Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Amazigh

Pages: 1 [2] 3 4 ... 20
16
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: August 08, 2023, 02:15:20 PM »
Update 0.13
Save Compatible

v0.13
- New Ships
-- Ecumenist
-- Dunnock
- New Weapons
-- Crockett Artillery
-- Cauldron Flux Shear Torpedo
-- Quicksand Machinecannon

- Lustre
-- Base Shield arc increased from 120 to 150
-- Adaptive Systems no longer grants a shield arc increase as hull takes damage
-- Crash fix

- Sakset Naval Rifle
-- Turn rate reduced
-- Flux/shot increased from 850 to 900

- Termite SRM Launcher
-- Reload time increased from 6 seconds to 7.2 seconds

17
General Discussion / Re: IR Autolance uses?
« on: July 28, 2023, 02:07:35 PM »
Since you've invested in S-Modded Expanded Magazines, why go with an Ion Beam that doesn't scale with charges?
Because the Ion beam is really good, the EMP it provides is extremely useful (makes enemies want to keep shields up, and disables weapons/engines).

He could have gone for a third autolance, but the utility that just a single ion beam offers far outweighs any "loss" he suffers by not using a third weapon that gets advantages from s-mod ExMags.

18
General Discussion / Re: A huge nerf to the missiles
« on: July 06, 2023, 05:36:22 PM »
"invest those in more/better PD"
I suspect that there are very few ship variants that could do this without compromising their main offensive weaponry, which would make those ships flat out worse against anything other than a missile/fighter spam fleet.

There is the PD_ONLY tag to fix this. The only place it is used in vanilla is on the Wasp strike craft's Stinger Proximity Mine. Further nerf missiles by adding it to these weapons:
  • Burst PD Laser
  • Flak Cannon (damn you, Monitors, you are supposed to tank)
  • Heavy Burst Laser
  • LR PD Laser
  • Mining Laser
This would not really fix things, PD_ONLY is a really awkward tag for modular weapons, as unless it's some sort of special super dedicated PD weapon then the fact that it flat out removes the ability for AI/Autofire to use it against ships will definitely lead to weird behavior (eg: the burst lasers are actually rather decent as a secondary weapon against lighter ships, so blocking them from firing on ships would be bad)

Adding PD_ALSO to needlers and some other weapons could be interesting, but the long reload between bursts for light/heavy needler means i could see this easily being really annoying in practice.

19
Yeah this is far more readable at a glance than the current version, i like it.

20
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.12
« on: July 03, 2023, 01:09:37 PM »
Update 0.12
Not Save Compatible

v0.12
- New Ship
-- Ocklynge

- New [REDACTED]

- New Weapons
-- Micropulser
-- Cockatrice DEM Torpedo
-- Termite SRM Launcher

- Exegetes
-- Deployment/Maintenange cost reduced from 8 to 6
-- Flux Dissipation increased from 200 to 250
-- Base Shield Arc increased from 30 to 50
-- Base Shield upkeep reduced from 550 to 100
-- Shield flux/damage increased from 0.2 to 0.5
-- Removed built-in Narrow Focus Shield Emitter / Stabilised Shields Hullmods

- Flogger
-- System active (acceleration) duration reduced from 1.5s to 1.4s

- Misside
-- DP reduced from 7 to 6

- Ilgryps
-- Renamed to Splendor
-- Sprite updated, with credit to Nia Tahl
-- Hull increased from 9000 to 10000
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 330 to 280
-- Shield arc increased from 200 to 210
-- Removed Built-in hullmod: Bulk Missile Storage
-- Built-in hullmod Arsenal Efficiency Overhaul renamed to Hybrid Weapons Integration
--- Removed weapon flux cost reduction
-- Added new built-in hullmod, Energy Bolt Converger (a weaker version of Energy Bolt Coherer)

- Nebel
-- Flux Dissipation increased from 660 to 700
-- Shield upkeep reduced from 198 to 175

- Jorogumo
-- Sprite tweaked

- Lafiel
-- Sprite updated, with credit to Nia Tahl

- Kaksos Autocannon
-- Flux per shot reduced from 100 to 84

- Copperhead Gun-Launcher
-- Flux per shot reduced from 88 to 72

- Laaja Spreadcannon
-- Flux per shot reduced from 68 to 60

- Pulsed Ion Beam
- Formia Sling
- Formia Storm
-- Sprites updated

- Coruscate
-- Macron Cannon (Single)
--- DPS reduced from 90 to 75
--- Range reduced from 1000 to 900

21
General Discussion / Re: "How armor works"
« on: June 23, 2023, 01:34:26 PM »
Like right now the heavy mauler outclasses the assault chaingun in pretty much every scenario, as long as these guides are accurate, because the damage per shot is higher.

