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Messages - Protonus

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361
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 11, 2015, 08:32:18 PM »
Well, here's the summary for today:

"Conversation about regenerative missiles simply sparked like wildfire right after someone just spoke about Salamander/Pilum being significantly OP, despite the situation should've been the ability to regenerate Ballistic ammunition overtime in comparison to Energy weapons that started months ago."



So, I'm staying away from that conversation and instead.

What I have in mind:
"Ballistic weapons might actually become increasingly powerful overtime in comparison over Energy weapons due to the utilization of Strike-Ambush tactics, allowing Single Ships to pick-off a large fleet one-by-one through hybriding several Ballistic weapons with several Armor-piercing ballistics while retaining a relatively low amount of energy requirements that Energy weapons in general normally have a weakness in. And simply slapping an Ammo Extension to it further grants the tactic so well, normally Onslaughts can become more effective than Paragons."

But that's just me.

362
Suggestions / Re: Accelerated Ammo Feed should speed up ammo regeneration.
« on: February 11, 2015, 08:18:06 PM »
Or simply the other way around.

Have Accelerated Ammo Feed grant Ballistics temporary continuous firing (without use of ammo) while it refills actual ammo twice as fast than it was normal.

363
Modding / Re: Modding Guidelines
« on: February 11, 2015, 06:29:42 PM »
Small missile weapons should not be LRMs.  Exercise extreme caution with small LRMs, because they are far easily massed than other types of missiles.

I've seen how this plays out. Just have a few set of small LRMs (while still bearing the same damage) can bring a nasty nightmare for anything that is not a fighter/frigate/destroyer out of said fighter/frigate/destroyer.

Should small LRMs exist, they should go damages below SRMs or simply used for distraction purposes.

364
Modding / Re: Modding Guidelines
« on: February 11, 2015, 06:09:04 PM »
I could trim some of the armor just a little bit, other than that, I guess I am at the right track.

365
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 11, 2015, 04:25:55 PM »
By the way Protonus, should we expect you to eventually try to balance your mod or will this stay that way? In the SS tier list, you said they were around tier 1-3. Personally i think they are closer to tier 0, aka nearly impossible to balance, especially the red ones. The absurd amount of large mounts will make them unplayable in the campaign, unfortunately.

For Red, you should ask that to EI personally. The designs themselves are so fragile to the point a few shots can already kill them, it's just that the AI (in Vanilla) is just so focused on killing drones that they normally pick on them instead of their hosts despite the Chimera's health already worth about a single fighter, which is not my expectations from EI, so yes. I'll go talk to her when she's on.

The mounts themselves, on the other note, is built that way, as she wanted, but normally I advised her to reduce the damage output of the ships significantly, so the Ordnance points are the main target for the said damage output reduction, which leads to weakening the Berserk-inclined weapons so that they should be compatible enough to fill the slots for those weapons. We are aiming the point that the Berserk weapons should only be equippable to Berserk-faction ships while non-Berserk weapons are incompatible to these Berserk ships, if there would be a limiter code for it, it would be very appreciated.


For Blue, it is my plan to get the balancing correctly. Right now, most ships capital ships are now more or less than capable of walloping a single Paragon off their plating (since the AI in the simulator shows so they barely even know how to manage a freaking shield), while it takes a lot longer to kill said Paragon with cruisers, I'm planning to rig the ships according as semi-endgame, probably, all I just need now is the coding for the market in order to regulate the Protonian Ships, since they are supposed to be at the near-edge top secret tech.

Although, I did reference the ships with the Vanilla units before releasing the Blue mod, so it wouldn't be a problem for either I should buff or nerf them.

366
Modding / Re: Modding Guidelines
« on: February 11, 2015, 04:17:22 PM »
Well, I'm moving away from the Universal slots anyway. They are quite tedious to begin especially when you have to insert ever-confusing set of weapons to it.

I might also be the blame for the existence of the post but I am actually quite happy to see it exist in some way, since new modders can actually have a reference for once.

Thanks for the guidelines, very much.


Question though: What if the Hull points are already in halve in comparison with armor, since Onslaught is bustling with a ton of hull health already, cutting it in half while double armor still remains similarly effective, yes? Of course, the resistance of armor and hull are taken to consideration.

367
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 11, 2015, 06:48:25 AM »
I meant about, sure, I could work for you.

368
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 11, 2015, 05:26:17 AM »
I told you to unspoil all the contents, but you spoil them anyway! )o)

You haven't sent me any message, and I simply thought it was a joke.

369
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 11, 2015, 05:08:11 AM »
Well, at first I thought it would be cleaner, but I never thought the ships to be seen would be so in demand. And it's because some of them are just really that big.

I guess I should remove the spoilers almost entirely.

It is done.

370
Mods / Re: [0.65.1a] Blue (V 0.5.0a) & Red (V 0.1) Mods
« on: February 11, 2015, 03:45:22 AM »
Managed to placed the download buttons outside the spoilers.

M'kay. :l

371
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 11, 2015, 12:12:53 AM »
There will be a massive SS+ in the next few days.

I misread SS+ over Screenshots, due to my partner's avid liking to take pictures. Apologies.

Until then, play vanilla.

Well, never I play Vanilla due to the logistics requirements of playing this game with a mod every chance I do so.

372
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 10, 2015, 10:32:46 PM »
Since we have Templars who are obnoxious but fun to fight, are there any plans to add other OP factions such as Neutrino Corp?

Templars are purposely OP since Starsector actually lacks a boss faction that should be considered at least some endgame content, for those who have already reached levels 70+.

Not exactly obnoxious, unless of course you provoked the faction to fight you.

As for the factions to fight against the Templars, it was my previous plan, but then it was straight "unfun" even for me. Since normally you need to get powerful not too quickly than others and also Protonian Technologies just simply wanted a decent slice of the cake, but not all of it.

Neutrino Corp... use their nasty Hammer to smash some ships and take screenshots for me, would you? ;D

373
Time to send my old designs to the ol' Grinder Machine.





Goodbye, Argonaut Mk 1 & 2, Argon Mk 1, Roc, old Beatdown and King Beatdown.

374
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 10, 2015, 07:25:30 PM »
Or simply put a charge limit on the Fast Reload, up to 2, similar to what drones and teleportation would normally have.

375
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 10, 2015, 07:04:20 PM »
Apologies for having this rather sadistic and forsaken young woman in the community.

I brought her here. Simply because of the new mod she wanted to add up.

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