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Author Topic: [0.8.1a] Diable Avionics 1.94RC1 (2018/10/12)  (Read 261121 times)
Drokkath
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« Reply #735 on: December 01, 2017, 08:11:40 AM »

I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.

What!? Cheesy That's painfully hysterical to me, thank you! I haven't payed attention what ship is in a fleet and/or what fleet so I regrettably can't say for sure. I tend to lose myself into staying alive and pour as much firepower as I can into opposing ships to a point of almost losing visuals in favor of better reactions, dodging, targeting and shooting actions. Unless when I pause to figure out why an enemy ship is more difficult to chew through, it is the very similar moment I had when I first went up against a few Afflictors to take a moment to reflect on what the actual heck just disabled my ship, heh.

I've seen a fair share of odd fleets myself though, like the time I saw a crappy but large Luddic Church invasion fleet heading towards the Templar home planet in one of my own playthroughs too. Couldn't stop laughing like a maniac due to sheer magnitude of stupidity as I was invading their markets and a few of them were already ravaged by my hand and the best the Luddics could do was send an "invasion" fleet towards the Templar far-away home instead of sending a few fleets to track me down. My reaction was pretty much this:
« Last Edit: December 01, 2017, 08:17:06 AM by Drokkath » Logged

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.
Chroma
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« Reply #736 on: December 19, 2017, 08:01:59 PM »

Just wanted to say, your mod is a blast to play with! I just want to say my experiences here, they aren't balance suggestions or anything. Just my thought as a player playing with Nexerelin without random planets and with several other mods enabled (Blackrock, Nomads, Imperium, Templar, Dynasector, a few of the mods suggested in this thread such as audioplus, underworld, scy and maybe a few others)

Sadly with my playstyle some of the missiles don't really mesh with me incredibly well. I like the micro missiles because they seem to cause havoc with the AI and act as distraction for fighters, but the banish torpedoes and thunderbolts seem to pale in comparison to other similar missiles. As for PD, lately I've been trying to use the magicbox PD more to see if they're effective against torpedoes launched at the front-facing shield capital ships of the Diable Avionics.

Anyway! I absolutely love the wanzers and the fast long-range interception craft. I'm not completely sold on how well the fighter craft perform for larger fleet engagements, but I'm convinced that every single wanzer has great potential! I've had trouble using the sniper and bomber wanzers; the former I just haven't used a lot because I like frosts, ravens and valiants so much more, the latter bomber wanzers seem too slow and weak to be effective against most ships compared to other bombers, though they definitively carry the firepower. I think the Strife is excellent in small engagements and I can see them bei

I also love the Maelstrom, Calm, Gust, uh... the battlecarrier, and the Pandemonium. At one point my fleet consisted of 7 Calm destroyers each with a converted hangar, just because my faction had been hit hard by the Shadowyards early on and the only military market I had left didn't have any battlecarriers until after I started a war with the Imperium following a random ceasefire with the Shadowyards. Calms seem to do pretty well surviving as a combined unit, though lately I seem to only have 3 Calms left because of all the damn hunter fleets after my butt. Usually they died to specialized ships like phase cruisers or Blackrock bombers the Shadowyard's really mobile capital ship sneaking up on them, so I don't blame the Calm for that. I think it's honestly my favorite ship, even if my Versant and Pandemonium are my flagships. The Maelstrom is especially good given it uses less CR, but the Pandemonium's just got so much armor on it on top of having 3 fighter bays and 4 large mounts! I fell in love instantly.

The only ship I just hated was the Draft. Just as I was warming up to the cute little things with a unique mechanic, I saw something horrifying that reminded me of Starsector like over a year ago. When I saw a Draft die to a destroyer's death explosion ((Or was it a cruiser?)) without an officer on board to make it aggressive and without a fleet command to make it aggressive, I knew I had to make sure my fleet never again ever used a Draft. >.>
(Note; There might've been an 'eliminate' command, my memory is shoddy as this was a week ago. Even so, I would hope the AI would be smart enough to not commit suicide on a lone destroyer with fully functional engines to move away with. I even held back my own fire from my ship to give it a chance to run away))
« Last Edit: December 19, 2017, 08:08:42 PM by Chroma » Logged
Arkar1234
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« Reply #737 on: December 21, 2017, 09:57:23 AM »

in the case of the drafs, i just slapped a shield and a srab for those little things.