Going by this formula (which i'm pretty sure is right): Damage = Damage per shot * (Damage per shot / (Damage per shot + Calculated Armor Value))
I quickly did some rough calcs (and prolly got some numbers wrong) on how many shots it would take both guns to strip 1500 armour from full (with no skill interactions)
It would take a heavy mauler ~12 shots  (~20 seconds)
While an assault chaingun would take ~64 shots (~9.6 seconds)

So yeah, ACG is far better against armour, and thanks to higher raw DPS will in 99% of cases deal more damage to hull as well.

because there's no irl reason for damage per shot to work this way
It's similar to how you can lean on a window and it's fine, but when you hit it with something hard it breaks, even without using that much force. Force concentration matters.
Or even: Shoot a tank with a machinegun 1000 times, you're not gonna do much. Shoot it with a tank cannon once? it's gonna feel that.

22
General Discussion / Re: DEM missiles weapon_data
« on: June 20, 2023, 12:35:52 PM »
Ahh thanks. So that has the targeting time which is cool.

I don't understand how the damage works as
Increasing the firing time causes the laser to go off multiple times
Increasing the burstsize from 0.25 to 0.5 changed the damage from 4000 to 6000.
Changing the burst delay didn't do anything.
Changing chargedown had some weird effects. Changing it from 0.75 to 0 caused it to fire twice but for a shorter time and only did 3000 damage. Changing it to 0.25 and it just fired once for less time and then changing it to 5 increased the damage to 6000.
So I'm really confused there.

Changing the flight time variable works but the proj speed variable didn't change the speed of the missile which is something I wanted to do.

Weapon_Data.csv
For the "missile" weapon:
- the damage/shot value represents the damage the missile will do if it hits something in-flight, not the beam damage. (beam damage is handled by a mix of the payload weapon and the DEM script)
- proj speed is the maximum speed the missile can accelerate to (see the "engineSpec" in the .proj file for acceleration/turning stats)
- launch speed is the initial speed the missile is fired from the launcher at.

For the "Payload" weapon:
It's a beam weapon, so:
- burst size is time in seconds the beam fires at full power
- chargeup/chargedown, are times before/after the full power portion that the beam will fire, but dealing ~1/3 damage during this time
- burst delay is time between bursts.


For data\weapons\proj\dragon.proj
- "firingTime" is how long the assigned weapon will fire for

In summary (for the dragons base stats):
Once triggered, the weapon, (which in this case is the beam weapon "dragon_payload") has a 1 second "firingTime"
- It starts with "burst size - 0.25" so 0.25 seconds of 8000 damage/second, giving 2000 damage
- Then you have "chargedown - 0.75" so 0.75 seconds of 2666.666 damage/second (1/3 of 8000 damage/second), giving another 2000 damage
we have now reached the full firingTime (0.25+0.75=1) so the weapon stops firing and the DEM is despawned.
And with the values combined this totals in at the expected 4000 damage

23
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.11.1
« on: June 17, 2023, 10:40:04 PM »
Hello Amazigh, are you planning on spoilering certain ships like the [REDACTED] ones?
Something like HIDE_IN_CODEX for the [REDACTED] ships like the other ships of its kind.

It's showing up in the codex, so unless that's your intention...
I have no idea what ship(s) you are referring to, i looked at the codex and all ships are appearing / hidden as they should be.

24
Mods / Re: [0.96a] RotcesRats v0.3.1
« on: June 17, 2023, 10:15:26 PM »
Amazigh, fist off I'm a big fan of your mod. I am running into a crash with the Scut where I get:

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1

I'm pretty sure that crash is not caused by what you seem to think it is caused by, and is instead caused by a script looking for something in an array that is outside of the size of the array, but without more of the crashlog i can't tell you what script is doing so.

I doubt your fix actually did anything to solve your issue, and instead just whatever was causing the crash was coincidentally stopped at the same time.

25
You can see my sig for a Retribution fleet that fights Ordos entirely under AI control, and also an example of the idea here. It works with 3x Devastator 9x LDAC, by contrast putting in Mark IX and Heavy Mortars and LAGs would not only significantly lower DPS but also efficiency and frankly seems a little kooky on the face of it.

Here's a question: does this build work with anything other than LDACs?
Because (as seems to be generally agreed) LDACs are currently feeling a bit too good with 0.6 efficiency.

26
Buff Storm Needler. Buff Heph Assault. Buff Gauss Cannon. Don't let the Invictus prevent Mjolnir Cannon from getting buffs either.

When was the last time you seriously and regularly mounted Gauss Cannons and Storm Needlers? They really do need some help.

Storm Needler, yeah i can't remember the last time i used it, i guess the (best) use case for it is a close range ship with multiple large ballistics, and few smaller ballistic mounts (to stuff kinetics into) but there's not really a vanilla ship that fits that niche. I'm not 100% sure if it's a case of there just not being a ship that can use it to its strengths, or it actually needs a buff.

