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Author Topic: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6  (Read 79142 times)
DownTheDrain
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« Reply #105 on: November 22, 2016, 04:08:34 PM »

I'd argue that the high flux efficiency of linear weapons is reason enough to use them by itself. Still very, very good at beating on shields, just no longer capable of exploitative EMP snowballing.

Hybrid weapons are still very, very nasty, though, so hopefully you can get some of your fix there.

I'm not saying linear guns are terrible now or anything along that line, I just don't think they're still worth going out of my way to make friends with DME anymore.

With Nexerelin I usually choose free start and slowly work my way up, making friends with only one or two factions in the process cause having half the sector as allies kinda blows. The last couple of times I picked DME as an ally. Their ship selection is strong but somewhat limited (except for cargo ships) and they're really not much of a help strategically with their 2 planets in the middle of nowhere, but their many excellent weapons made up for that.
I also prefer the ships in my fleet to match so if I use DME stuff I use it almost exclusively since it is decidedly different from almost every other faction. Some weapons fit elsewhere, others don't. The railguns in particular look pretty bad on non-DME ships, at least in my opinion, which is really unfortunate as I like them a lot. The linear cannons don't really match too well either, unlike the missiles and most of the energy weapons which look more rounded and fit nicely on just about any ship.

Anyway, this is all just personal preference, not a critique of your excellent mod or a balance suggestion.
« Last Edit: November 22, 2016, 04:11:32 PM by DownTheDrain » Logged
stormbringer951
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« Reply #106 on: December 03, 2016, 02:52:10 PM »

Downloaded Starsector again after a year or so off, a friend recommended trying this faction and I was sold as soon as I saw the first sprite. I'm pretty sure if I ctrl-f'd the previous pages every person's first post in the thread would be "I love the clean lines".

Initial impressions from the missions (no refits):

Three Caballeros:
Despite being rated easy, I found it the hardest of the three provided missions, and also the most enjoyable and interesting tactical problem. Good intro on how to use the Tunguska, which while painfully slow is deceptively manoeuvrable with that big forward-facing gun and hard to flank, though its lack of speed means you die if you chase badly damaged enemy frigates into a bad tactical position. It's made a bit harder by the Lodestar freighter being a liability if it comes up against more than the firepower of one frigate. After a couple of tries I won it, though with all my ships a bit damaged. Haven't tried doing the mission piloting the other destroyer yet though.

Mothership Connection:
A bit too easy IMO. I hopped out of my carrier and into the scout courier, shot up the enemy frigate with the help of one fighter squadron, killed the Gladii as they flew by then blew up their carrier. They need to have more or better ships to fight because everything on their side of the field that wasn't a bomber died to my forces on the way to their carrier, and unsupported Piranhas lost resoundingly to my AI-piloted carrier. On the other hand, it showcased the DME fighters pretty well.

Wild Goose Chase:
I liked it as a neat variation on the "small ship kites larger fleet to death in a nebula"/"you should probably buy this rare (?) and expensive ship if you see it in the campaign, look how awesome it is" gimmick mission. Separating the Dominator from its escorts required patience (I'm not sure of the exact AI logic of when it decides to task a destroyer to try and cap a point), but I did my best to encourage them to split up by marking the Dominator and the Enforcers as [avoid], popping the carrier with (probably needlessly) all my missiles, and leaving my scout ships to kill fighters/bombers and (re)capture points. Once I managed to get a ship alone in a nebula they were all pretty easy to kill since the Snow Goose is an excellent kitey ship, and performed admirably at kiting the destroyers and circle-strafing the Dominator to death.



If I could make a sugestion, it would be great to get more missions, some larger-fleet engagements or maybe a big full-fleet battle between DME and some other faction. I think it's good to have most (preferably all) of your ships represented in the missions because it gives the player a better idea of how having lots of the faction ships and weapons all fit and operate together. Also it makes it easier for me to test out hypothetical ship fits without having to go into a new campaign and spawn allhulls/allweapons and then trying to find the right ones among the many many hulls Tongue.

