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Mods / Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Update preview 6/24/20
« on: December 10, 2020, 10:09:41 PM »Got 2 hours-ish of run in, and so far it seems to work very well. The initial meeting between two decent sized fleets is brutal on account of the strikecraft waves meeting, but it levels off quickly when they start to get whittled down and replacement slows. Fire support weapons work properly for the first time because of the passthrough, and it's great.
Haven't managed to test a full-on PD ship build with the new pass-through PD, but looking at some of it, I suspect the range might be too short for the pass-through to matter. But even if that's the case, nothing changes and it's just the same (decently balanced) PD situation AO had before that change.
I'm glad the pass-through helps fire support weapons in a fleet setting. It was tough to not have them also dominate the 1v1 game and therefore be the primary role at first. So they had to be really inefficient. That solved 1v1 but made them look weak in a large fight when comparing them to other builds.
As for PD-passthrough builds, that's how I'm thinking it will work too. The pass-through was more to protect frigates when equipping PD weapons in medium and large slots on destroyers or cruisers. It basically matters only in a fairly niche situation where your allies are very clumped up. Normally that's not a good place to be but it can happen. When it does, it makes the larger PD weapons shine a little more and feel a little more valuable. If that ends up not feeling like enough, increasing the range is an option to make them even stronger. It does make that slider go to "broken" more easily though so hopefully that won't end up biting me later. I'm kind of feeling it out and seeing what can be done with the concept now that it exists. The new ways to build stat cards really make it easier to do this sort of thing and not have the concept obscured from newer players until they see it in action.
Also, thank you for giving the test update a try! I'm glad it has been enjoyable thus far.
Whoa, new stuff!! I didn't come back for two days and miss the update. Does anything have to be lookup specifically?
At least, I don't play Cyberpunk. So, I'm free.
Thanks for testing it out as well. I'm not used to test updates but it gets the information cycle going a lot faster since I can get additional info while I'm also testing/polishing.
Fire support weapon builds, and carriers (especially smaller carriers) are the main things that I'm curious about. Some secondary considerations would be strike craft OP-to-performance analysis in a fleet setting, and the new REDACTED encounter difficulty (spoilers in the spoiler). I think some other campaign stuff has changed but it was minor overall in comparison iirc. Some Nex balance was attempted through a FP rework and a couple other things but that's hard to test without a long campaign.
Finally, I've also changed the stats on a lot of weapons, so if something stands out let me know. Same goes for new things. Some I've tested more than others, but all received at least one or two passes iirc. The descriptions for some weapons are in serious need of a rewrite but that is far down on the list atm.
REDACTED content I was referring to:
Spoiler
Derelict Mothership battle and Guardian battle.
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What I currently think along the above mentioned carrier mechanics:
- Carriers should stand out more because they can more easily equip gunships and bombers due to weapon discounts and even free small weapons. Warships have more limited options without direct combat sacrifice - though they can field low OP craft in those roles at about the same cost most of the time.
- Strike craft in each role should scale better by OP costs. Upgrading is more expensive, and similarly more effective in combat. Large fleet testing has been more limited as I've been focusing on individual variants - both for a little optimization especially with all the weapon changes and as a control to test wing effectiveness.
Some questions I still have:
- Are medium and large weapons attractive on carrier builds even though they aren't free?
- Is the upgraded wing tier always the better option with the OP pool? Do some hullmods or weapon upgrades at least give the build a nearly equivalent effectiveness overall?
- Considering their discount to equip on warships, are interceptor and fighter carrier builds still viable - even if less priority? (This will help me determine whether or not to reduce replacement time for wings in those roles since that scales to help carriers more.)
- Is the Heron's ship system too strong now considering the increased bomber and gunship effectiveness?
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I received some advice on the discord and I've changed the falcon's look and even added an additional medium missile slot. This isn't in the test update since I just did this today. Overall I think it is an improvement on the design and quality. I try and update ship graphic quality now and again though it's too time consuming to do everything at once at this point.
Pics:
Spoiler
Standard version:
Hegemony version:
Hegemony version:
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