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Messages - Grizzlyadamz

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16
Modding / Re: No fighters that grant 'ground support'?
« on: January 10, 2022, 05:48:32 AM »
I was using some of Diable's Wanzers in one of my ground-craft just for the head-canon!
That looks awsome!

17
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
« on: January 07, 2022, 10:50:17 PM »
Ok so I saw the AI do a little phase-skip in a lostech frig...but its stated ship-power is a flux-explosion.
How does one do the phase-skip?

18
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 07, 2022, 10:30:25 AM »
Quote
- Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself
Ooh, what'd ya do? Did you make them spawn closer??

19
Modding / Re: No fighters that grant 'ground support'?
« on: January 07, 2022, 10:28:13 AM »
It has been 3 years, and I've found myself filling my ground-support vessels with some SRA aerospace fighters I scrounged (Neriads!) just for the flavor.
Yall seen any small (fighter/frigate-sized) ground support craft floating around the modiverse recently?

20
Mods / Re: [0.95a] Underworld 1.6.1
« on: January 04, 2022, 08:51:01 PM »
Dang, was hoping someone had posted the Infernal Machine upgrade paths.
I'll go ahead and do that then.

Spoiler
First one is Terminator Drones (2 per wing, unmanned, 20 second replacement time with 500 hull 100 armor 300 top speed, 1x IR pulse laser 1x PD laser) or 2 Fighter Bays & +20 OP (mining pods cost 4 each, wasps 5 (closest equivalent to the stock Borers))
Second is a built-in Advanced Targeting Core (+100% ballistic/energy range, +60% PD range)(Integrated Targeting Computer is +60% to ballistic/energy, including PD), or replacing the Burn Drive system with Maneuvering Jets (with burn drive I had 67 0-flux top speed, 195 with burn activated ;;;; maneuvering I had 80 0-flux top speed, 123 with jets activated (but you can keep your shield on, and turn)) PLUS built-in Auxiliary Thrusters (+50% maneuverability) *and* Unstable Injector (+15 top speed, -15% max range, +25% fighter replacement time (bad))
Third is replacing the Hellfire (TPC) Cannon with a Diablo Cannon (60 max ammo, 3 ammo regenerated per second, fires at 15/second...250 energy damage/shot, 200 flux/shot, 3750 damage a second for 5 full seconds...this thing SLAPS)) OR 2 medium slots become 2 large slots (11oclock missile & 10oclock ballistic), ALL the ballistic slots become hybrid/composite/universal(12oc mediumx2 -> hybrids, 11oc & 1oc smallx2 -> hybrids, 3oc & 9oc smallx2 -> universals, 4oc mediumx2 -> hybrids, 5oc & 7oc smallx2 -> hybrids, 6oc large x1 & med x1 -> composites), +20 OP, and the TPC main cannon firing arc is increased from 180 to 360 degrees.
Fourth is adding an Infernal Shield built-in system (360 omni, doubles turn/extension rate, -20% shield damage taken, 50% hard flux dissipation(!!), *and* it makes it a pretty RED color), OR an Infernal Minefield which spawns a mine or two every couple seconds which slowly drift towards enemies to deal moderate HE damage. They can spawn automatically at a range of up to 4000, drift for ~30 seconds before detonating, and several can be deployed at the same time, but they're easy work for enemy PD and CAN friendly-fire if they're within range when they time out and detonate. They may be most valuable for their effects on enemy AI and PD saturation.

Personally, I think I like:
THE FIGHTER BAYS- terminators are very good escorts, performing slightly better than my personal favorite escort, Pikes (jam some of those in a makeshift P Falcon hangar for a good time), for the same OP cost. *However*, keeping them as fighter bays instead of committing to the terminators grants significantly more flexibility & it even lets you ignore/downgrade them for the bonus OP points as needed.
THE ADVANCED TARGETING CORE- this one was close, because the extra maneuverability helps you bring your BIG GUN to bear and while I personally *love* the stock ram-drive, the speed differential is basically equal. The manuevering jet package would have been a very respectable sidegrade/possibly a flat-out upgrade, *but* what killed it for me was the built-in -15% range on the unstable injector. Compared to the targeting core's extra +40%? You can bring your gun to bear on those pesky frigates hiding in your shadow faster, sure, but the ATC's 2500 effective range main cannon is downright *oppressive*.
THE DIABLO CANNON- the alternative is pretty strong, nice to have, almost certainly *broken* if you build it right, but that's what the Diablo is right out of the box: broken. (hyperbole pls no nerf) The only thing I saw soak a fully charged Diablo barrage in my testing was a Paragon fortress shield, and those soak *everything*.
THE INFERNAL SHIELD- in a vacuum the mines are kinda underpowered. They can make frigates scream and cry, but as soon as you get a medium PD in the mix the mines might as well not exist- with how far away from ships they spawn, the enemy's PD lights up every couple seconds and that's that. Up against the shield? It's a no-brainer. Even if you were set on armor-tanking, you might want to take another look at this.
[close]

Besides, what's she gonna do? Kill you? The player character is immortal.