Hephaestus, i don't use much either, largely because if i want large to deal HE damage then the hellbore is right there (with more per-shot and lower flux/OP), a small buff might be worth it, but from how some people get it working for them as-is i don't think a big buff would be a great idea.

Mjolnir, is a great gun on ships that can handle it, i use it occasionally even on stuff other than invictus and i feel that buffs would make it too good.

Gauss is my go-to when building a conquest, it's a very good weapon albeit specialised in role, but definitely doesn't need buffs. The combo of 1200 range, high velocity, perfect accuracy and high per-hit damage can not be underestimated.

----

And going to BRF:
IMO the core thing that makes it feel problematic is the LDAC, the flux efficiency buff it got in 0.96 is... too much, the fact that it makes it compete favourably with medium weapons, purely because it's more flux efficient? not a good thing imo.

Railgun competing with mediums is fine, as it is really a sidegrade to the arbalest when you really look at it.
Some comparisons for the Arbalest vs Railgun:
+ Arbalest is 1 OP more, for 25 less flux/sec so if you were spending that OP on vents then this is a net gain (and you get a slightly better OrdEx bonus if you're using it)
+ Arbalest has higher hitstrength, so can perform better against armour
- Arbalest has lower velocity, turn rate and has notable spread, this makes it worse against lighter/faster targets, but this is not really an issue when dealing with larger/slower targets.
- Arbalest is a medium, so loses 100 range if you're running BRF (this could either be a massive issue, or a relatively minor drawback, depending on the specific ship you are mounting it on, and early game if you lack BRF it would be a non-issue)
~ Arbalest is a medium, so more weapon HP, but slower repairs (a swings/roundabouts consideration)

Then again if you're proposing BRF'd LDACs on an enforcer, then just 5x arbalest is an interesting counter-proposal:
+ Arbalests have higher DPS
+ Arbalest is more accurate than LDAC
+ Arbalest has more hitstrength than LDAC
- LDACs turn faster than Arbalest
- LDACs have better flux efficiency
~ 5xArbalest costs 15 OP more than 5x LDAC, but you no longer need BRF that saves you either 10 OP, or an s-mod slot, and you get +30flux/sec from Ordnance Expertise.


----

Typing this out (re: the arbalest losing out to the railgun when BRF enters the equation) and i'm almost thinking that BRF could be reworked to something like:
Depending on the largest ballistic slot on the ship:
- Gives small and medium ballistic weapons up to +100/100/200 base range up to a maximum of 800/800/900
This would change how it works on arbalest/heavy mortar/thumper/heavy needler (making them match whatever range your smalls can go to)

And though it would make ACG get something out of it if you don't have a large.. Which might sound OP at first, but then you have to consider the OP/flux costs combined, and i don't think many (if any) ships could make good use of it if you take that into consideration. (you might think SO + ACG + BRF would be the "best" situation for this change but then you'd realise that it'd be a mere 25 range gain as the BRF bonus would be eaten into by SO)

But i guess the core issue with this change is that this would make BRF more of a no-brainer pick. :-\

27
Suggestions / Re: Suggestion: Crew Mechanic
« on: June 06, 2023, 01:10:38 PM »
My argument is why should I perchance more crew above the minimal amount of "skeleton crew".  Why should I ever appoint a crew carrier in my fleet? Why is there a Max crew statistic on ships many times above Skeleton Crew rate?

Why do I want to pay upkeep of 10c per crew member more than needed??

If you're going to set up a colony, you need 1000 crew, so bringing a crew transport to expand your capacity is a no brainer.

If you take hull damage then you lose crew, having "excess" crew means that you can avoid dropping below the skeleton crew level after taking damage.
This is much more notable if you're running a fleet that would be more expected to take damage, such as a lowtech one.

28
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.11.1
« on: May 21, 2023, 05:00:17 PM »
Out of curiosity, do the four unique superships spawn out in the world if they aren't selected as a start?
They're custom start only.

Is it still a mod that can be added to an existing save?
Yes, you can still add it to an existing save, but by doing so you will miss out on some unique derelict ships scattered around the sector.

29
Suggestions / Re: Storm Needler needs a rebalance
« on: May 19, 2023, 01:02:40 PM »
any RoF boost is applied to both "in-burst" rate of fire, and the "chargedown" time, it's just that the heavy needler already has 0.05s between shots in the burst, and that's the RoF cap (20 shots/sec), which you can't get any faster than.

30
Hmm - not seeing this happen on my end, using a Brawler and an Eagle for testing. Tried different rotations and zoom levels, nothing. And, per David, the cover sprite does not have any stray pixels. Will keep an eye out, though!
Strange, i'm able to consistently replicate this (with/without mods enabled) on anything with a medium midline hardpoint cover.
Maybe it's some chaos interaction with my specific hardware setup? :-\

Pages: 1 [2] 3 4 ... 20