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February 19, 2019, 08:33:16 PM *
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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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Poll
Question: How should the star systems be distributed in the campaign map?
Cluster in the outskirts (current - check screenshot in spoilers) - 12 (75%)
Spread around the core systems - 1 (6.3%)
Spread all over the place - 2 (12.5%)
Other? Leave a comment! - 1 (6.3%)
Total Voters: 16

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Author Topic: [0.9a] Fringe Defence Syndicate v0.9.1 (2019/02/18) - The Murderous Death Wedges  (Read 32663 times)
Blothorn
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« Reply #135 on: February 06, 2019, 05:58:35 PM »

Some quick balance feedback:

Phase ships should almost always have Delicate Machinery--Alex did that particularly so that phase ships cannot outlast opponents (since they can almost always outrun an opponent of the same class).

The Agony Mk.II is, well...
- Increase the supply cost--even with substantial nerfs, this will be one of the best frigates in the game and should be 5-6 supplies at least.
- Cut the flux stats: Outside of the Monitor (crippled offensively by its slots), the phase ships, and the Hyperion, the best flux stats we get are the Tempest's 2500/225--this has 4000/350, a good 60% better. I would drop to something between the Wolf and the Tempest, depending on where you price it.
- Cut the armor, shield efficiency, or both: only the Omen and Hyperion have better shield efficiencies, and this has more than twice the armor of either.
- Increase the flux use of the Laser Cannon--this has the DPS of the Pulse Laser at 45% of the flux usage.
- Consider dropping some mounts--this is more heavily armed than any vanilla frigate, and none of them can converge five smalls and a medium forward (because face it, the Laser Cannon is a medium in performance).
- Remember that this is more mobile than any non-phase vanilla frigate (aside from the Hyperion)--it does not need armor, peerless flux stats, or loads of mounts to be great, let alone good.

Agony: cut flux stats, increase supply cost, reduce shield efficiency or armor, as with the Mk.II. The slots don't look too excessive, though.

Sorrow class: 3 supply/{day|recovery} frigates should be near-garbage--is this? Again, too much flux capacity for a non-phase frigate.

Despair: This is essentially a Medusa--same flux dissipation, shield efficiency, and mobility. Why is it 2/3rds the supply cost? (OTOH, it could use a bit more base capacity; it is little above half the capacity/dissipation ratio Alex prefers for destroyers.)

At this point I am going to stop looking at supply costs and flux stats--almost every one of your ships is too cheap for its role/quality, and I think your flux stats need a comprehensive look.

Revenge: FMR on a ship with four converging medium missiles? 16 reapers over a few seconds is crazy. This also has a lot of OP for a missile cruiser; Alex intentionally kept the Gryphon low to offset the large quantity of zero-flux weapons.

Weapons:
- Light Autoblaster Cannon: not crazily out of line, but if this is available why would I ever use the IR Pulse laser? Drop some combination of efficiency, range, or per-shot damage until you think that looks like a fair choice.
- PD Laser Mk.III: Cut damage a bit; +1OP and -25% range don't compensate for dealing nearly twice the DPS of the vanilla PD laser with much better flux efficiency.
- Tali MRM Pod: Nearly twice the total damage of a Harpoon Pod--I would drop it to 28-32 missiles.
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Johnny Cocks
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« Reply #136 on: February 08, 2019, 12:26:31 PM »

***Fringe Defence Syndicate*** v0.9.0

    Additions:
     Weapons:
       - Decimator Cannon: Large Long Range HE Ballistic weapon.
   
   Changes:
     Ship Systems:
       - Hyperspace Jump:
        - Decreased charge-up time from 5 seconds to 2 seconds;
        - Does no longer consume flux (It didn't matter anyways...);
       - Gravity Well:
        - No longer disables 0-flux speed boost;
        - No longer affects phased ships;
        - Slows down the host ship by 25%;
        - Fighter slow decreased from 75% to 25%;
        - Frigate slow decreased from 50% to 20%;
        - Destroyer slow decreased from 25% to 10%;
        - Cruiser slow decreased from 15% to 5%;
        - Capital slow decreased from 10% to 0%;
        - Range decreased from 5.000su to 2.500su;
        - System now generates 2% base flux capacity every second as hard flux;
       
     Weapons:
       - Council Spear:
        - Cost decreased from 24.000 to 12.000;

     Misc:
       - Droid Factory Industry:
        - Updated sprite for one with the correct size;
        - Cost multiplier decreased from 75 to 60;
        - Time to build decreased from 60 to 30;
        - Upkeep decreased from 8 to 3;

Download available in the first page!

Next stuff to be done:
- Balancing issues mentioned both here and on Discord;
- Look for the possible Terror bug when trying to fabricate it on a colony;

That is all.
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ThePollie
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« Reply #137 on: February 11, 2019, 03:46:21 PM »

Downloaded, error'd out. Said JSONobject["fallback2"] is not a number.
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Johnny Cocks
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« Reply #138 on: February 11, 2019, 04:35:42 PM »

Downloaded, error'd out. Said JSONobject["fallback2"] is not a number.

EDIT:
That is... Strange.... Could you provide me with your log file?

EDIT 2:
I saw you had issues with DME as well, because of using Starsector v0.8.1.... That is one way to crash the game, using v0.9 mods in v0.8.1...
« Last Edit: February 12, 2019, 03:19:27 AM by Johnny Cocks » Logged

Johnny Cocks
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« Reply #139 on: February 18, 2019, 02:00:46 AM »

Update!!

What's new?

Not much...
Mostly some fixes and glitter to cover the crappyness of the mod, heh
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Thyrork
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« Reply #140 on: February 18, 2019, 07:11:43 AM »

Heads up, v0.9.1 is not savegame compatible. Resolve your current save, lest ye accept the loss!
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