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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Diable Avionics 2.04 (2019/05/14)  (Read 447125 times)

Never

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #240 on: March 19, 2016, 10:24:52 AM »

U forgot it is a carrier for 35 fleet points with crazy amount of ordnance (after skills).

When u build in on needlers it rapes paragon, has enough slots to have amazing PD - the only ship good enough to ignore templars missiles.
Due to 500 + ordnance u can put anything on it. Afterall u have 150 degrees shield what is not bad. It is not solo ship but even 1 vs 1 is powerfull. When u play in fleet it rapes everything. U have gap closer and disengage.

It is OP, however from unknown reason AI rush with it between enemies even with cautious personality.


Depends what u compare but between dreads it`s the best ship right now with starsector + factions.





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HELMUT

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #241 on: March 19, 2016, 11:45:55 AM »

U forgot it is a carrier for 35 fleet points with crazy amount of ordnance (after skills).

50 fleet points actually, same as Paragon. Unless you're talking about the Storm? In both cases, they still have a very bad shields (1.1 efficiency and 90° arc), making them quite vulnerable to flanking.

The Storm can't really brawl, it doesn't have the flux, mobility or armament to be a direct threat.

The Pandemonium however, have been buffed quite heavily in 1.5. Not sure i would give it the "king of battleships" crown, but it's definitely a good contender now.
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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #242 on: March 26, 2016, 08:22:14 AM »

35 after skills.

u have worse shield but u have kinetic dmg mostly. While paragon can try to tank but can have not enough kinetic dmg to be a threat to anything. 

Panda has 550 ordnance points ( again after skills) what is 100 flux cap/ 100 flux disp and all mounts filled.

U can flank in Panda using your phase np. here. Again without skills it`s to slow but after applying all available skills/mods its a beast.

In addition to it u have 2 decks so u are worth around 15 fleet points acting as a carrier alone.

BC and crusier from the same line have not enough ordnance points.
When u look at Legion fleet they are nice snipers but they don`t have ordnance points ( and BC has not enough mounts anyway). Modified paragon has the same issue - not enough hybrid/ballistic mounts.

With 2 k flux dispatch u can make almost 7 k hard dmg to shield per second with a burst coming from needlers.
Paragon with 2 k flux can make around 3 k with some soft dmg or worse accuracy.

para have 0.35 or something like that dmg ratio on shield panda have 0,64.

panda has easily 47 k flux /2,5 k dispatch
on any other ship u have to resign from something. 

So in panda when u brawl u have very good burst + some good large ballistic armor rapers and u can disengage easily with phase ( it is called otherwise but it is just a phase)

What else do we have?
mod paragon - exemplar - useless mounts u have to resign from kinetic dmg to have enough PD.
blackyard and mod conqest ( BC class) - no PD mounts in stupid directions so u have not enough OP if u want to have both sides useful.
ceasar( imperial) not enough mounts for PD u have to resign from dmg. Even needlers with imperial mods are quite slow. Much worse armor
Cathedral - meh
buldog - not enough flux low OP
Archbishop - u can actually do something with this ship but it`s templar. I assume that we are supposed to play against templar not with.
Gilgamesh and other ships like that ( mod hegemony dread) - not enough OP with the currant mounts - no PD
Karkinos - ill mounts for weapon
Mimir ( bc) - lol shield dmg ratio
Yamato - not enough mouunts...energy dmg mostly
and so on....

So i don`t know why there is a Panda. It gives u too much to be balanced. I don`t play with incompatible mods so maybe there is something more crazy, but currently panda is a bee killer.





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HELMUT

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #243 on: March 26, 2016, 09:26:24 AM »

Modded ships are balanced at level 0, because high-level characters will always screw the balance in some way. Still, i heard that Tartiflette will nerf it for the next update.

(Also, your post is quite hard to decipher. Are you using google translation or something?)
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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 #244 on: March 31, 2016, 02:04:38 AM »

Current changelog for the next update. It should address most of the complains I read here and there. If you have something else to add, now is the time (although I won't change the Wings for this patch since it require a lot of playtesting). ETA Sunday unless something bad comes up.

NEW CONTENT:
 - New Uhlan sprite and animation.
 - Gulf IBB.(when SS+ updates)

BALANCING:
 - Thunderbolt MRM Rack:
   . Fire delay raised to 6s from 4 (133 DPS from 200)
 - Thunderbolt MRM Pod:
   . Fire delay raised to 5s from 4 (160 DPS from 200)
   . Ammo count reduced to 20 from 30.
 - Glaux Lance Repeater:
   . Full DPS reduced to 650 from 700. 
   . Flux requirement reduced to 825 from 875.
   . Recharge rate lowered to 24 charges/min from 30. (125 sustained dps from 168)
 - Raptor Defense System:
   . Fire-rate reduced to 600 RPM from 800 (500 DPS from 667)
 - Versant:
   . Switched the High Maintenance hull-mod for Delicate Machinery.
   . CR to deploy reduced to 20% from 30.
   . High-Speed Mode boost raised to 110 from 100 (200 base speed from 190).
   . Shield efficiency raised to 0.9flux/dam from 1.1.
 - Grave HMG:
   . Loss of precision during continuous fire halved.
 - Pandemonium:
   . Small nerf of about 5% for all stats.
 - Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers its efficiency by 33%. (Should help the AI quite a bit)
 - Derecho Destroyer:
   . Jamming ship-system now affects all missiles in range and has a (small) chance to flame-out them.
 - Banish torpedoes:
   . Damage reduced to 2000 ENERGY from 2400 and 500 EMP from 600.

