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Messages - Cerevox

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31
This is awesome. Not even kinda awesome, or sorta awesome. This is just straight up awesome. I can only imagine that soon enough we will be building our fleets/weapons/stations and once .6 comes out we will be building entire empires.

32
You have to select to have it during the initial game options. If it is in the game, then it will be orbiting the same planet as the storage station and is actually called "omnifactory".

33
Naw, people will build up, do crazy stuff, and then timcorp will fly by and obliterate entire fleets in an instant. There are some truly OP mods out there. No need to imitate them. Also, valk actually has a pretty good shot, the ether driver or whatever their gauss cannon is called is a real monster.

34
Aaah you can keep the omega, soon, i'll have a new monster available in my arsenal that can take it on. ::)

Awesome, an arms race between mods to see who can make the OPest ship while still pretending to be legit would be great. And by great I mean hilarious.

35
My post was very much a "How I see the balance right now", not a request to change anything. Well, I did ask for a few things, but I clearly marked those bits with "I wish...."

I kind of like that some factions are stronger than others. If the Hegemony has to sling two or three onslaughts at every neutrino cruiser just to knock them down, that just makes the game more interesting.

I do wanna clarify a few things I said though.

On the Thule, their frigates and some of their destroyers are top notch and their kinetic guns and SRM missile pods are also great. However they seem lacking in cruisers and cap ships that are actually capable of doing anything. All of my stations fill up with troop transports and hospital ships, which do not make a good armada. They also have that missile cruiser, which would be a beast if only they actually had any large missiles to put on it. I never saw any large missiles other than the meteor show up for sale.

On the neutrino, the shields are not actually the big issue that makes them so strong. The shields are just the obvious one. Neutrino ships also have very high armor and hull amounts and high flux pools for the weapons they mount. Several of their weapons are also either OP or just pure BS. The photon canon revolver thing comes to mind. I am not sure if yall are aware, but those photon shots are infinite range. They also function as missiles so PD fires on them but because of their speed nothing but a solid wall of burst PD can kill them. The AI doesn't really abuse it, but it is entirely possible to kill opposing ships right at the start by spamming it at the other side of the map where you expect the enemy fleet to be. The Neutrino are so OP because of the combination of numerous factors all coming together, and the auto-resolve sees that their stats are just too high in many many places. Personally, I think the auto-resolve is correctly assigning them wins. I think they are slower to repair though because of their lower crew count, which means they get worn down faster than most factions by repeated battles. Just my personal impression, I could be very wrong.

Antediluvians really are not a good balance mark, because it is so easy to specialize ships to kill them. However, the AI doesn't do this, so they can legit win if they are fighting default loadouts. The Antis actually should be winning some of their ai vs ai matchs because they do have some incredible stats.

36
Playing against it wouldn't be that hard. Most valk ships seem to have problems controlling their flux when firing and the Vatican is so slow to turn you can get a cruiser like the aurora and just sit right in front of it where it doesn't have any heavy guns and pound it down. The vatican only really becomes absurdly OP when a player is using it, although I imagine it is quite strong in ai vs ai battles too, since the ai wants to flank things and that is a bad idea with the vatican. You might actually want to leave the vatican in a few fleets though, multiple mods have super capital ships like it running around and without it the valks will get walked over by several factions.

The valks actually feel pretty balanced, they just have a huge amount of front loaded damage with their incendiary ammo. If you take them slow and careful they are pretty easy to pick apart in the AI's hands though. Honestly, the most annoying valk ship to play against is that horrible little jammer ship. That thing drives me crazy, but I love it being in there. It really fills a roll I don't see anywhere else. Valks are one of my favorite factions, and like I mentioned above, don't start feeling broken unless a player has certain of their ships set up in certain ways. Also, I don't know if the RNG is just trolling me, but there are a couple of cruisers/destroyers I never see that might be nice to have.

Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.