the Srab keeps them at longer ranges whilst being able to shoot through friendly ships, and the shield helps their survivability quite abit.
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Tartiflette
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« Reply #738 on: January 09, 2018, 11:43:15 AM »

Require LazyWizard's LazyLib

Post tournament patch accompanied by the long coming rework of the Gust. Include a slight nerf to the Vapor system, a change of weapon layout for the Derecho, a buff to the Artassaut Revolver and a price increase of the Maelstrom.



Changelog:

1.88

NEW CONTENT:

 - Gust:
   . New sprite,
   . New weapon layout,
   . New ship-system.

BALANCING:

 - Vapor Evasion system:
   . Range slightly reduced (same "invincibility" time),
   . Charge regen delay increased to 15s from 10.

 - Derecho:
   . Large Hybrid hardpoint now medium,
   . Medium Missile hardpoint now universal,
   . Added one small rearward hybrid turret,
   . Added built-in Cramped Hull hullmod.

 - Maelstrom:
   . Price raised to 219999 from 185500.

 - Artassaut:
   . Burst size reduced to 5 shots from 7,
   . Damage per shot raised to 65 from 40,
   . Range raised to 500 from 425,
   . Projectile speed raised by 60%.
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passwalker
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« Reply #739 on: January 09, 2018, 03:06:05 PM »

Maybe keep the old gust as some rare variant please? I'ts so adorably weird. Not so awesome now without the sidecar-mounted cannon.
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- all my stuff in on place http://fractalsoftworks.com/forum/index.php?topic=12896.msg218548#msg218548
- Terraformer faction mod http://fractalsoftworks.com/forum/index.php?topic=12907.msg218093#msg218093 - very WIP, coder assistance needed.
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dk1332
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« Reply #740 on: January 09, 2018, 08:12:27 PM »

Require LazyWizard's LazyLib

Post tournament patch accompanied by the long coming rework of the Gust. Include a slight nerf to the Vapor system, a change of weapon layout for the Derecho, a buff to the Artassaut Revolver and a price increase of the Maelstrom.



Changelog:

1.88

NEW CONTENT:

 - Gust:
   . New sprite,
   . New weapon layout,
   . New ship-system.

BALANCING:

 - Vapor Evasion system:
   . Range slightly reduced (same "invincibility" time),
   . Charge regen delay increased to 15s from 10.

 - Derecho:
   . Large Hybrid hardpoint now medium,
   . Medium Missile hardpoint now universal,
   . Added one small rearward hybrid turret,
   . Added built-in Cramped Hull hullmod.

 - Maelstrom:
   . Price raised to 219999 from 185500.

 - Artassaut:
   . Burst size reduced to 5 shots from 7,
   . Damage per shot raised to 65 from 40,
   . Range raised to 500 from 425,
   . Projectile speed raised by 60%.

Finally, Gust is getting a rework! I got to try this thing after the current campaign I'm running. On the side note, does it still have its built in cannon?

Btw, seems like the ships with cramped hull hullmod's presets setup still has the hullmods it shouldn't be allowed to equip, like the expanded magazines and even the converted hangar(it doesn't add the hangar, thankfully) and gives odd stat changes. Not sure if its in DA itself or its in Nex, or even in Dynasector.
« Last Edit: January 09, 2018, 08:18:14 PM by dk1332 » Logged
Drokkath
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« Reply #741 on: January 10, 2018, 12:37:57 PM »

Woah, by the looks of it the new place for a large weapon is there in the middle- *quickly checks out the new Gust's standard variant in-game* ..Indeed it is. I always did wonder why Gust was more of a glorified smaller destroyer visual size-wise but I was fine with it as the ship ended up being one of my favorites from the mod.

