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Messages - Tartiflette

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2836
Suggestions / Re: Want more ships specializing in missiles
« on: April 20, 2015, 02:45:16 AM »
If you want to check for yourself, use the console and SS+ to get a fleet of 5 to 10 archers with pillums and ECCM. Nothing can stand against them.

And if both sides have them it's a Honnor Harrington's level of destruction in the first salvo, with maybe a couple of survivors and no way to counter it.

2837
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 19, 2015, 10:28:54 AM »
I really dig your second ship Helmut, with a tiny bit more work on the turret slots integration it would definitively not look like a kitbash at all. The third is nice, but the four hard-points are a tad sloppy too in their attachment to the hull and the color weird me out, but otherwise it's really near spotless.

2838
Suggestions / Re: Faction Relations Hits & Trading
« on: April 18, 2015, 04:00:32 AM »
I never had that, every time I got an investigation I had at least bought a weapon on the black market during refit or had to buy some supplies there. I remember have had multiple investigation finding me guilty in a row for the same trade though, but that was in 0.65.1 and I never got this with 0.65.2. Still, my idea stand: you shouldn't get investigated unless you really did something bad! After all a market having shortages would never mind getting some much needed items to the point of banning the trader, especially when you can fine him to get both his future trades and more money than the tariff.

2839
Suggestions / Re: Faction Relations Hits & Trading
« on: April 18, 2015, 02:11:12 AM »
I think smuggling normal stuff should be considered as tax evasion and not a crime: it could drop your reputation down to just below welcoming (but not all the time) and if you get inspected you could get fined like other proposed. Smuggling illegal items however should stay a crime and trigger the big investigations and could turn the market hostile to you.

2840
Mods / Re: [0.65.2a] Nexerelin v0.3.6b (hotfix 2015-04-13)
« on: April 17, 2015, 04:58:19 PM »
Is there any reason why law enforcement persists across radically different regimes?  Makes me want to destroy the planet or market for their insolence if I could.
There is: the game engine doesn't support allegiance changes yet. Ant that will be the case until the Industry/Exploration update. For now everything is hack and tricks to make it look it works.
In short: it may be possible to prevent it, but each issues of this kind has to be dealt with on a case by case basis.

2841
As I said, this is only true for the small fleets, the bigger ones will have slow ships that on the contrary make them just as fast or even slower than vanilla AI fleets. And since Scy need a significant advantage to win a battle (especially in AI vs AI), only those fleets will be a menace so I don't think it's game-breaking. It's more an advantage for fleeing and never be caught in a fight they don't want rather than an offensive edge. From all my testing I can say they are difficult to completely obliterate as they flee, but not very hard to repel when they attack.

2842
Modding / Re: Modding Guidelines
« on: April 16, 2015, 07:42:10 AM »
Hidden mount weapons can't be disabled by EMP or battle damage, that makes them stronger than other types of mounts. Also most missiles weapons don't have:
"renderHints":[RENDER_LOADED_MISSILES_UNLESS_HIDDEN],
and loaded missile appear on top of the ship.

It's less a problem for buit-in weapons as you can balance your ship accordingly, but the best would probably be to make a different phase lance for your ship with no sprite assigned, even if it has the same stats, and flag it as "SYSTEM" to prevent it from spawning in markets and cluttering the codex.

2843
In this case he might come: he is present on this forum too. Apparently, he just insist on talking about vanilla here, and only discuss mods on SA (witch frankly don't make any sense). Besides, even if he doesn't reply here, other players present on both places might see this and have all the elements to make their own opinion about Scy instead of just reading "Dis is OP trash, nerf it!".

But more to the mod: 0.9 is nearly there, probably this week. I just want to finish this damn lore update and all the descriptions modifications that comes with it. Yeah I know, most people don't care much about that part but I do, and if even 1% of the other players care too then it's worth it. I already uploaded pdf on the OP that is about the 3 Hegemony-side missions against Scy.

If anyone has some issue or complain about Scy, now's the time to share it!

