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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 447245 times)

Rounin

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #825 on: November 25, 2018, 03:17:07 PM »

Sweet, thanks!
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Cyan Leader

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #826 on: November 25, 2018, 05:46:29 PM »

Tartiflette, did you decide to make a blueprint pack for your factions, all individual ships/weapons or both?
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arwan

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #827 on: November 25, 2018, 08:42:12 PM »

also in relation to the new blueprints in game..

is there a way now to acquire the "gulf" ship in the game.

if not could we get it as a rare BP drop maybe. its my favorite ship in the pack. just wish i didnt need to use console to use it.. i always feel bad, because i feel like im cheating somehow just getting the hull.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Nts

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #828 on: November 26, 2018, 01:53:42 AM »

Is it normal that the IBIS generates 320 flux per second, while the nearly identical vulcan only 20. Even the medium raptor is at 200. Something isn't right when i can flux out a Maelstrom with nothing but 12 small point defence cannons firing at once.
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Tartiflette

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #829 on: November 26, 2018, 02:36:09 AM »

Damnit, I missed one entry...
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Igncom1

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #830 on: November 26, 2018, 03:37:44 AM »

I could see it as an intentional weakness of the faction. Flux inefficient PD.
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Sy

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #831 on: November 26, 2018, 06:19:59 AM »

I could see it as an intentional weakness of the faction. Flux inefficient PD.
that only works to a small degree, when almost all weapons in this game are modular. they can focus on PD weapons that prioritize power over efficiency in their average loadouts, but it can't really be made an inherent weakness of the faction -- because if it was a real weakness, rather than simply a different focus, they should just be using other weapons.
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Igncom1

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #832 on: November 26, 2018, 12:14:52 PM »

Well yeah but it is a game.

Otherwise the DA would/should also be using standard ships to flesh out their roster as well.

Which is what makes the player feel good when they take a factions ships and smooth over the problems by faction mixing loadouts and such.
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Sy

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #833 on: November 26, 2018, 02:28:34 PM »

i agree to some degree, yeah. but ultimately, their weapons still need to be balanced as modular weapons. not just because Diable can use other factions' weapons, but also because other factions (and the player) can use Diable weapons. if their PD weapons are overpowered or underpowered, that's an issue for more than just Diable AI fleets.

plus, even if they prioritize using their own, all factions use other weapons as well. that's not something only the player would do. so even if the Diable PD choices would have bad flux efficiency, you'll still find a lot of PD weapons with good flux efficiency on Diable AI ships.


so: Diable PD weapons having poor flux efficiency as a weakness, balanced out by being strong in other areas, works quite well. each PD weapon can be balanced in itself to be overall worth using on many different ships, without being something you'd wanna use all the time.
but that doesn't really translate well into flux inefficient PD being a weakness inherent to the Diable faction. such a weakness would imply that they make up for that weakness by having stronger weapon or ship stats in another area (rather than those PD weapons themselves making up for their inherent weakness in their own stats), which would cause balance issues whenever you use Diable ships with other weapons, and whenever you use Diable weapons on other ships.

smoothing over the "problems" of a faction as a player should be about mixing for more varied combination and filling niches that a faction-exclusive loadout wouldn't. not about leaving out the weapons that were designed to be bad, and replacing them with weapons from another source that are just better as a result.
« Last Edit: November 26, 2018, 02:30:59 PM by Sy »
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Computica

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #834 on: November 26, 2018, 03:16:43 PM »

Oh shoot Version bump! :o
This is my favorite ship mod btw
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code99

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #835 on: November 27, 2018, 07:31:52 AM »

but you will only see most of the benefits when starting a new campaign.


What do you mean by this, exactly?

I've restarted the game a few times already, will I miss some important stuff if I dont restart it now?
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Tartiflette

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #836 on: November 27, 2018, 08:17:35 AM »

The crappy economy, the issues with pirates and Diable getting wiped out easily will only be fixed with a new game
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code99

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #837 on: November 27, 2018, 08:26:44 AM »

The crappy economy, the issues with pirates and Diable getting wiped out easily will only be fixed with a new game

I see ...


Hmmm, kinda feels I need to restart the game then lol

Shame, I was doing so well in my current playtrough
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Troika

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #838 on: November 27, 2018, 11:37:37 AM »

Is there any chance of getting medium/large micro missile mounts? I would really like to be able to spew out huge clouds of them instantly.
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SapphireSage

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Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« Reply #839 on: November 27, 2018, 10:59:21 PM »

The medium Micro missile is the built-in on the Daze or the Thrush(which splits into 4 MMs on a miss) while the only large MM launcher is the built in MM array on the Maelstrom (which fires quickly and has enough to last a very long time with Expanded Missile Racks even on autofire). Otherwise, a large MM launcher would be pointless for DA as they don't have any ships that can mount a large missile weapon unless something changed in the 0.9 updates.
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