The new Gust looks and feels like a welcome change as it offers the option of changing the large main weapon now too and the ship system is an interesting one, must be cautious where to park the main ship though. This mod sure gives me those vibes from Homeworld 1 and especially from Homeworld 2 as that's where that angular flat both horizontal and vertical ship designs entered into the franchise with full throttle and it is the reason why I find the new Gust even more likeable.
« Last Edit: January 10, 2018, 12:47:04 PM by Drokkath » Logged

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.
Bash
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« Reply #742 on: January 12, 2018, 08:38:37 AM »

After pressing the "F" Key on the new awesome Gust i got the biggest "and a little Touch of Evil" smile in my Face since i've discovered your Mod and played my First Diable Game.. well done
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Harpuea
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« Reply #743 on: January 17, 2018, 03:27:13 PM »

Nice. I have been waiting for Pilotable Mech System you mentioned waaay back. Thanks for the hard work.
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Drokkath
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« Reply #744 on: January 17, 2018, 05:58:42 PM »

Maybe keep the old gust as some rare variant please? I'ts so adorably weird. Not so awesome now without the sidecar-mounted cannon.

Aye, I agree. Not sure how the heck I managed to overlooked this comment the first time but that aside after a re-read I noticed it and it's exactly what I was thinking of too except in the back of my mind somewhere.

Anyhow after some more fun with the new Gust I've noticed myself being less accurate with only Macros cannon due to slow speed and small thin size of its projectiles.
Rerouting Grave HMC to the first weapon group with Macros cannon and setting the two guns on an alternating fire mode makes me both more accurate and increases the main damage potential I can deal now.

Auto-attack of AI can't seem to make up it's mind where to aim Grave HMC and I have ended up losing shots from it too many times while only shots from manually aimed Macros hit my foes the most. Once again I left the auto-attack for PD and missiles. I do tend to kite, slide and glide about as much as I can, no wonder the AI's auto-attack can't keep up with me. Cheesy


And.. uhm, you all probably thinking how the heck can weapons on auto-attack miss shots fired from a cruiser. That's because I have three custom robust hullmods to make it turn faster, fly faster and fly faster outside the combat. That's why I haven't made a cloned super version of the ship as extra speed seems to be enough to survive longer.
« Last Edit: January 17, 2018, 06:24:20 PM by Drokkath » Logged

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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« Reply #745 on: January 18, 2018, 06:47:31 AM »

Maybe something slightly smaller?
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Igncom1
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« Reply #746 on: January 18, 2018, 06:53:45 AM »

Looks like some kind of heavy destroyer, or battledestroyer.
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passwalker
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« Reply #747 on: January 18, 2018, 02:08:08 PM »

Maybe something slightly smaller?
Still no side cannon, not cool. It was gust defining feature.
Maybe make it modular even, if you feel tpc was op.
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Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
- all my stuff in on place http://fractalsoftworks.com/forum/index.php?topic=12896.msg218548#msg218548
- Terraformer faction mod http://fractalsoftworks.com/forum/index.php?topic=12907.msg218093#msg218093 - very WIP, coder assistance needed.
my keyboard has malfunctioning buttons E and W. misspelling happens often.
Histidine
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« Reply #748 on: January 18, 2018, 04:03:13 PM »

Personally I found the Heavy TPC dull to use.
A modular heavy mount might be fine, albeit probably not on a destroyer carrier.
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Tartiflette
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« Reply #749 on: January 28, 2018, 12:14:06 PM »

Require LazyWizard's LazyLib

Stuff and bugfixes, the old Gust makes a come back as the Pocket Gust destroyer, without the built-in weapon but with its big brother's system.



Changelog:
1.89

NEW CONTENT:

 - Pocket Gust:
   . Cute lil' Destroyer-sized Gust,
   . Same system as the full sized one,
   . One fight deck, one medium turret, a few small ones and a built-in Micro-Missile Cluster.

BALANCING:

 - Thrush LRM:
   . OP cost raised to 14 from 10.

 - Plover Rocket Pod:
   . OP reduced to 10 from 12,
   . Spread halved,
   . Launch speed doubled.

 - Banish Launcher:
   . OP raised to 12 from 11.

BUGFIXES/IMPROVEMENTS:

 - Adjusted starting relationships.
 - Shuffled Nexerelin's starting ships.
« Last Edit: January 29, 2018, 07:14:11 AM by Tartiflette » Logged

 
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