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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 447469 times)

Igncom1

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #570 on: May 27, 2017, 10:40:30 AM »

I've been loving the mod dude/lady!

I started with some combat freighters and a salvaged hegemony fleet, running around surveying stuff to build up capital. I later acquired a larger freighter with a flight deck but the game considered it to be a civilian ship, so getting it into combat proved to be more trouble then it was worth.

Shortly before I got my commission with DA I utilized the frigate with the armoured prow, which while effective usually ended up with the enemies bending bullets to hit them in the sides and killing them. Nice ship but not suitable for my needs.

Once I got my commission I moved onto a proper DA fleet with some proper frigates, destroyers and light carriers. The really fast and nimble frigate is a nice ship, with it's duel medium mount I usually armed it with pulse lasers, your scatter cannons or autocannons for some flux cheap ordinance. The DA lasers I found were never good at taking down shields and drove the flux up like mad, so I had to skip them for my fleet. The two destroyers, the err... aggressive one that like a larger version of the frigate and the longer one that has the 8 small missile mounts were nice. The aggressive looking one worked well with two glowtusk guns and a medium PD, complimented with a full row of DA's heat-seeking mini-torpedos and I used them all the way until the late game. The longer ones I had to put away before they got themselves killed later on, although I had intended to arm them with PD missile launchers I could never find enough so I mostly stuck to the heatseeking torpedoes and gave them scatter cannons. They served well enough as escorts for most of the game but were easy prey in the larger conflicts so I had to retire them. The light carriers, variant of the Chinook freighters if I recall, served me well all game, simple carriers with two slots for wanzers and a medium slot for keeping enemy ships at bay. I only ever lost these ships when their escorts let them actively die.

Speaking of wanzers, I really love em! The frost escort wanzers were on all of my carriers as their loadouts for cost were great for almost anything. I usually pared them with the minigun wanzers, which look fantastic by the way. Both made for great strike craft up until the end game. I also got to try the single big wanzer with the cannon arms, that big betty could take out cruisers on her own! Amazing. I did also give the transforming interceptor wanzer a go, good in it's own right but I preferred the cheaper frosts. The sniper wanzers never really struck a cord with me compared to the others, so I used the minigunner wanzers instead. Same with the artillery wanzers as they just seemed to be torpedo bombers so I stayed with the big heffer as It seemed much cooler.

Once I got my reputation to cooperative I purchased a battlecarrier and 6 cruisers, as they were all badly needed considering the beehive I kicked in the hegemony. The battlecarrier is nice, carrying three wanzers and looked great but that said it does have a nasty habit of trying to actually fight. Thank the lord for savescumming as I have lost the same carrier six times due to trying to tank battleships, crazy blighters, but I know that's more the game's AI then your mod so no worries. One of my six cruisers was a light cruiser and I have to say that it's one of my favourites. Armed with it's built in artillery laser and armed with a glowtusk turret and supported by it's own wing of frost wanzers there ain't nothing that little guy can't do! Great all round ship that never pushed it's self too far. The other cruisers were the DA standard cruiser with he four medium fixed mounts. A nice addition when facing enemy cruisers, I struggled to arm hem how I wanted for a long time and even then the available OP points made it hard to come up with a build. Most of the time they were armed with four pulse lasers and two reaper torpedo launchers which seemed to work well enough. I constantly found my self wishing for more flux when they get shot at but otherwise they did their roles as I would have expected of them.

I eventually ran into a bounty target that had their own DA fleet and managed to salvage a battlecruiser from the ruins. The big old micro-missile spewing beast this ship did alright against most targets. It's triple compliment of glowtusks and the siege laser turret did most of the work with the micro-missiles mostly acting as a distraction to the inevitable fighter ball. It did fairly well against it's targets and was defensible enough against enemy battleships that my wanzers and cruisers could surround for the kill. It could solo eagles and legions, so I can't ask for more then that really.