The gedune would be massively strong if they actually had a cap ship, but without one they tend to get smashed by sheer size. As long as the fight sticks to cruiser size and down though they seem to win, simply because their ships are so mobile and have such a heavy punch right after moving.

I feel sorry for the antideluvians and the asp, they just get crushed. Anti's have that great armor and health, but without shields it is just too easy to cripple and destroy them. Asps, I think their weakness is obvious.

Nomads/Junk Pirates/Lotus/Interstellar Federation all have something interesting about them, but they are balanced to vanilla so they get walked on.  :-\

Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.

Blackrock looks super cool, and their 2 cruisers, the stormcrow and nevermore, are monsters, but all the rest of their stuff feels weak. I would rather fight several of their cap ships than a single one of their cruisers.

Nihilic have incredible weapons, and their ships are strong stat-wise but due to their layout they are actually pretty easy to exploit. Nihilic do better on non-Nihilic ships. They just don't seem to have the kind of damage output they need to make them dangerous on their own.

Thule feel like a series of gimicks. Very cool gimicks that can catch you off guard if you don't know about them, but most thule ships seem to just fall apart in a standup slugfest, which is pretty easy to force. Their ships and weapons are creative and interesting but simply can't go toe to toe with most other ships it feels like.

Relics have some very unusual guns and strong shields, but with almost no armor and low hull they tend to get peeled apart fairly easily. The strange guns allow them to pull off some silly wins though. That Zapp :P

And finally the neutrino. The guys with those horrible little tiny shields. And those wacky infinite range photon things . And those splinter missiles. And those blasters, the really fast ones that make a huge amount of flux but hit like torpedoes. They are one of the few factions that I avoid fighting no matter what I am flying. They just have such massive damage output and they have those shields.... I think everyone knows what I am talking about with them.

If I was ranking factions by overall strength, with default load outs, and no shenanigans, in this mod, it would go something like this. Although keep in mind, some factions do better against one faction than another.

Neutrino, Council, Nihilic, Valkyrians, Gedune, Thule, Blackrock, Relic, Tri-Tachyon, Nomads, Intersteller Federation, Junk Pirates, Lotus, Independents, Shadowyards, Hegemony, Antediluvians, Pirates, ASP

Wow, that turned into quite a little essay.

Edit: I forgot the pirates!

Edit2: Was that council ship the sparrow or the dragonfly, I suddenly am not sure on the name.

Edit3: Upon further consideration, I am not sure how the thule actually win anything. Their cruisers/capital ships and half their destroyers are unable to actually do any real combat. An yet somehow, the ai losses to them. Go figure.

37
I don't get the complaints about the council. They are strong but not that strong. Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.

There are quite a few OP, and some absurdly OP, things floating around in here. If you want to start lists of OP stuff, the better place to do it would be to start with what actually is balanced. Its a much shorter list.

Seriously though, this mod is awesome. I just wish it felt like I was having an actual effect on the wars. It just feels like the only thing that matters is who is getting the outsystem attack forces at that moment to back them. I wish there was some way I could dump supplies or cash into my faction to help them. Even with my vatican I can only lock down one planet.  :P

38
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 12, 2012, 01:49:40 PM »
Or perhaps tie the accuracy/radius target size of the guns to the level of the crew? I have noticed that my elite crew seem just as bad at firing on moving/edge of range targets as my green crew. It is actually somewhat painful to watch my elite crew on my conquest fire hundreds of rounds at a strafing frigate and hit nothing. Decreasing the radius that is targeted may make this worse, since the only time they hit strafing frigates was with random shots or beams anyway, making them more conservative will probably mean that ballistic weapons never hit on target unless facing something moving slow or straight in and out.

39
Modding / Re: Question about combining mods..
« on: June 25, 2012, 04:53:07 PM »
I have done no editing to make it play nice together and all my factions appear. Corvus is very very crowded. The only time i have seen disappearing factions is when i was using Uomoz's corvus with multiple other factions, sometimes some factions would vanish, but when I do them all standalone with no compilations then it all seems to work just fine.

