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Messages - Harmful Mechanic

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: October 05, 2020, 04:25:48 PM »
I just had an amazing run with the deserter start, ending with a fleet of 3 Bladewoods and their carrier and cruiser escort, and I just wanted to thank you, Harmful Mechanic, for one of the best mod out there. I'm always amazed about the quality content done for free for this gem of a game.
Thanks. One of the things I really enjoy is content that extends the midgame, and I feel like Deserter runs sort of naturally settle at a one-capital-and-escorts level. Multiple Bladewoods are, indeed, really good; I find that operating two is ideal for me.

As far as the rest goes, it's self-indulgent; I like making stuff.

Can't wait for Magellan.
I just cleared up a big to-do item on DME last night at the cost of sleep, so the moment when I can get it out into the sun is drawing ever-closer.

Regarding the previous post about deserter ships and weapons: I found all the ships pretty usefull and efficient, even if the bladewood is pretty hard to equip correctly (I managed to find a good loadout with just DME beam everywhere and the "usual" EM missiles/Torpedo launcher combo).
It's definitely a weird ship, but that's what made it so fun to design. I tend to load mine down with PD and let the fighters do the talking, but it really shines as a platform for the Phased Buster.

However, regarding the weapons, I have to agree with Warnoise, they are a little bit underwhelming... I would reduce either their CP cost or their flux demands to make them more usefull, as it stands now I found using only DME weapons was way more effective. Is this by design ? To underline the on the run roguish nature of the deserter ?
Absolutely by design; trying to use only energy weapons marked 'Deserter' isn't going to pan out, but mixing them in as flux-efficient secondaries alongside DME Kinetics and HE allows you to use them for bonus DPS. Then there are a couple of specials like the Phased Buster and GX Blaster that really are as good as their OP cost suggests - but mostly, they're only a bargain on Deserter hulls with the OP discount. Because you have to produce the weapons yourself to use them, I did some experiments, like the Streak MIRVs. You can use them, or not, as you prefer; there are a few niches (in the case of something like the MX Autocannon, '800-range hard-flux energy weapon' is more useful, even with frag damage, than you'd expect; try them as backup for Heavy Autocannons on an Eagle) where they might turn out to be handy, or not, depending on what you mix them with.

In particular, the DX Autogun is a ferocious anti-fighter/PD combo weapon; it's a high-end Vulcan with a touch of IR Pulse and makes for excellent protection. Two on an Omen will clean up.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: October 05, 2020, 08:18:23 AM »
I did actually get in some modding time this weekend, so I'm proud to announce substantial forward motion on an update. Not there yet, but made some good progress.

Got back into the game after a long hiatus and... OH GOD my poor Calliope :(
To be fair, the change to frag is well deserved, I ll miss covered the entire map in HE rockets though.
Yeah... it kinda had to happen, though. The concept was that where Pilums rarely hit but do substantial damage, Calliope rockets do minimal damage but hit quite often, providing the same broad function (a volume-fire missile that's more distraction than threat) in a different way (like tying up more PD and sneaking in more hits on wounded ships).

I have other projects in the pipe that should satisfy your desire to flood the battlespace with Angry Smol Boom, though.

On the other hand, I like the other changes, Zelenograd seems better than before. (It had a subsystem change?), new Bladewood looks better, more awesome but impractical BB stuff etc

Why do DME and Scalartech start out hostile though? Not that I dont appreciate it because it creates some great opportunity for salvage, but does contribute to the possibility of DME getting wiped out early.
That's all set on Nia's end, since DME doesn't set relations with Scalar (yet. Everybody gets a silly comment in the Nex config sooner or later) so you'll have to ask in their thread.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: October 03, 2020, 06:49:37 PM »
The problem with phase fighters is that they do weird buggy stuff if you put them in a ship with Recall Teleport, and there's no real way to fix it, so they're going to become a built-in on the mainline BB Sparrowhawk. So very much intentional there.

Lycosids are getting rebalanced a bit and made droppable again, though.

I think the arc is fine, but bumping up the cost to 1 OP is a good idea because it solves the main issue of 0 OP fighters; one wing and many wings having the same cost. This way, with the single Shredder it's still useful to have one wing, and the cost scales with effectiveness. Lower DPS is offset by a higher hit rate and greater range... Should hit the sweet spot.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 26, 2020, 11:53:42 PM »
They were originally meant to be a hireable merc faction; it took long enough, and Vayra liked them enough, that I decided to simply give them Council tags.

They are extremely unremarkable ship, overall; I haven't revised the art in dog's ages and might not ever bother. Feel free to remove the tags; I might tweak them later, but it's more likely that they remain a weird offshoot that never goes anywhere.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 26, 2020, 11:08:58 PM »
I look forward to the next update! Though rather then stressing you. I'll take another novel approach.
It's extremely novel, believe me. And thanks. I'm actually doing fine.

Progress has been slow because I'm busy with other things, including work... but the holidays should coincide with renewed modding time. I've been doing some visual and balance improvements here and there, but it's still pretty scattershot.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 23, 2020, 09:14:46 AM »
I'm currently balls-deep in a very demanding freelance contract and the next version will be fixed when it releases.