As I built up a considerable amount of war loot from my personal war with the hegemony I soon decided to buy a dreadnought, another battlecruiser and I even salvaged another battlecarrier and light cruiser in my travels. The dreadnought is a nice ship with it's triple wanzer compliment and four large slots. I only managed to find another two siege lasers for the ship so I had to resort to the large scatter cannons which while nice had poor effect at long range. The dreadnought was where I suddenly encountered the main problem I have with this fleet. It's cost to deploy. Not the supply cost, heavens no I stole thousands from the hegemony, the actual deployment cost.

As my war with the hegemony heated up and they deployed larger and larger fleets, even with the electronic warfare range debuff I was getting due to my level build, I found myself unable to match their numbers with my own. Even counting the deployment number debuff from being heavily outnumbered. So I would frequently encounter battles where at most I could deploy a third of my fleet when the enemy could deploy three quarters of theirs. One dreadnought, two battlecruisers and two battlecarriers vs the world. It was never enough when being hit by dozens of frigates, destroyers, cruisers and a couple battleships from all sides.

I'm not asking or whatever for you to change this either, as DA have an elite fleet that isn't really cut out for the constant bloody war like the standard starsector ships are, like the hegemonies are. But yeah, when it comes to a full fleet on fleet battle the DA haven't got a hope in hell to beat the cheaper and more numerical hegemony in open war, I can see it from my own attempt at it. Kinetic weapons rule right now, range is king and numbers mean more.

If that says more about my current opinion of starsector or your mod is hard to say, but it has been fun to use. I can't wait to blow the crap out of some DA fleet on another save file! Maybe the ORA fleet even if the AI can ever learn how to use their fleet properly without pulling my hair out!
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Tartiflette

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #571 on: May 27, 2017, 11:28:56 AM »

Thanks for the feedback, glad to see you enjoyed them. The Warlust sniper wanzer got nerfed too hard and I'm buffing it back. It will also no longer try to charge the enemy at close range, but at the cost of not roaming too far from its carrier either. A pure escort wing. As for the Haze, I might change the system once more because it just keep having issues with flux. I'll Probably just remove the loss of shield efficiently while active.
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PokerChen

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #572 on: May 29, 2017, 10:29:51 AM »

Tartiflette, if you don't mind a feature request, it would be nice fluff to see planet modifiers on ORA and Diable planets in addition to the market modifiers. According to e.g. corvus.json and market_conditions.csv, the planet modifiers are lumped together with market modifiers.

P.S. I've been enjoying both mods with their unique flavours since 0.7x - the consistent quality is appreciated.
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Tartiflette

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #573 on: May 29, 2017, 04:07:23 PM »

That's on the to-do list, but as usual: so much things to do, so little time...
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Troika

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #574 on: May 29, 2017, 10:05:59 PM »

I got lucky and found an abandoned Pandemonium floating around the sun in Askonia! Only one D mod on it, too. It even still had  most of it's guns, including all but one large turret.

Looks like I've found my flagship for the foreseeable future.
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Drokkath

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #575 on: May 31, 2017, 11:38:17 AM »

Well, yikes. Just had a massive random moment in the simulation with the two very large Diable ships, I was just re-testing my vastly superior customized mining lasers which I have a pair of two mounted on my current modified version of Talus-class from TUP mod. Heh, once I got through all of that armor on the largest vessel (Maelstrom) and eventually destroyed the ship, it also single-handedly blew up one of its own cousin (Storm) upon explosion, I didn't even shoot or damage the smaller big ship (Storm) next to it (Maelstrom) as I was sliding forward, was about to fire at the second ship (Storm) but upon the massive explosion's flash went dimmer I just saw this and my proverbial jaw hit the floor:

Spoiler

[close]

I think or feel like I just added a whole new meaning to "two birds with one stone". Epic. O_O
So epic I just felt posting about it is all.
« Last Edit: May 31, 2017, 11:52:24 AM by Drokkath »
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For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Beobachter

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Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« Reply #576 on: June 03, 2017, 06:33:23 PM »

Potential bug:
Due to the random-ish spawn location of the Antioch star system, Diable systems may end up overlapping each other if their normal spot is taken. Unknown if this problem exists for all systems, or just Diable.

Map seed for bug replication:
AN-4836539435885865627

Screenshot:(large image warning!)
Spoiler
[close]


Not sure on best fix. Insight?
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Putting together a mod sometime in the distant future.

