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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275936 times)

Tartiflette

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #225 on: March 09, 2016, 10:01:04 AM »

Kinda a bug to report; micro missiles are still tracking phase ships when phased which they shouldn't do in 0.7.2, from what I remember this was achieved by changing missile AI so I guess micro missiles use a custom AI that needs updating to match.
That is by design, Micro missiles aren't designed to deal damage as much as to disrupt and harass enemy ships.
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Surge

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #226 on: March 09, 2016, 01:44:28 PM »

Kinda funny, with the HE damage Micros are great for battering armor off of enemies overloaded by Recons, then the Recsons can chew through the hull.
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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #227 on: March 09, 2016, 11:12:27 PM »

Oh...oh my...I knew Recsons were good but not roflstomp a cruiser with an AI Vapor and Hayle good.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #228 on: March 09, 2016, 11:51:35 PM »

Oh...oh my...I knew Recsons were good but not roflstomp a cruiser with an AI Vapor and Hayle good.
They are roughly equivalents to HVD, and HVD are really strong too.
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SierraTangoDelta

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #229 on: March 10, 2016, 09:55:30 AM »

Is the projectile faster than the HVD shot? I never bothered to compare, but the recson shots feel slow.
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PureBlind

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #230 on: March 10, 2016, 10:11:19 AM »

Can you include a .71 download link? I still play it because there are still more mods out for it. It doesn't really make sense to remove the .71 link the day .72 comes out.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #231 on: March 10, 2016, 10:17:36 AM »

Can you include a .71 download link? I still play it because there are still more mods out for it. It doesn't really make sense to remove the .71 link the day .72 comes out.
It makes sense because the 0.7.1 version isn't maintained anymore, it is not the version we want people to play with, and having both would be confusing. Now if you really want the previous version the mod just go back a couple of pages to the release post, the version of the game is in the title.
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ANGRYABOUTELVES

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #232 on: March 13, 2016, 06:13:19 PM »

Kinda a bug to report; micro missiles are still tracking phase ships when phased which they shouldn't do in 0.7.2, from what I remember this was achieved by changing missile AI so I guess micro missiles use a custom AI that needs updating to match.
That is by design, Micro missiles aren't designed to deal damage as much as to disrupt and harass enemy ships.
My Thunderbolt MRMs are still tracking phase ships. Is that also intended?
« Last Edit: March 13, 2016, 06:23:49 PM by ANGRYABOUTELVES »
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whatdoesthisbuttondo

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #233 on: March 13, 2016, 06:58:47 PM »

On the subject of the Burchel, I am greatly amusing myself currently with a Maelstrom that uses 10 of them with 3 Glaux and loaded out MM spam.  It is very entertaining to see the ship drift into a heated combat zone and liquefy every missile and fighter threat in the area and then turn its gaze upon the unfortunate enemies just behind them.

I'm currently using a Pandemonium and two Maelstroms with just a combination of Recsons and Burchels on them, and those quad-barrel large cannons as finishers for heavily armored targets. Range extender hullmods and officer skills make them extremely powerful.

Also a very pretty lightshow with those laser beams and frequent ship explosions around that death bubble ;D
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crazy5982

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #234 on: March 14, 2016, 10:33:11 AM »

Is there as condition that needs to be met for Versants to be for sale? as so far I have seen 1 right when I started for sale on the black market and buy the time I collected enough funds to buy it the ship selection had changed. I have checked all the Diable docks I can as often as I can and I have never seen another one.

Anyways I'm really enjoying this mod (with Starsector ++ and Nexerelin) Started off in a Draft with 4 thunderbolts mounted which is an absolute beast, in fact it's only recently that I changed ships.

My current fleet consists of 3*Calm (One of which I am flying) fitted with 4*MML and 4* Thunderbolts and 2* Glaux Lance Repeaters
1*Hayle fitted with 4*MML, 2* Thunderbolts, 2*State support beams and a Raptor defence system.
I recently replaced my Fractus with a Gust whose fitting I am still trying out.
For fighter wings I have: 2* Frost, 2* Warlust, 1* Valiant (only ever seen 3 of them), 2* Blizzaia and 1* raven.

For expanding I plan on getting a second Gust, Dropping the Hayle and moving into a versant (when I hopefully find one) For fighter expansion I plan on getting 3 more Valiants and a 2nd Raven.

What is a good front line ship or 2 as the Hayle has reached the point where it is a bit too squishy of a target for the fleet sizes I am facing?
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #235 on: March 14, 2016, 11:29:10 AM »

Diable best front-line ships are their fighters >< The larger ships are better at picking off distracted enemies. With a couple of skills and a decent Officer a Haze can kill a lot of things before they can defend themselves but it is quite suceptible to being out-maneuvered.

The Versant spawn in markets like every other ships, but they are rare.
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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #236 on: March 14, 2016, 12:08:54 PM »

Really I find that a Diable fleet needs to depend on sheer standoff power and agility to maintain a battle line, Gusts and Calms are what I would describe as "frontline" ships for Diable because they both have enough fire support potential to really keep targets at a comfortable distance, and unlike Storms or Maelstroms they can be deployed more readily and in bulk. I'm hesitant to name the Haze as well because I haven't actually used one personally, so I don't know how it holds up as a fighter, but it appears to be mostly just a strike cruiser.
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Taverius

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #237 on: March 14, 2016, 12:13:12 PM »

Its fine as a player ship (very nice actually) but just like the gun++ systems on some neutrino ships the AI suicides badly with it.
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No faction is truly established without a themed Buffalo (TAG) variant.

Never

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #238 on: March 17, 2016, 11:38:24 AM »

Too OP dread. It is much above T1.

drones are ok but it depends on mods u play with.



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Surge

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #239 on: March 17, 2016, 12:34:06 PM »

the panda is actually pretty meh, the maelstrom is indeed pretty insane if built right but it has to contend with the long profile and lack of a front shield, but in most regards the panda is 2 maelstroms but only as effective as 1.5
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