40
Modding / Re: Question about combining mods..
« on: June 24, 2012, 10:02:37 PM »
I am running every stand-alone race for the current version + all the little mods and the portrait mods and the weapon mod. The only one that ever gives my grief is timcorp, that every now and then claims it has forgotten what the hawkx(sp?) launcher is. The only exception is the caelus mod, which can't be running at the same time as the weapon mod because they both have a light flak that conflict with each other.

41
General Discussion / Re: how to add a new weapon to ship
« on: June 14, 2012, 05:37:28 PM »
IF you add a weapon to the ship on the refit screen, as long as you stay on the refit screen(which includes simulations) you can get a 100% refund if you ditch the weapon. You can try out pretty much any combo that way and only pay for the weapon combo you like.

42
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 09:30:07 PM »
Flak is so great against bombs because they tend to come in clustered and slow which allows flak to take out large groups of them at once. Burst PD is near useless against any real volume of missiles/bombs, but is great at taking out fighters(and salamanders when they are doing their circling motion to get to the rear, flak can't hit them in that phase for anything.)

Smarter PD weapons would be nice though. They should know that hitting a single missile with all 8 burst PD lasers is overkill. OR perhaps a hull add-on that allows your PD to self coordinate? Having PD call and eliminate targets to maximize efficiency would be amazing, instead of having your burst PD spam itself out on an annihilator barrage while your flak wastes its time on heavy fighters that take near no damage from it. Would also be nice if the PD could tell if it had multiple dual flak cannons or just a single burst PD, to decide if it really wants to spend the effort on clearing out a huge wave of annihilator rockets or just catch them on a shield.

Assuming PD drones don't just obliterate all incoming missiles anyway.

Also, I don't think bombers are supposed to be trying to unload inside a ship's bounds, but if they find themselves inside the bounds they will often drop a couple of bombs. Try a quick paragon Vs mass bombers, don't shoot down any bombers and watch what they do at the end of their run.

43
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 04:07:43 PM »
Ahhh, I always assumed there was a gap in there since the actual shield graphics show a small gap near the center, and that bombers are able to launch bombs on the ship itself and have them strike the hull and not the shields.

Bombers with phase skimmers, doing their whole run inside the bounds of the ship itself. Wow.

44
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 03:45:15 PM »
I know the shields are quite thick. Its just, some cap ships rely on their shields and have almost no armor. If you had a small frigate that just had a couple small missile hard points on the front you might be able to fit those launchers in the gap between shield and hull, and if those hard points are single shot reapers you might be able to cripple the cap ship. The frigate won't survive, that's almost a given, but if you could trade a 7k frigate for a paragon, would you?

I can't offhand think of any vanilla frigates you could do this with(lasher's missles are set too far back, vigilance only has one) but there are a couple modded frigates that should be able to pull this off if the teleporter really can land them inside that gap. Or if you could do destroyers, then a hammerhead can fit both 2 reapers and 2 medium ballistic mounts into that gap. It should be able to do some serious damage before the shield kills it. Assuming the cap ship has more flux than the hammerhead has hp, since it would be a straight trade for damage on shield to flux of cap ship for damage to the hammerhead.

45
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 03:22:09 PM »
I have this vision in my head of a destroyer using the engine boost and pushing against a frigates shield to accelerate the frigate to silly high speeds, then the frigate coasting at those high speeds until it approaches an enemy cap ship and using its phase skimmer to jump in between the cap ships shields and hull, where it immediately unloads its pair of reapers and proceeds to slam into the cap ships just softened side, doing huge collision damage to the hull hp itself.

Would this be possible, assuming I could get the AI to ram my own ship at the right angle? Not saying it would be effective, but it would be hilarious to watch.

Or can frigates with phase teleporters get inside a cap ship's shields? Some of the cap ships have quite a bit of space in there.

Edit: It sounds like the skimmer keeps current heading and speed of the ship, will teleporters also or do you come out at 0 speed or something like that?

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