you a lot of tricky ballis-shots to get where you are when you deal with the Templars. c:

The Conquest isn't much for a sport shooter since it basically does broadside before ever doing the needed shots to take the Templar down, not to mention the speed the speed and durability the Crusaders could take before downing. Even so, the Conquest would have been broadsided instead before it take its maneuvers to anything that is not an Archbishop.

Or Archbishops doing the Broadside while they slow the Conquest down.
Its not that hard. With that much EMP damage and range, not even the templars can just sit and slug it out. Hell, if you support it well enough, even the AI can do it. The only time it didn't work was when it got sandwiched between two paladins. The conquest survived, barely, but it was very close. The broadside doesn't really matter much either. What usually happens is the paladin comes careening at you, slams into you, and sends you flying- which is good. Jesuits and fighters counter it, but if you have Protonus' energy missiles thats not even that much a problem, and you can always wait to field it till you actually see a paladin. If you do put energy missiles on it, it basically hard counters the archbishop into oblivion, as the missiles go for the drones first.

182
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 15, 2015, 09:45:58 PM »
Overwhelming range
Kinetic wins this battle
Templars will fall soon
Spoiler
I'm sorry. Couldn't stop myself. But to add something useful and not stupid, not sure what direction you want to take the templars, but In my experience, what I've found they are most vulnerable to is very long range weaponry. Giving a conquest things like mjolnirs and hypervelocity drivers and stacking range mods works exceptionally well, especially against the arch bishop. Fun as it is rolling over paladins like that, figured I'd at least mention it, in case you want them to be as difficult as possible.
[close]

183
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 15, 2015, 02:00:36 PM »
Seems that the ship isn't overnerfed after all. I've always maintained that it's very powerful, which is why I've slowly brought its stats down over the past 2 years. Anyway, I will say that I can mostly accomplish the same things in an Aurora, and that goes for AI controlled ships as well. Swap a Nevermore for an Aurora and your fleet power should stay roughly the same, the Nevermore is just flashier which makes it feel broken if the enemy fleet can't deal with it.

Having a lot of Combat/Technology aptitude compounds the problem and allows for very cheesy, powerful loadouts, which sadly shore up the ship's weaknesses very quickly and make it easy for it to get out of bad situations. Not quite sure what to do about that.

One change I've considered for the Nevermore is to nerf the ammo regen of the built-in weapon and lower its projectile speed again.
I pretty much agree with this. The Nevermore and Aurora end up with mostly the same levels power, depending on the loadout. I think the Nevermore certainly is flashier, and the built in weapon probably feels more powerful than it really is because its "free." Torpedo's accomplish basically the same thing, probably with more projectile speed as well, and you can put those on anything.

184
Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: February 14, 2015, 10:31:39 PM »
Wow, I just looked at this mod, and I must say it looks very nice. Any idea of an ETA for 65.2a?

185
Do you have an ETA on when Citadel will be updated for 65.2a?

186
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 14, 2015, 01:53:56 PM »
Gotcha

187
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 14, 2015, 12:03:01 PM »
So wait, does this work without shader lib? Or is the old shader lib fine on the new starsector?

188
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 13, 2015, 05:09:56 PM »
One mildly screwy thing about High Maintenance (though I only really felt it with Templar ships) is that it incentivizes the player to deploy ships with them regularly. You're going to be bleeding supplies no matter what you do, so you may as well use it and pay a 100% supply cost to Smite the Foe instead of 25% to have it sit idle in reserves.

Anyway, if it goes on Hyperion it makes sense to also go on Imaginos and probably Desdinova and Nevermore. Also fits with the lore.
On the other hand, those latter two are in many ways destroyer/cruiser versions of the Tempest, and that one doesn't have High Maintenance.
You know, I was contemplating making some allusion to the tempest/medusa in my rant, but in the end I didn't. Not to say that I think what you're saying is wrong, far from it. Having extensively used both the Medusa and the Tempest, its safe to say they are strong. But strong is hard to define in a single player game. Builds are somewhat narrow as they come on the Medusa, more so on Tempest, at least if you want to do the crazy stuff people rave about. Not sure about the Desdinova and the Nevermore. In a way, their mobility is what gives them the edge they have, but on the other hand, that kind of is blackrocks thing. Hard to say if having mobility AND power on a dedicated attack, 1v1 me-esque destroyer/cruiser is worth high maintenance. If it is strictly better than most every other ship in its class, maybe. But I can't make that kind of claim without lots of testing.

