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Messages - Harmful Mechanic

Pages: 1 ... 70 71 [72]
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: September 14, 2014, 08:42:41 PM »
Yeah, with the Sunstorm (which I'm loving so far) filling the role of burst/shock large HE, having the Squall Battery deliver a more metered fire is nice.

- New Ferrogun sprite is delightful, but doesn't read quite as clearly as the old - perhaps a slightly thicker barrel between the recoiling sleeves?
- Quills are becoming one of my favorite weapons - they're excellent in shield-suppression. The pod version makes an especially nice support weapon on a Scorpion.
- All the PDE weapons are more challenging to use now, but feel much more satisfying when you manage to snipe some exposed hull past the edge of a shield.
- The last few revisions have really upped my appreciation for the Volley Gun. That thing is beastly and wrong, and I love it.

Mods / Re: Diable Avionics (v. 0.5f)
« on: August 31, 2014, 03:00:58 PM »
I'm really enjoying these ships so far. The missiles feel pleasantly Macrossy, the kinetics have a satisfying whack to them (the Recson's sound is a little high-pitched and glassy, but I can dig it), and it's great to have some mecha wings to sling around.

I did find the mismatch of several projectile and muzzle flash colors a bit distracting, though. I made a few changes for readability that I'm happy to share if you want them.

The fundamental problem with supercapital ships is that they allow the player to break the game in trivially easy ways. Individual weapon choices stop mattering very much (especially on energy-heavy supercaps), because it's possible to brute-force your way to ridiculous DPS no matter what you mount. Maneuver stops being a tactical concern, regardless of speed, because you can just bull your way through other ships.

The Neutrino supercaps are probably as good as you're going to get for balance and attractiveness, and even those are pretty boring in play. I'd much rather tool around in a destroyer-heavy Blackrock hunter-warrior fleet; you get in much more interesting fights that way, and redundancy is better protection than slapping on more armor.

really...deleting my comments....well...facts are facts and i wanted to help but if you want to laugh at me for trying to be honest and help and be sarcastic then fine you can fail on your own in this mod..

Not only are you alone in thinking your critique has value, but you've managed to abrade and annoy everyone who reads your posts. You're not honest, or helpful; you're rude, ignorant, and lazy. If people laugh at you, it's because you're ridiculous.

Still poking around; I've had a weird crash or two with the Scalar Deracinator, but it's not easily repeatable (haven't figured out conditions, but it happens when the ship pops out of a jump). EDIT: Turned out to be a slightly-out-of-date LazyLib.

Mods / Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« on: May 13, 2014, 04:55:02 PM »
I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

Curious, it's definitely working fine on my end.  Could you include the crash log so I can hopefully figure out what the deal is?

Weirdly, I redownloaded and it seems to be working fine now. Never mind!

Mods / Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4
« on: May 11, 2014, 11:07:40 PM »
I'm getting an error when I try to enter the game; existing characters won't load and new characters crash the game after the skill screen. Anyone else having this issue?

I typically use Robberflies to stiffen point-capping fighter forces, actually. They're a good low-cost screening unit, and if you need to, you can install a shield generator on them.

EDIT: and now that I've had a chance to play with the new version, Dart SRMs turn Robberflies into fighter-mincing machines.

Mods / Re: Neutrino Corp. (v. 1.75c)
« on: March 31, 2014, 05:53:20 PM »
Loving the Bane and Misery so far - I did change the bolt color because it was bothering me, but Jesus, sustained fire from one of those suckers is great for beating down shields. I'm running Bane/Heavy Blaster on a Grinder right now and it's pretty terrifying, especially with four racks of Blackrock Fury torpedoes as backup.

Mods / Re: (0.6.1a) Shadowyards Heavy Industries v0.4.3
« on: February 18, 2014, 11:52:42 AM »
If you're interested, i've been learning the ropes by adding a few new weapons to the SHI lineup (nothing ready to show either; just an LRM and a heavy-blaster style EMP weapon right now). I'd be happy to hand that over if it would help get the juices flowing.

Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 18, 2014, 11:48:50 AM »
I got the new dev version to work with my save by stripping all my Imaginos hulls, deleting all their variants, and reoutfitting them with the new slot configuration. Worked like a treat.

Then I went and roasted a Shadowyards fleet, because if there's one thing the Imaginos is good for, it's being a bastard.

Mods / Re: Neutrino Corp. (v. 1.75)
« on: February 10, 2014, 10:00:48 AM »
Anything with high per-shot HE damage is going to be great - a cloud of Hounds with Blackrock Squall Cannons or Kadur Assault Coilguns will soften up Neutrino ships nicely. Bomber clouds and midtech fighters like the Thunder are also good choices. Back them up with cruisers and destroyers full of long-range weapons that can snipe exposed hull.

Just in general, the best way to deal with concentrated firepower is with big diffuse forces that have no single strong or weak point to concentrate that firepower on. You might lose Hounds and light carriers and some fighters, but if you lose them to massive overkill then a lot of that firepower is being wasted.

Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 06, 2014, 06:33:42 PM »
Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.

Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.

If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).

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