2844
General Discussion / Re: Favorite and least favorite weapon sounds
« on: April 15, 2015, 11:27:47 PM »
Favorite? I'd lean toward the Antimater blaster: quick energy burst that hurt a lot and the sounds fit perfectly, could use a charge-up sound for more awesomeness though. The least one: Autopulse laser! Sounds like the ruler you bent on the edge of your desk to make noises as a kid. The Thumper isn't THAT bad if you double it's fire rate, or at least not worse than any cheap weapon.

2845
Blog Posts / Re: Sensors
« on: April 15, 2015, 11:22:44 PM »
I think he's talking about system bounties, not named ones. IIRC I touched on it in the blog post - I think it's a question of making fleets behave more logically. Right now, they'll often just fly around randomly. If pirates make a point of setting ambushes at trade lanes or jump points, for example, I think they'll be easier to find, if anything - and occasionally they might find you.

If it's general bounties then what you planned seems to fit perfectly: You have to use active sensors to scan a large area for suspicious blips, with the risk to draw the attention of big fleets around. Or follow trade fleets that might get attacked along the way. Or install a comm sniffer/get to welcoming to get a shared sensor data with the local main faction/get a global view of the system but only for blips and military ships... Seems much more interesting that the current select-flight to-destroy-profit. The amount of money gained may need to be adjusted though.

2846
Blog Posts / Re: Sensors
« on: April 15, 2015, 03:43:55 PM »
I dunno if anyone has mentioned it yet but I'm a little worried that chasing bounties is about to become nigh on impossible. In the early game as a bounty hunter I rely almost exclusively on hunting down low level pirate fleets in Corvus to make quick cash and levels until I can play with some larger tech. If I can't find any of the damn things because they're all invisible on the map it makes that play style more or less impossible... thoughts?

Right now the bounties always comes as "Kill RandomName a notorious Pirate captain. He can be found flying around SomeGasGiant" So no, I don't think not seeing bounties from afar will be a problem if you take time to read the message.

2847
So I heard DatonKallandor is bashing Scy in the little fenced garden that is now the SomethingAweful forum, but refuses to post his complains here where it they can be discussed. Lets pass on the petty attitude that is to dismiss someone's work while preventing the author to reply: This is internet, everything's fair game I suppose. However, since a friend sent me his posts, that doesn't prevent me to reply to him here and try to get something positive out of his rant:

Quote from: DatonKallandor
Note that SCY is ludicrously overpowered - it's pretty much the perfect example of artist mod. Incredibly pretty and well crafted with a *** ton of unique weapon and ship effects (both visual and gameplay), but the balance is just hilarious. If you play Nexerelin and you start SCY you've basically won immediately.

Quote from: DatonKallandor
Ludicrous burn speeds (pretty much everything they've got is at least one category faster than it's class, sometimes more) and incredibly powerful weapons say hello (massive kinetic spike damage from almost tachyon lance range that also teleports the target in front of your guns after they overload, is just one example).

Quote from: DatonKallandor
It's not a grievance, it's just a warning to someone considering picking up SCY for a Nexerelin game. The burn speed alone will make SCY kick everyone's ass on the strategic layer because their fleets will simply out-run and/or catch up to everyone else.

As expected, I disagree with most of your points. While usually you aren't "wrong" beyond mixing facts and personal opinion, this time you are pushing it.

   In Nexerelin, I never ever saw Scy win a game, or even become a big player. They get driven out early game pretty often actually. On the other hand, whatever faction I took, vanilla or not, I won. I think you can see the common denominator there.

