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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 454149 times)

shoi

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #930 on: August 01, 2019, 01:05:42 AM »

it's literally just typing a one line command :)

spawnship diableavionics_gustibb 1 or something like that
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Arkar1234

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #931 on: August 01, 2019, 01:22:06 AM »

it's literally just typing a one line command :)

spawnship diableavionics_gustibb 1 or something like that

It's more like addhull diableavionics_ibbgust i believe. but yeah.
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Somewhere... somehow... some when.... there's a Kantai Collection mod for Starsector.....

AdmiralRem

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #932 on: August 03, 2019, 06:22:15 AM »

it's literally just typing a one line command :)

spawnship diableavionics_gustibb 1 or something like that

It's more like addhull diableavionics_ibbgust i believe. but yeah.

Got it. Its "AddShip"
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AdmiralRem

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #933 on: August 04, 2019, 05:06:11 AM »

So people really don’t think these guys are overpowered? I know the creator has said no multiple times and while his numbers seem balanced in theory, I wipe the floor with these guys. Pretty much nothing has Ben a challenge since I got a full fleet.

Don’t get me wrong this faction is amazing, looks, feel, waners. But man, even the remnant gets spanked. I think it’s the wanzers? Should a single wing of fighters be able to just mow down frigates? The ships seem fine, they aren’t particularly fast or tanky, and firepower isn’t over the top either. Again on paper it seems fine. Maybe it’s that the AI doesn't know how to handle the wanzers?
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #934 on: August 04, 2019, 08:36:54 AM »

Currently there is one type of Wanzer that is admittedly overpowered: the Zephyr. And those will be nerfed pretty hard soon. Other than that there shouldn't be anything that is really out of line, or at least not more than vanilla fighter spam.
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AdmiralRem

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #935 on: August 04, 2019, 10:46:32 AM »

Currently there is one type of Wanzer that is admittedly overpowered: the Zephyr. And those will be nerfed pretty hard soon. Other than that there shouldn't be anything that is really out of line, or at least not more than vanilla fighter spam.

Ya I’m going to swap out all the wanzers for vanilla ships and give it a try to see if I see a difference. Zephyr is that the Beamer? Because those things pack a punch. Also the rocket bomber guys seem a bit underwhelming? Maybe just compared to the wanzers anyways?
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shoi

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #936 on: August 04, 2019, 11:04:16 AM »

So people really don’t think these guys are overpowered? I know the creator has said no multiple times and while his numbers seem balanced in theory, I wipe the floor with these guys. Pretty much nothing has Ben a challenge since I got a full fleet.

Don’t get me wrong this faction is amazing, looks, feel, waners. But man, even the remnant gets spanked. I think it’s the wanzers? Should a single wing of fighters be able to just mow down frigates? The ships seem fine, they aren’t particularly fast or tanky, and firepower isn’t over the top either. Again on paper it seems fine. Maybe it’s that the AI doesn't know how to handle the wanzers?

that has more to do with fighter saturation than DA IMO. Past a certain point nothing can defend against being attacked from every single direction by dozens of smaller targets. It's just a little easier to do since DA's wanzers are more durable + pack a heavier punch, so when they do finally catch up to something they wreck havoc
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SapphireSage

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #937 on: August 04, 2019, 11:32:41 AM »

Zephyrs are definitely the all around strongest of the wanzers. Incidentally, though they'll run through Remnants easily, DA has more issues against DME, another mod faction, largely due to their heavy use of strong EMP weaponry. I'd wager that they would have similar issues with other high EMP using factions too.
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Harmful Mechanic

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #938 on: August 04, 2019, 07:27:02 PM »

It's the combo of high EMP, equally high mobility, and Diable's generally narrow shield arcs, also. (A tip for the new players; the Resistant Flux Conduits hullmod cuts EMP damage taken by half.)

My experience over the years has been that Diable's current fighter bay setup tends towards a very fine line between just enough and too much fighter; because Wanzers are so powerful and effective, and Diable's fighter doctrine is to disperse bays through out the fleet, once Wanzers hit a certain point they're impossible to kill off (since the more fighters you have, the harder it is to stress the replacement rate, and you don't remove that many bays with any given ship kill), so they benefit more from that snowball effect.

So I would say invest more in tanky low-tech ships with effective fighter defense (Enforcers with Flak/Dual Flak or Thumpers, and Heavy Armor) when you fight against them, and when you're using them... well, fighters are strong right now. But for more of a challenge, run a fighter-light or smaller fleet.
« Last Edit: August 04, 2019, 07:37:30 PM by Soren »
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #939 on: August 05, 2019, 12:59:05 AM »

I always favored spreading flight decks across many ships instead of having super-carriers for two reasons:
Firstly it's harder to achieve a decisive concentration of Wanzers since you have to deploy more ships to reach that saturation point.
Secondly since most ships are combat carriers, they will put themselves in arms reach of the enemy, thus it is easier to thin the herd by killing ships instead of having said super-carrier standing in the back-line unharmed for most of the fight.

There are some slight nerfs/changed to the other wanzers, but the Zephyr will probably  be changed into a 1 wanzer wing for 10op.
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RaidarV

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #940 on: August 05, 2019, 08:35:45 AM »

Hey ! Very cool mod man ships look very good , but i am new and don't want to overload game with mods , is there a way i can just have the ships and disable the faction ?
« Last Edit: August 05, 2019, 08:45:05 AM by RaidarV »
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #941 on: August 05, 2019, 10:03:33 AM »

If you start a game without the faction, then add it I believe some of their blueprints will appear in salvage. Other than that its not really something you can do: only that faction uses those ships.
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Clibanarius

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #942 on: August 05, 2019, 10:27:09 AM »

Yeah. Sadly, most mods don't add their ships to the base-game's itemization lists. That is to say, NPCs of Persean League or Hegemony won't spawn into them. They might show up in certain markets (Black Markets, Pirate bases, Prism, etc.) by default, but I'm not certain. That's why I like my 'vanilla expansion' mods that do exactly that-- they put their ships into the item tables so that they can be encountered by more than just a specific faction.
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KOS-MOS

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #943 on: August 07, 2019, 06:51:08 PM »

Hello everyone! This is my first post here so please forgive me if this is a stupid question. I'm new to the game, and even newer to modding it.

Do the Wanzers benefit from the Leadership skills "Fighter Doctrine", "Carrier Command", "Wing Commander", and "Strike Commander"? I'm probably overthinking this...

I want to make a carrier focused character who specializes in using Wanzers, but if those skills don't apply to the Wanzers, I will probably do something else.

Thank you all for your time and patience!
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Ambient

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #944 on: August 07, 2019, 08:19:14 PM »

Is it possible to find the pandemonium on the market or do I need to salvage it?
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