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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 1276096 times)

Chikanuk

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1170 on: July 09, 2020, 03:34:12 AM »

I agree about Storm - it have bad (for offensive role) weapon placement, and dont have enouth op for both wanzers and weapons. While gust indeed can be nerfed in terms of cost, storm clearly need a buff. At least in terms of op - it cost almost 2x times of falcon, but have same ordanance points.
« Last Edit: July 10, 2020, 05:04:29 AM by Chikanuk »
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Taikonaut

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1171 on: July 10, 2020, 01:55:08 AM »

Okay I just recently got this mod because the whole design is cool asf in my opinion, and from what I've read and seen the ships are quite powerful, yet I cant seem to do *** with them? Have the ships been nerfed hard over the months or am I just plainly braindead?
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pairedeciseaux

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1172 on: July 10, 2020, 03:07:14 PM »

Okay I just recently got this mod because the whole design is cool asf in my opinion, and from what I've read and seen the ships are quite powerful, yet I cant seem to do *** with them? Have the ships been nerfed hard over the months or am I just plainly braindead?

Version 2.50, release a few months ago, introduced majors changes indeed.

"Nerf" would not give a good representation of either the amount of work done behind the scene, or the amount of visible gameplay and art changes. I've only seen the player side, and yes, some kind of effort is required from the player to, well, learn the new stuff.

Although it is a slight exaggeration, you may see the new version as a great new mod. Look at ships, fighters and weapons with fresh eyes, test most things as if you've never seen them before, and then enjoy the mod as such.  ;D
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Taikonaut

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1173 on: July 10, 2020, 11:49:30 PM »

 
Quote
I've only seen the player side, and yes, some kind of effort is required from the player to, well, learn the new stuff.

Yea, I started syngergizing and the ships now work wonderfully, my loadouts were just garbage
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Freyze

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1174 on: July 19, 2020, 11:11:52 AM »

"If you have an account, please consider using Nexus as I get a tiny fraction of their ad revenue per download."
Gotcha bro
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voltaxic_rift

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1175 on: July 21, 2020, 08:09:49 PM »

some problem mainly about Pandemonium dreadnought
1.I have never see any person bounty of  Diable Avionics  from 0.9. 
Do someone have same problem? I don't know whether it's unusual.

2.now it's too hard to get a Pandemonium Blueprint especially you also use Nexerelin MOD that would reduce the effect of ransacked space station, and I never find a  Pandemonium Blueprint  by exploring  eventhouhg I have almost get all other blueprint. 
and I also never see any  Fleet have Pandemonium except the IBB bounty
so are there some problem on my mod? or it's just normal?

there are my MOD list, could you find someone are conflicting?


By the way  I think your blueprint pack need a tidy.
Maelstrom should add to the ship pack , not a single blueprint because it's a common ship and player are too hard to get a capital ship
And Uhlan Siege Laser both show on single and weapon pack blueprint, it's redundant

« Last Edit: July 21, 2020, 08:12:03 PM by voltaxic_rift »
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1176 on: July 21, 2020, 11:34:33 PM »

Maelstrom not in a blueprint is deliberate: no vanilla package has any combat capital. Uhlan is a mistake, it shouldn't be in the package either.
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voltaxic_rift

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1177 on: July 22, 2020, 06:54:51 PM »

I may have found the way to avoid problem,Diable Avionics  would refresh person bounty when I remove Polaris_Prime.
This problem may be more complex but it's enough that I could solve it by only remove one mod.


By the way, do you have plan to create some new bigger carriers that have not fewer than 4 flight deck?
wanzers are good design and interesting to play but lack of good platform.   most of ship have only 2 decks and the only one have 3 decks are  dreadnought, can't put too much.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1178 on: July 22, 2020, 11:29:58 PM »

No and it is very much by design. Wanzer concentration is extremely strong and I don't want to have an unreachable supercarrier hanging out to the back throwing waves of armored mechs at the battlefield. It's just not interesting.
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Modo44

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1179 on: July 23, 2020, 01:44:58 AM »

Not to mention you get a decent Wanzer set from ships that are technically not carriers, but still bring a wing or two. The Gust's new small brother is excellent for this.
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Unnamed_Shadow

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1180 on: July 24, 2020, 09:07:33 AM »

I still feel they need a few buffs here and there. Nothing Major. Perhaps the buffs they need are more related to their Systems and the Campaign Map.

Civie needs to have Planetary Shield IMO. And i wouldn't consider it OP. Interstellar Imperium and Legio Infernalis have their Capitals with Planetary Shield. Considering how aggresive Diable can be, having their Capital with Planetary Shield would at least ensure they secure their Main System and last till the late game.

And personally i feel their main system (Outer Terminus) could have 1 or 2 more Colonies. Many Factions follow this route, with just 1 or 2 systems but very well defended. Galaxy Tigers that starts nearby, only has 1 System, but its very well defended since it has everything there. Even Brighton can defend its system properly because it has 3 Colonies on its System.

What makes it even weirder is that the Outer Terminus System has many planets with Plentiful Metals or Volatiles, with good potential for colonization. So they could easily be turned into Settlements (the colonize mechanic in Nex is so rare that you never see Diable start a colony, so those planets never reach their full potential)

I feel their aggresive tendencies don't end up benefitting them whatsoever.

Forward Operations Base always ends up being conquered. Mostly because its a single colony system that doesn't have good defenses.

I wish they get a proper Nex diplomacy update on their next patch. They do have the potential to ally with some factions (like Legio Infernalis and even the Templars.)
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voltaxic_rift

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1181 on: July 25, 2020, 09:42:29 AM »

I just found that Advanced Avionics hullmod have been removed and I'm confused now.
This mod called  "Diable Avionics" and it have no Avionics now, it's not a good joke.

We know you usually nerf this mod for balance and it's a good thing, but this time it's not a balance  but a feature  problem. I don't think lose feature is a good thing.

So I want to know why you want to remove it?  it's really too op? or you plan to remake it?
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1182 on: July 25, 2020, 12:42:16 PM »

It wasn't OP or UP, it was just useless because the effect was barely noticeable, and something that you never built for or created strategies against. Gameplay-wise it was just noise, therefore not worth keeping and maintaining.
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Modo44

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1183 on: July 26, 2020, 09:08:48 AM »

I disagree with the "noise" comment. The system made it beneficial to specifically build ships with staying power in mind. Also, cool visuals are easily half the draw of many mods IMO.
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Wyvern

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1184 on: July 26, 2020, 09:15:38 AM »

Oh, huh, I hadn't even noticed that was gone.  Yeah, as it was implemented, I'd have to agree with Tartiflette's assessment.

(Now, if 'gets more dangerous as the fight goes on' was a desired mechanic for DA ships, one could simply buff the hull mod to affect some more obvious stat - maybe projectile speed or a damage bonus, or even weapon range if you want something really dramatic and dangerous.  But as it was, I've no problems with it going away.)
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Wyvern is 100% correct about the math.
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