   Scy isn't faster than Vanilla... Or more precisely it is faster than a barebone vanilla ships, but those can compensate with engines hullmods. Hulmods that Scy ships can't mount, making them the equivalent to a fleet with unstable injectors or augmented engines on all ships. Besides some ships aren't faster than their vanilla counterparts, namely the armored ones. And since those can't mount engines mods either, big fleets are actually slower than average! Same goes for combat speed; do I need to mention that since they have a single engine, they are even more susceptible to flameouts? So the result is: small Scy fleets are marginally faster than their vanilla counterparts, and big ones are the same speed or slower if they got a Nemean Lion capital-ship in tow, the slowest ship in the game including mods. Sure having pre-boosted engines will help the early game a lot, but soon you'll find that you have to either only grind small fleets or invest in slow and expensive ships.

   Weapons have higher average damage per shot than vanilla on average, that's true. However almost every single one of them have at least a vanilla equivalent that does more damage, for less flux and better range. The exception being the weapons that are far too removed from vanilla to compare adequately, some built-in ones and maybe the small HeMor. Sure I made a lot of fancy visuals effects, and that makes them look and feel strong. Stronger than they actually are because cold hard numbers put them just below the best vanilla ones. Also they have lower than average range, witch cancel most of the ships speed advantage, plus horrible OP cost and flux stat. But maybe you didn't realized that the weapons tooltip display the flux for sustained fire and not maximum dps? Here's the rule of thumb I used compared to the best weapons vanilla offers: 50-80% range, 50-80% speed, 150-200% damage, 50-75% rate of fire, 150-200% flux, 125-150% OP cost. Sure the 200% damage do wonders and is just compensated by the other worse stats, but Scyan ships also have exactly half the weapon mounts of vanilla ships, plus/minus one.

   Now there is the Siren teleporter gun problem that I can agree with. Of course it has less than half the Tachyon Lance range, half the damage to shields (and not even hard flux), deals exactly 0 damage to hulls, is ammo starved and is the main weapon of an expensive cruiser that has only 4 other small turrets... Still it can be powerful in fleet battles and quite frustrating to oppose. But surprise, I already tackled this problem on my end. Now the teleporter shells are loaded only if a ships system is activated, with a long cooldown and limited to 5 charges with 50s regen. (and as a system it can't get buffed by extended magazines)

So sure there are still some rough spots, equipments that are a bit too good, but calling the whole mod "ludicrously overpowered" is defamatory at best. I don't pretend Scy is underpowered either though. It used to be (voluntary) quite weak and I slowly worked them up to what I believe is a pretty good spot around mid-tech.

And yes, this is a attempt to flush you out of your Armchair Specialist salon into the real world to discuss your issues because even if I disagree, it do double-check all my numbers each time, witch can't be a bad thing.

[EDIT] I stand corrected, there was one ship that was 1 burn faster than it's vanilla equivalent with Augmented Engines: the Xanthus sub-capital freighter. An augmented Atlas has 1500 cargo with burn 4, a Xanthus is burn 5 for 1200 cargo. A tiny bit too good then, it's now burn 4.

2848
Works fine for me. Try to re-download it, maybe you got an old version.

2849
4 or 5 bugs squashed the day they have been reported in 2 days, new blog post about new features... And some people were saying the development is "slow". (it may not be fast just yet, but it certainly no longer qualify as slow)
Beware, I may start to believe your reply to Gothard...

2850
Blog Posts / Re: Sensors
« on: April 13, 2015, 02:56:45 PM »
I was about to make suggestions for running with transponder on, but Aeson pretty much covered all of them so +1 to everything.

Since you are revamping the fleets AI, may I suggest also tackling the "Burn Speed is everything" problem?
I think moving a bit away from a speed capped traveling and more toward an acceleration based one would do wonders to limit the travel tedium. It would allow larger fleets to catch small ones if they can reach high speed before being detected, or on the contrary evade one that is too fast and have to decelerate before coming back... It could also be visually more majestic, seeing fleets flying along large parabolas. And the areas where all fleets decelerate like near markets or wormholes would be the predictable concentration point you where talking about.

Granted a pure acceleration system would probably be too difficult to pilot efficiently (unless you sunk way too many hours in KSP) but maybe there is a way to find a middle ground with a high maximum common speed? Also that would imply more UI to see your minimal stopping distance.

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