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Author Topic: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)  (Read 590800 times)

Wyvern

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1185 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.

Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1186 on: July 26, 2020, 10:40:05 AM »

Well I personally found the visual representation of the effect of the Avionics hullmod terrible.
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voltaxic_rift

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1187 on: July 26, 2020, 07:03:51 PM »

Ok, I  understand what you think and accept it.

But I don't think this hullmod is barely noticeable that it could give up to increase 100%  accuracy and speed, even in short time it could also give around 35% buff.
this buff could make heavy autocannon similar accurate as heavy needler, so I think it's useful enough.


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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1188 on: July 26, 2020, 11:22:04 PM »

Ok, I  understand what you think and accept it.

But I don't think this hullmod is barely noticeable that it could give up to increase 100%  accuracy and speed, even in short time it could also give around 35% buff.
this buff could make heavy autocannon similar accurate as heavy needler, so I think it's useful enough.
That's the "leading accuracy" it improved and not something like "reduced recoil". It reduced the time AI weapons spend aiming center of mass before starting to properly leading the shots. (The fact that you can't pinpoint the effect just shows how insignificant it is) Btw, changing the "recoil" has been proven to break a lot of weapons balanced around inaccuracy.
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Modo44

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1189 on: July 27, 2020, 12:54:49 AM »

Well I personally found the visual representation of the effect of the Avionics hullmod terrible.
So a challenge?  ;)
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1190 on: July 27, 2020, 01:35:45 AM »

It's not coming back. I'd rather spend my time doing more impactful content such as [REDACTED], [REDACTED], [REDACTED], or the big one, [REDACTED].
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Modo44

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1191 on: July 27, 2020, 02:05:49 AM »

lol nice

But really, no worries. This is just personal preference. You did a great job expanding the arsenal IMO. The only missed spot is that Diable still lack their own anti-shield missile. Not sure if that was on purpose, or if maybe I simply did not find it yet.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1192 on: July 27, 2020, 02:22:09 AM »

Banishes are energy torpedoes that can deal with shields. Anything else I could make would be either a skin of sabots or squalls. In the short term though, there might be a post tournament balance patch.
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Modo44

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Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« Reply #1193 on: July 27, 2020, 02:56:53 AM »

Right now I work around that by having an [email protected] squad. Or relying on so much hard flux from anti-armour weapons that it does not matter.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« Reply #1194 on: July 31, 2020, 02:11:34 AM »



Balancing update following the 10th Starsector Ship Building Tournament. It includes a bunch of buffs, and a few nerfs. I also changed the Commissioned Crew bonus for Diable Avionics given that ORA already had a similar effect, therefore now Diable ships are far less susceptible to hyperspace storm strikes. That should make traveling to and from Sivie far less of a chore.

We also have a new skin pack available courtesy of Sozzer this time:

Please note that with Bitbucket becoming increasingly finicky (by that I mean I actually can't upload my mod there anymore due to their Captcha not working) I'll link the releases through my Patreon for the foreseeable future. Please rest assured that none of my mods will ever be paywalled, plus the EULA does not allow it in the first place.

CHANGELOG
2.53, post tournament patch

BALANCING:
 - Winee EMPR fire delay raised to 8s from 7.
 - Nocturne EMP Array:
   . EMP and Kinetic damage increased by 66.6% (!)
   . OP increased to 12 from 11.
   . Fire delay increased to 8.5s from 6.
 - Artdeux twin cannon:
   . Base ammo count lowered to 30 from 40.
   . Clip size raised to 15 from 10.
   . Reload rate nearly doubled (sustained DPS raised to 300 from 160).
   . Added Flux-dependent extra frag damage on hits.
 - SRAB projectile hitpoints raised to 600 from 300.
 - Opfer GV base ammo count reduced to 400 from 600.
 - Glowtusk:
   . Fire delay reduced to 2.5s from 3 (200 dps from 166.6).
   . Range reduced to 600 from 650.
 - Thunderbolts:
   . Base damage reduced to 500, updated stat card to reflect previous changes in the piercing effect.
   . Rack fires missiles in pairs, ammo raised to 8 from 5, OP raised to 6 from 4.
   . Pod fires missiles in triplets, ammo raised to 24 from 16, OP raised to 12 from 10.
 - Gust-class cruiser deployment cost and maintenance raised to 24 from 22.
 - Haze-class cruiser:
   . Deployment cost and maintenance lowered to 25 from 28.
   . Shield efficiency buffed to 0.9 from 1.
   . OP raised to 160 from 155.
 - Storm-class carrier deployment cost and maintenance lowered to 23 from 26.
 - Daze-class cruiser
   . Deployment cost and maintenance lowered to 22 from 23.
   . Shield efficiency buffed to 0.8 from 0.9.
   . OP raised to 145 from 140.
 - Zephyr wanzer wing:
   . Leash range extended to 4000 from 2000.
   . Micro Glaux range increased to 650 from 550.
   . Speed increased to 165 from 150.

BUGFIXES/IMPROVEMENTS:
 - Fixed crash when looting Universal Wanzer Deck Upgrade
 - Commissioned Crew hullmod now halve the damage taken from hyperspace storms instead of reducing the ship's maintenance.

2.52

BALANCING:
 - Weapon prices lowered by 5 to 20%.
 - Ship prices and deployment cost raised by 5 to 10%.

BUGFIXES/IMPROVEMENTS:
 - Tentative fix for the banish torpedo firing every frame.
 - Wanzer Gantry tooltip fixed and clarified.
[close]


Latest save compatible version: 2.50 BETA 8
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Modo44

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1195 on: July 31, 2020, 03:05:48 AM »

Wait a minute. Nobody told me the Haze and Daze were supposed to be weak.
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Chikanuk

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1196 on: July 31, 2020, 03:26:40 AM »

Great patch! Even storm buff :3
Btw problem with wanzers what have ammo, but don't go back automatically to replenish when it was depleted, it was fixed?
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1197 on: July 31, 2020, 05:10:54 AM »

Wait a minute. Nobody told me the Haze and Daze were supposed to be weak.

They aren't but their prices were raised for the tournament, and after careful consideration, I'm now bringing them back down a notch with some ancillary minor buffs.

Great patch! Even storm buff :3
Btw problem with wanzers what have ammo, but don't go back automatically to replenish when it was depleted, it was fixed?
That's not something I have any control over. They should still be called back to rearm once the carrier's target is gone though.
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Unnamed_Shadow

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1198 on: July 31, 2020, 12:07:56 PM »

Finally some buffs! Kinda sad that Maelstrom and Pandemonium didn't got any buffs :(

Any idea when the Campaign/Diplomacy Changes update will come? I feel that is their main weakness. (I still believe Sivie needs Planetary Shield)
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« Reply #1199 on: July 31, 2020, 01:21:32 PM »

Finally some buffs! Kinda sad that Maelstrom and Pandemonium didn't got any buffs :(

Any idea when the Campaign/Diplomacy Changes update will come? I feel that is their main weakness. (I still believe Sivie needs Planetary Shield)
Mael is already insanely good and Panda is slightly inefficient by design.

As for the Campaign, that will come with the Part 2 of the Rework, that may come around December hopefully.
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