BUGFIXES/IMPROVEMENTS:
 - Banish Torpedoes:
   . Now have a proper custom AI.
   . No more miss-fires.
   . Precise enough to hit reliably destroyers by default.
   . Can hit reliably slow frigates with ECCM.
 - Thunderbolt missiles:
   . Corrected an issue when the target has been vaporized.
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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 #245 on: March 31, 2016, 04:12:06 AM »


- Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers its efficiency by 33%. (Should help the AI quite a bit)


Eggcellent!

The only thing I'd add is maybe switch the shield on the combat hauler to omnis - but then i always found it to be much worse than a mule, an opinion other people don't seem to share.
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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 #246 on: March 31, 2016, 09:56:36 AM »

Does this mean RIP the Raptor as the only PD any ship needs?
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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 #247 on: March 31, 2016, 10:05:02 AM »

Does this mean RIP the Raptor as the only PD any ship needs?
Nah, it's still pretty good.
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Bastion.Systems

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Re: [0.7.2a] Diable Avionics 1.61 - Minor adjustments for 0.7.2 (27/02/2016)
« Reply #248 on: March 31, 2016, 04:00:17 PM »

I just tried Thrush LRM System and I feel it's rather terrible. The main missile will never hit anything except shields, and even that happens very occasionally. It has rather long reload time. Low damage (even when it hits), very poor guidance and its also super slow.
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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 #249 on: March 31, 2016, 04:01:45 PM »

Hummm, I forgot to do something about that... I might delay the update to test something new then.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #250 on: April 01, 2016, 09:30:29 AM »

Require LazyWizard's LazyLib
Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin.
Integrated to Dark.Revenant's Starsector +.

Despite the date, this is a legitimate release. On the menu, several small balance adjustments made according to the general feedback: some slight nerfs to the Thunderbolts, Raptor, Glaux and Pandemonium. Some small buffs to the Grave, Haze, Derecho. And some improvements to the Thrush and Banish to make them reliable and worthwhile. In term of new content, the Gulf IBB you may have seen in the files will make its debut next SS+ update, and the Uhlan Artillery got a new fancy sprite as well as a slightly different firing behavior.

Spoiler
[close]

This update should NOT break your saves

Full changelog:
Spoiler
1.62

NEW CONTENT:
 - New Uhlan sprite and animation.
 - Gulf IBB. (once SS+ updates)

BALANCING:
 - Thunderbolt MRM Rack:
   . Fire delay raised to 6s from 4 (133 DPS from 200)
 - Thunderbolt MRM Pod:
   . Fire delay raised to 5s from 4 (160 DPS from 200),
   . Ammo count reduced to 20 from 30.
 - Glaux Lance Repeater:
   . Full DPS reduced to 650 from 700,
   . Flux requirement reduced to 825 from 875,
   . Recharge rate lowered to 24 charges/min from 30. (125 sustained dps from 168)
 - Raptor Defense System:
   . Fire-rate reduced to 600 RPM from 800 (500 DPS from 667)
 - Versant:
   . Switched the High Maintenance hull-mod for Delicate Machinery,
   . CR to deploy reduced to 20% from 30,
   . High-Speed Mode boost raised to 110 from 100 (200 base speed from 190),
   . Shield efficiency raised to 0.9 flux/dam from 1.1,
   . Head's Heavy ILIS now has 100 ENERGY dps from 200 HIGH-EXPLOSIVE, 75 flux/sec from 175 and 700 range from 550.
 - Grave HMG:
   . Loss of precision during continuous fire halved.
 - Pandemonium:
   . Small nerf of about 5% for all stats.
 - Haze Cruiser:
   . Flux Redirection ship-system no longer deactivates the shield but lowers greatly its efficiency. (Should help the AI quite a bit)
 - Derecho Destroyer:
   . Jamming ship-system now affects all missiles in range and has a (small) chance to flame-out them.
 - Banish torpedoes:
   . Damage reduced to 2000 ENERGY from 2400 and 500 EMP from 600.
 - Thrush LRM:
   . Ammo count reduced to 10 from 16,
   . Refire delay reduced to 10s from 13,
   . Regen rate raise to 4 ammo/min from 3,
   . Failsafe MIRV raised to 4 micro-missiles from 3.

BUGFIXES/IMPROVEMENTS:
 - Banish Torpedoes:
   . Now have a proper custom AI,
   . No more miss-fires,
   . Precise enough to hit reliably destroyers by default,
   . Can hit reliably slow frigates with ECCM.
 - Thunderbolt missiles:
   . Corrected an issue when the target has been vaporized.
 - Thrush LRM:
   . Now have a proper custom AI,
   . Can hit targets reliably from great distances unless they maneuver at the last second,
   . Consistently MIRV in four micro-missiles if it overshot its target,
   . Benefits a lot from ECCM.
[close]
« Last Edit: April 02, 2016, 07:12:19 AM by Tartiflette »
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Taverius

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #251 on: April 01, 2016, 10:37:25 AM »

Sexy animation on the Uhlan, thanks Tartiflette & FlashFrozen!
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Bastion.Systems

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #252 on: April 01, 2016, 10:40:59 AM »

 ;D
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #253 on: April 02, 2016, 06:57:37 AM »

I'm not sure if this is an issue with base game mechanics, but the Uhlan Siege Laser has a weird quirk: if you fire all three shots and keep holding down the firing button until the weapon's cooldown is over, instead of firing again it starts another, shorter cooldown and only then fires. But if you wait until the first cooldown is over and then immediately push the button, the weapon shoots normally.
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sycspysycspy

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #254 on: April 02, 2016, 07:13:37 AM »

You are the man, man! :D
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