Commissioned Crews will be in the next update, which is coming when it's ready, AKA Soon™ (IE, somewhere between 'later' and 'much later').

I bet you anything it's the weapon arc - most vanilla fighter weapons are fixed or have extremely small (5º) arcs - whereas most Blackrock fighters have 20º-30º weapon mounts. That means they can make a lot more marginal shots, and coupled with the burst-fire, higher projectile speed, and greater range, I could see that easily translating to a much higher average hit rate.

Now that BRDY includes a single-barrel Shredder, you can just swap it out in the files and see if halved firepower fixes anything.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 21, 2020, 04:01:56 PM »
Hello there.
I like the DME ships in general and how they got several "sub-factional" variants for Vayra's commies and for independents. But why there is no Export Package for player to find or purchase from DME with enough reputation? Export hulls are slightly different or worser then baseline ones but are much more rare. And it is just strange that some independent captain the player is could easily purchase DME hulls while the rest of independents have to resort using modified hulls.
Though it was not too difficult to mod that one in myself for personal use.
No especial reason - one of the things I'm looking at for the new story mission framework is little overlooked things like that, though, edge-case stuff that would make good mission rewards.

So I tried to field an army exclusively made of d'assault Mikoyan ships and weapons.

For the life of me I couldn't make something out of them.

They barely can beat pirates. The lack of range kills them. Especially the Baikal, I didn't manage to make it worth its dp since it just dies in every battle.
One thing to remember is that you can use missiles and fighters as your long-range weapons and fit your ships to do punishing burst damage closer up. Ships like the Tonnerre and Normandie are your artillery; ships like the Baikal should be focused on riding enemy flux up and tanking. Fast ships should try to work the flanks rather than charge in.

Many DME weapons are very close to vanilla weapon types, but rearrange their stats for higher DPS or per-shot damage at the cost of range (or specialize more). You just shouldn't be losing a lot of range, most of the time; a 50% reduction over the 600/700/800/1000 su thresholds is really not that much.

I understand the author's view in making this faction as fast and close combat focusing faction, but I think there needs to be tweaks to the AI since they just stand there and eat shots.

Am I doing something wrong here? I would appreciate hearing the opinions and advice of others.
Without seeing your ships and the sort of fights you're getting in, I can't tell you. The design concept is 'sub-capital ships that need to work together to be effective', so if you're used to solo heroics or plinking away with high-alpha weapons on capital ships, yeah, you're gonna have a bad time.

Not that you can't get up to some impressive solo heroics in a Snow Goose or a Sparrowhawk, but those are definitely exceptions.

Mods / Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« on: September 15, 2020, 01:29:12 PM »
Really glad to see this finally leave the nest. Looks great; I love the way you translated FTL's designs and mechanics into Starsector.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: September 03, 2020, 11:49:19 AM »
Made an account to ask this :P How do i edit the Weapon_data folder so that BB weapons can drop.
When i try to remove the NO_Drop line for the weapons i get an Jason error. I'm way out of my comfort zone here and have no experience making mods or editing existing ones, so this is well beyond my feeble skills.
What probably happened is that you screwed up the formatting of the .csv file - how, I can't say, it could be a lot of different settings. I don't have the format info right here with me, but you can ask general questions like that in the misc modding thread as well, where you'll get a faster, more accurate answer.

This mod is amazing btw. Can definitely see the love you put into it! Keep it up and cant wait for the next update :D "hence the question above"
Thanks, glad you like it - right now I'm pretty busy, so I wouldn't hold your breath, but it's still being worked on.

Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: September 03, 2020, 10:10:14 AM »
I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.

That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.

Modding / Re: How do I make pirate-versions of existing ships?
« on: September 01, 2020, 11:28:01 AM »
If you want cosmetic variations + some minor slot changes (removing slots, changing slot types, locations, and angles) + different ship system, adding and removing hullmods, adding and removing built-in weapons, additions to or replacement of the ship description... just make a single .skin file, point it at your new ship graphic, make a variant or two of it, and that's it.

If you want to add weapons, change hull style, or alter bounds, you need a new .ship file with a new entry in ship_data.csv, a new description, the works. It's usually not worth it to create a new ship unless you want to do one of the above three things, because a ship skin can handle the rest and creates less overhead (especially for a vanilla ship, updating a skin when balance changes is much less work).

Suggestions / Re: Dreadnoughts/Super-carriers
« on: August 28, 2020, 02:44:13 PM »
This is going to sound like sarcasm, but I am genuinely delighted that this led to someone actually going and making the thing they wanted to exist in the game. That never happens.

Suggestions / Re: Dreadnoughts/Super-carriers
« on: August 27, 2020, 08:52:56 AM »
Holy thread necro, Batman!

That ship was almost certainly never implemented in the game, and may be technically impossible to ever implement due to the massive wad of VRAM it would eat up (let alone with GraphicsLib maps). Fortunately, if you simply M U S T have the longest space-dingus to whip out at the urinals, you can grab the Ship Editor and do it yourself in little to no time. Barring that, if you can't be bothered it's likely no one else can either.

You did make me laugh unbelievably hard, though; thanks for that.

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