But yeah. About the High Maintenance vs CR per deployment thing, that's pretty much what I was thinking. I feel like really high CR per deployment would feel better, even if it cost me about the same.

189
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 13, 2015, 03:04:33 PM »
It shouldn't crash in 0.65.2a.
So wait, this is good for 65.2a?
Nope, but if it was, it wouldn't crash on changing variants.
Oh, I misread that. Sorry. Any idea on SS+ and Templars for 65.2a? :)

190
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 13, 2015, 12:46:49 PM »
It shouldn't crash in 0.65.2a.
So wait, this is good for 65.2a?

191
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 13, 2015, 10:08:05 AM »
The 0.65.2a conversions are already done.  The real time is going into content.
Ballpark? I need it. Gotta have it.

192
Mods / Re: The Crystanite (Version 1.1) [0.65.1 compatible]
« on: February 13, 2015, 09:14:06 AM »
...
Hey, thanks for the speedy update. Very much appreciated. Good luck on your WIP.

I think you really really REALLY need to make the Halo regenerate drones, or at the very least have a whole lot more drones. A ship that dedicated to drones, especially drones that die as fast as they do, shouldn't be as limited as it is. If the drones were just a facet of the ship, I think it would be fine, but a dedicated drone ship needs to be able to rely on its drones, and the Halo can't.

193
Mods / Re: [0.65.1a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 13, 2015, 09:04:24 AM »
I totally understand where you're coming from, and we'll see if it works out or not. I feel like really powerful, high-tech ships should require you to make an investment of support craft to carry supplies, as well as making you pay an opportunity cost. The campaign is very easy as it is, and the cost of running the ship can be offset by using efficient ships elsewhere. High Maintenance might be excessive, but when I tested it, I could still break even. You are not even penalized for being active, given that High Maintenance only kicks in when the ship is idle at full CR%.

The problem with the Desdinova and Nevermore is that both of them have Hyperion Syndrome, where they can easily outmaneuver the AI and obliterate ships that other ships of their size class wouldn't be able to touch. Once I get a Nevermore in the campaign, I very rarely lose battles, nor do I lose the ship itself - it's very easy to retreat with it. The point isn't really to impose a limiter, because there are none in a single-player game. If you wanted, you could mod the Nevermore to have unlimited burst jet ammo and cost 2 supplies/day. The point is to create a feeling of weight and cost, to sell the concept of the ship through both its designed strengths and weaknesses.
Alright, Ill try using them a little before I judge anymore. Not sure if I want to wait for SS+, templars, and other mods still, not sure how long its going to be. My original save is basically too big to play on 65.1a so I'm basically sitting here till something happens. Thank you for your understanding, I hope I didn't come across as rude.

194
Mods / Re: [0.65.1a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 13, 2015, 08:34:07 AM »
IMO it's entirely warranted, especially now that the Nevermore has 4 small missile hardpoints. The problem is player skills, I have to add something to make the playing field a tiny bit more even due to how broken those ships can be in a decent player's hands.
I definitely understand that, but wouldn't it make more sense just to crank up the CR per deployment? And I'm not really sure buffing them then adding high maintenance is the right direction if you already think they're too crazy. There are so many taxes in this game in this game already, and basically no way to offset the cost of high maintenance. I understand you probably don't want to change the ship and the way its used, but if you want to discourage its use by holding a sword over the players head for just carrying it, I feel like that's close to the same thing. If you want it not to be used, I think there's got to be a better way than this. I wanted to avoid using myself as an example, but for me personally, the combined CR per deployment and high maintenance makes me not want to use it at all, when I was first attracted to it basically because it seemed like a cool ship.

Just for transparency, I've only played with both ships a few times, and haven't used them extensively. I can see that they have the potential to be quite strong, I just don't feel like this is much of a limiter, more of an annoyance.

195
Mods / Re: [0.65.1a] Blackrock Drive Yards v0.7.1 - Patch Out !
« on: February 13, 2015, 07:53:14 AM »
- Added High Maintenance hullmods to Imaginos, Desdinova and Nevermore. Sorry, no fun allowed.
Ehhhhh... I really dont agree with that. The Imaginos makes sense, but the Desdinova and Nevermore are just really good ships, and not indomitably good ships either. But anyway, thanks for the speedy update. I was waiting to play till Blackrock was updated, lol.

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