She can *try* lmao

21
Mods / Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« on: February 12, 2021, 12:34:34 PM »
I just assumed Front Mission wasn't the only franchise that called them 'Wanzers'  ;D

22
Mods / Re: [0.9.1a] Diable Avionics 2.54 RC2 (2021/01/12)
« on: February 10, 2021, 02:24:44 PM »
Wait, that name..
Spoiler
[close]

23
If that works it'll be good for other mods too- the combat freighter in diable suffers from the same issue.

24
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: April 09, 2019, 09:35:13 PM »
So uh, I just found out if you brush aside Prism Freeport's defenses it's an easy 3mil/month.

I'm uh, I'm going to enjoy that while it lasts, but I gotta say it seems a little imba.

25
[snip]
EDIT: By the way, I just uploaded a hotfix version if you or anyone else is getting the double ruins bug. Redownload from the OP -- shouldn't break saves.
Oh that's where that was coming from lol
Doesn't seem like a major issue- was it breaking the colony for tech mining/usurping traits or something?

26
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: April 07, 2019, 08:33:19 PM »
Look at the download URL & compare it against the previous versions in the OP's change log.
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z
If you sub out the last part of that url (you'll notice the file is named after the version number) for the # of the specific version you're looking for, it might work.

So instead of 201.10.0.7z it would be 201.9.1.7z or what have you.

27
Modding / Re: No fighters that grant 'ground support'?
« on: April 05, 2019, 05:40:33 PM »
***, didn't scrap that quick enough, sorry tart.
Yeah I like the idea of having the fighter LPC add the hullmod, seems like more work but worth it.

28
Modding / Re: No fighters that grant 'ground support'?
« on: April 04, 2019, 10:09:59 PM »
#2 is pretty much the OP @angrytigerp
Atmosphere-rated fighters that are short-ranged bricks in space & chunky transports that almost lose to mining drones, but they give a smidge of extra ground power
Practically it would be easier & better to just get a dedicated troop carrier or two, but it could get a niche in small-fleet ops & with the headcanon crowd that would pack them into the dedicated trooper. Aint no way a big honkin stinkin goose of a cruiser is going to give the same kind of precise, close-in ground support a couple wings of aero-fighters & transports could. It could knock down the big ground emplacements sure, but you'd have to park the thing a mile away and tell the cyborgs to carry a couple extra batteries after that.

29
Modding / Re: No fighters that grant 'ground support'?
« on: April 03, 2019, 04:31:46 PM »
Hm good point Inventor, swapping out LPCs does come with a significant CR deduction but it might not be enough if you can get the full bonus immediately on a low-upkeep carrier or two.
Though honestly that doesn't seem too poorly balanced- carriers tend to be expensive. Swapping out and then back again post-battle has a nice fat pricetag to recover, same deal for keeping support LPCs equipped and swapping out to combat before battle- it could multiply deployment cost by 2-4x, and take away the high-CR edge you & your officers spent skills to get. Sure it would be worth it if you're a 100% combat fleet that just crushed 2 armadas and are about to fill your holds to bursting & fly straight home, but that seems like self-limiting cheese tbh. Especially if the bonuses are appropriately low.

Of course, that's also a lot of work, and a lot of modders aren't necessarily going to be excited to put in that much work on something that wasn't their own idea to begin with... Time to learn java, OP?  ;)
No speak english
And it's a concept more than anything. Would be a weirdly-specific standalone- "Support Fighter Pack: Come get your 4 variants of generic fighter LPCs for your supplemental salvaging & ground-ops needs"? Nah that's...no way forget it

30
I didn't see this on the wiki and a cursory search of the forum didn't turn up anything promising, so I did some testing and figured I'd share it here (trying to include some keywords to help people searching for this like I was find it)

Wanted to see what kind of a speed penalty different-size fleets experienced while traveling through deep hyperspace nebula, and decided to include hull sizes too.
Got these readings by resetting my skills & then adding 1 ship at a time, checking the Hyperspace (Deep) tooltip to see what the "Your fleet's speed is reduced by X%." read with each increment.
Ships tested were Hounds, Hammerheads, Apogees, and Paragons.
Spoiler
5       5         5        5
5       5         6        8
5       6         9        13
5       8         13      17
5       10       16      22
6       13       20      27
7       15       23      32
8       17       27      36
9       20       30      41
10      22      34      46
12      25      38      50
13      27      41      *11*
14      29      45      
15      32      48   
16      34      50   
17      36      *15*
19      39      
20      41      
21      43      
22      46      
23      48      
25      50      
26      *22*      
27            
28      
29      
30      
32      
33      
34      
*30*      

Avg:1.13    Avg: 2.27   Avg:3.3      Avg:4.545


Tallies:      
0-4      0-1      0-0      0-0
1-21      1-1      1-1      1-0
2-4      2-13      2-1      2-0
3-0      3-6      3-6      3-1
4-0      4-0      4-6      4-3
5-1      5-1      5-1      5-7
[close]

So it seems a single capital can travel through deep hyperspace as quickly as a frigate, but they quickly ramp up the penalty after that.
I also checked what would happen with 1 capital + 1 frigate, and 1 capital + 9 frigates, and got penalties of 5 & 14 respectively. Which makes it seem like the penalty IS heavily adjusted for the first couple ships (seems like the scaling kicks off after the fleet broaches a combined value of ~6) but then correlates closely with the per-ship average values.

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