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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 444700 times)

Tartiflette

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #60 on: December 11, 2015, 02:39:34 PM »

Edit: I think if you do go through with a new lineup of weapons I would recommend you design weapons around what Diable ships need instead of what would make a balanced weapon roster.
But.... Diable needs a balanced weapon roaster! >__<
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Surge

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #61 on: December 11, 2015, 02:55:13 PM »

Yes and no. Perhaps I worded it poorly. Scy has a very versatile list of weapons and you can fully run a fleet that only uses Scy weapons, I don't think Diable needs quite that many, just some bare essentials to suit the design and playstyles of their ships.
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JohnDoe

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #62 on: December 11, 2015, 07:19:01 PM »

Diable has unlimited peak performance, and that's all it needs. :P
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Tartiflette

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #63 on: December 12, 2015, 05:39:56 AM »

Preliminary changelog:
Spoiler
- Recson S:
  . range reduced to 800 from 850. (Decent alternative to the Railgun)
 - Burchel Beam Repeater:
  . Reduced ammo count to 6 from 8.
  . Raised the Burst dps to 240 from 120, adjusted re-fire rate to 90 sustained DPS from 64.
 - Micro Missile Launcher:
  . Reduced the ammo count to 10 from 20.
  . Reduced the flux per shot to 50 from 150.
 - Thunderbolt Rack/Pod:
  . Reduced the max speed to 300 from 400.
  . Greatly improved the maneuverability and tracking. (Easy to intercept but won't miss that often)
 - Raptor Defense System:
  . Reduced the range to 500 from 550. (Decent alternative to the Flak Cannon)
 - Recson V:
  . Raised the OP cost to 12 from 11. (Decent alternative to the HVD)
 - Grave HMG:
  . Raised the range to 825 from 725.
  . Raised the OP cost to 12 from 11.
  . Raised the dispersion during continuous firing. (Long range deluxe Assault Chaingun)
 - Glaux Beam Repeater:
  . Raised the burst DPS to 672 from 320.
  . Raised the sustained DPS to 168 from 90.
 - Plover Rocket Pod:
  . Removed the flux cost to fire.
 - Uhlan Siege Laser:
  . Raised the range to 1200 from 1050.
  . Raised the projectiles speed to 600 from 550.
  . Lowered the OP cost to 30 from 35.

 - Draft:
  . Added built-in Light Thermal Pulse Cannon.
  . Armor reduced to 300 from 325.
  . Hull raised from 1625 to 1750.
  . Speed increased to 120 from 112.
  . Flux capacity increased from 1750 to 2350.
 - Vapor:
  . Switched to Evasive Maneuver ship-system. Brief burst of speed and evades incoming ordinances.
  . Hull raised from 900 to 1500.
  . OP raised to 50 from 45.
 - Shear:
  . Hull reduced from 600 to 450.
 - Laminar:
  . Flux capacity raised to 2000 from 100.
  . Armor raised to 225 from 150.

 - Calm:
  . Armor reduced to 425 from 575.
  . Hull raised to 4250 from 3750.
  . Flux capacity raised to 5000 from 3400.
 - Hayle:
  . Switched to Flicker Core ship-system.
  . Hull raised to 4100 from 3150.
  . Armor lowered to 410 from 525.
  . Flux capacity raised to 6250 from 4400.
  . Flux dissipation raised to 425 from 250.
 - Chinook:
  . Hull reduced to 3000 from 4200.
  . Armor reduced to 400 from 450.
  . Speed reduced to 50 from 70.
 - Stratus:
  . Hull raised to 4000 from 3600.
  . Armor reduced to 400 from 500.
  . Flux dissipation reduced to 200 from 225.
 - Cirrus:
  . Hull reduced to 4200 from 4800.
  . Speed reduced to 45 from 55.
 - Fractus:
  . Medium hard-point converted to Universal from Missile.
  . Hull reduced to 3500 from 4200.
  . Armor reduced to 400 from 450.
  . Flux dissipation reduced to 125 from 175.
  . Speed reduced to 45 from 55.

 - Gust:
  . Shield arc reduced to 60 degrees from 75.
  . Hull raised to 7250 from 6200.
  . Armor lowered to 750 from 975.
  . Flux dissipation reduced to 400 from 450.
 - Haze:
  . Hull raised to 9000 from 7800.
  . Armor raised to 900 from 825.

 - Storm:
  . Hull raised to 11000 from 9500.
  . Armor reduced to 975 from 1150.
  . Reduced speed to 40 from 50.
 - Maelstorm:
  . Armor reduced to 1250 from 1350.
  . Flux capacity raised to 22250 from 18250.
 - Pandemonium:
  . Added two flight decks.
  . Armor reduced to 1500 from 1750.
  . Flux dissipation reduced to 1250 from 1750.
  . Speed raised to 30 from 25.
[close]

The gist of it is:
Substantial buff of the frigates,
Overall nerf of the armors with a buff of the hulls,
Flux stats slightly buffed on the military ships but nerfed on the civilians,
Significant nerf of the Pandemonium stats but it gained two flight decks,
Significant buff of the beams and the Uhlan Siege Laser.
All stats are now within the range of similar vanilla ships.
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zoe_zucchini

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #64 on: December 12, 2015, 09:23:26 AM »

Really digging the Vapor, Hayle, and Draft buffs, will definitely be giving them a shot!
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Ghoti

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #65 on: December 12, 2015, 11:03:29 AM »

I am surprised you nerfed the micro missiles. The flux cost for firing them was a little too high, yah, glad that's fixed. Swarmer SRM's and Salamanders seem to be better options at this point.