Tartiflette

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #577 on: June 04, 2017, 02:54:15 AM »

Require LazyWizard's LazyLib

Small update to fix the 0.8.1a issues that cropped up with the sector's generation. You'll also get some minor balance changes and a few reworked sprites for the Vapor, the Hayle and the Calm (more to come in the future). If you can't tell the difference at glance, that means I did a good job because they significantly changed and fit better next to vanilla ;D


Changelog:
Spoiler
DIABLE AVIONICS
1.83

BALANCING:
 - Warlust:
   . Removed ammo limitation for the weapon.
   . Damage per shot increased to 400 from 300.
   . Weapon's shots are now more visible.
 - Blizzaia:
   . Burst Recson replaced with Plover Rack.
 - Haze:
   . Flux Redirection system no longer reduce the shield efficiency.
 - Starting reputation with the player slightly increased.

BUGFIXES/IMPROVEMENTS:
 - New sprites for the Vapor, the Calm and the Hayle.
 - Warlust is now a Support fighter (will attack from afar)
 - Removed pirate variants that confused people.
 - Adjusted some FP values for more coherent markets availability.
 - Fixed generation bug from 0.8.1.
 - Targeting Analysis hint no longer blinking when deploying few Diable ships, script optimized.
[close]

This update WILL BREAK YOUR SAVES!
« Last Edit: June 04, 2017, 04:53:43 AM by Tartiflette »
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Drokkath

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #578 on: June 04, 2017, 04:38:22 AM »

Heh, two of the ships I've seen previously having seizures. Wait.. the game got an update? I spent the entire day yesterday customizing, altering and polishing my own personalized modpack! Oh dear, well I guess it's round two then if something has changed config-wise drastically (speaking of the game itself), on the plus side: My yesterday's modding spree is still fresh in my mind so it shouldn't be that much of an issue for me.
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For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Tartiflette

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #579 on: June 05, 2017, 09:59:25 AM »

Require LazyWizard's LazyLib

Small patch for Nexerelin.
« Last Edit: June 05, 2017, 10:01:34 AM by Tartiflette »
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Hazard

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #580 on: June 09, 2017, 10:15:47 AM »

Is it just me, or is the Maelstrom a little slow for a battlecruiser? I admit I haven't played with one much, but on paper its speed of 35 isn't very impressive, compared to Conquest and Odyssey. Oh well, maybe it doesn't need to be any faster considering the missile storm it can unleash.

Also, there's a small typo in the codex entry of both Maelstrom and Pandemonium: the heavy flicker core description says it can only store 2 charges, instead of 4.
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Deshara

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #581 on: June 09, 2017, 10:28:00 AM »

Is it just me, or is the Maelstrom a little slow for a battlecruiser? I admit I haven't played with one much, but on paper its speed of 35 isn't very impressive, compared to Conquest and Odyssey. Oh well, maybe it doesn't need to be any faster considering the missile storm it can unleash.

Also, there's a small typo in the codex entry of both Maelstrom and Pandemonium: the heavy flicker core description says it can only store 2 charges, instead of 4.

compare it to the dominator, friend
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Hazard

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #582 on: June 09, 2017, 10:56:09 AM »

compare it to the dominator, friend

Which is 15 points cheaper to deploy, has more armor, a better shield and can bring a lot of frontal firepower into a fight. Dominator is perfectly geared for frontline brawling even against capitals, while the Maelstrom seems like it's supposed to keep it's distance while peppering any opponents with fighters and missiles. The heavy flicker core helps somewhat, but it doesn't change the fact the the base speed is low for a mobile role.
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Midnight Kitsune

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #583 on: June 09, 2017, 04:05:35 PM »

Yeah ok, let's give it the speed of an Odyssey!
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Hazard

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Re: [0.8.1a] Diable Avionics 1.83 (04/06/2017)
« Reply #584 on: June 09, 2017, 04:22:07 PM »

Yeah ok, let's give it the speed of an Odyssey!
Why stop there, better go all the way to Tempest's speed at least.
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