I was a little sketchy about using them before. Doesn't seem worth it now. Salamanders are much better at the job,
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Surge

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #66 on: December 12, 2015, 11:59:16 AM »

Salamanders are better in quantities of 1-4 for support purposes, but 8 micros or so is an absolute nightmare to just survive.

The Pandemonium change is interesting, shifts it more towards functioning like 2 Maelstroms mashed together (though lacking an obscene number of micro missiles) with 2 actual Maelstroms still being more effective separately. It looks like I won't be able to get hilariously aggressive with it anymore but 2 flight decks is a fair trade. The addition of an LTPC to the Draft is also very interesting, can't wait to see that in play.
« Last Edit: December 12, 2015, 12:01:50 PM by Surge »
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tanith

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #67 on: December 12, 2015, 12:19:18 PM »

The thunderbolt changes should be interesting, and should prevent things like my unstable injector tempest missing and then circle-strafing its butt right into their path as they curve back around and getting flamed out.
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Tartiflette

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #68 on: December 12, 2015, 12:23:06 PM »

The thunderbolt changes should be interesting, and should prevent things like my unstable injector tempest missing and then circle-strafing its butt right into their path as they curve back around and getting flamed out.
I also added an "anti-clump" behavior to their AI, they may miss you if you dodge them but won't just fly around in circle afterward. Also like Scyan missiles they get a huge boost from ECCM.

I think I have something interesting to replace the inverted CR mechanic. Diable Avionics ships now deploy with a 15% debuf on accuracy, weapon recoil and weapon turn rate. As they spend time near the enemy, they "analyze" their pattern and get better at firing at them. Frigates for example jump from -15% to +15% on the 60s mark. Capital ships however have -15% / -7.5% / 0% / +7.5% / +15% at 0s / 60s / 120s / 180s / 240s. The weapons also get up to 50% range bonus the shorter their normal range is.
« Last Edit: December 12, 2015, 12:24:46 PM by Tartiflette »
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Valhalla

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #69 on: December 12, 2015, 12:39:19 PM »

The one thing i don't like about the Micro missiles is the wibbly wobbly "im going to go in on the right side of this ship, over arc to hell and back, and hit it on the left front!" thing they do. Is there any way to make them not go full ***?

I will admit, enmass that actually kinda works, because the first volley is hitting the left side just as the right one is nearing the ship, usually making the AI try to block them, there for missing the ones that are actually about to hit, but they have such short range, it doesn't feel like they have much use, since they will sometimes run out of fuel before they can even start turning behind the target you fired them at.
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Tartiflette

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #70 on: December 12, 2015, 01:00:26 PM »

Their whole point is to disperse! That way you can't block them all, not if you want to stay alive by maintaining your shield between you and that Diable ship. If they were to go straight they would get shot down in droves and would barely nudge your flux when hitting the shield. Also since they spread so much they distract PD weapons from more dangerous missiles or Wanzer wings.
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Surge

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #71 on: December 12, 2015, 01:22:34 PM »

I am curious about that huge hit to the Pandemonium's vent rate, the excellent active vent rate seemed it's biggest claim to usefulness as a brawler.
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Edigos

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #72 on: December 12, 2015, 01:22:55 PM »

Currently thunderbolt is working quite well with ECCM,
I dont know if this buff would keep its tracking at same level without ECCM in the future, if not I would consider these changes generally nerf.

As Uhlan Siege Lasers are mostly mounted on Pandemonium, with considering its accuracy, it would almostly hit nothing but capital ships at 1800,
but with 500 flux dissipation gone, I think a 4 Uhlan Siege Lasers Pandemonium will soon out of the role of will breaker.

In my opinion Pandemonium doesn't quite need flight deck, it is working fine as a ultimate firepower platform in the Diable fleet.
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Valhalla

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #73 on: December 12, 2015, 02:49:27 PM »

Their whole point is to disperse! That way you can't block them all, not if you want to stay alive by maintaining your shield between you and that Diable ship. If they were to go straight they would get shot down in droves and would barely nudge your flux when hitting the shield. Also since they spread so much they distract PD weapons from more dangerous missiles or Wanzer wings.

I... actually had not thought of that, probably due to me not doing my normal 3-4 heavy frigates 2carriers and an assload of fighters.

Christ, they become more useful as 'chaff' for PD than actual weapons.

Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.
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Tartiflette

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Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« Reply #74 on: December 12, 2015, 03:27:16 PM »

Now.. all we need are skills that upgrade fighters in your fleet, then i'll be happy.
Well, SS+ does that, and every faction mod work well with it so no reason not to use it... Unless you don't like the heightened difficulty that is.
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