Enjoying the mod so far, picked up a couple of DME ships in the campaign, looks and plays great.
« Last Edit: December 03, 2016, 02:58:40 PM by stormbringer951 » Logged
Soren
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« Reply #107 on: December 03, 2016, 03:17:47 PM »

I'm not saying linear guns are terrible now or anything along that line, I just don't think they're still worth going out of my way to make friends with DME anymore.

That's fair. The nerf was mostly meant to bring them in line for just that purpose. Anything so good as to feel obligatory needs to be adjusted downwards until it feels, properly, like one in a spread of solid options.

I also prefer the ships in my fleet to match so if I use DME stuff I use it almost exclusively since it is decidedly different from almost every other faction. Some weapons fit elsewhere, others don't. The railguns in particular look pretty bad on non-DME ships, at least in my opinion, which is really unfortunate as I like them a lot. The linear cannons don't really match too well either, unlike the missiles and most of the energy weapons which look more rounded and fit nicely on just about any ship.

I do make regular subtle passes on weapon visuals now and again, I'll keep that in mind. Looking over the patch notes, the railguns are likely to become less common overall, and will probably get a visual pass relatively soon as I'm not totally happy with them either.

Downloaded Starsector again after a year or so off, a friend recommended trying this faction and I was sold as soon as I saw the first sprite. I'm pretty sure if I ctrl-f'd the previous pages every person's first post in the thread would be "I love the clean lines".

Excellent, glad it hit the mark for you aesthetically.

Initial impressions from the missions (no refits):

Three Caballeros:
Despite being rated easy, I found it the hardest of the three provided missions, and also the most enjoyable and interesting tactical problem. Good intro on how to use the Tunguska, which while painfully slow is deceptively manoeuvrable with that big forward-facing gun and hard to flank, though its lack of speed means you die if you chase badly damaged enemy frigates into a bad tactical position. It's made a bit harder by the Lodestar freighter being a liability if it comes up against more than the firepower of one frigate. After a couple of tries I won it, though with all my ships a bit damaged. Haven't tried doing the mission piloting the other destroyer yet though.

Glad this one served its purpose; it is, indeed, the Tunguska Intro Mission and also the one I spent the most time playtesting, which shows. Will revisit at some point with the objective of making it slightly rougher.

Mothership Connection:
A bit too easy IMO. I hopped out of my carrier and into the scout courier, shot up the enemy frigate with the help of one fighter squadron, killed the Gladii as they flew by then blew up their carrier. They need to have more or better ships to fight because everything on their side of the field that wasn't a bomber died to my forces on the way to their carrier, and unsupported Piranhas lost resoundingly to my AI-piloted carrier. On the other hand, it showcased the DME fighters pretty well.

Yes, this is going to be expanded into a larger brawl with the player force more badly outnumbered (but also with a broader mix of fighters and carrier hulls). I'm leaving it until 0.8 drops on the logic that I only want to have to redo the mission once.

Wild Goose Chase:
I liked it as a neat variation on the "small ship kites larger fleet to death in a nebula"/"you should probably buy this rare (?) and expensive ship if you see it in the campaign, look how awesome it is" gimmick mission. Separating the Dominator from its escorts required patience (I'm not sure of the exact AI logic of when it decides to task a destroyer to try and cap a point), but I did my best to encourage them to split up by marking the Dominator and the Enforcers as [avoid], popping the carrier with (probably needlessly) all my missiles, and leaving my scout ships to kill fighters/bombers and (re)capture points. Once I managed to get a ship alone in a nebula they were all pretty easy to kill since the Snow Goose is an excellent kitey ship, and performed admirably at kiting the destroyers and circle-strafing the Dominator to death.

It's basically an extended sales pitch for the Snow Goose, yeah. Probably the mission I most want to revamp/have the least number of truly satisfying ideas for.

If I could make a sugestion, it would be great to get more missions, some larger-fleet engagements or maybe a big full-fleet battle between DME and some other faction. I think it's good to have most (preferably all) of your ships represented in the missions because it gives the player a better idea of how having lots of the faction ships and weapons all fit and operate together. Also it makes it easier for me to test out hypothetical ship fits without having to go into a new campaign and spawn allhulls/allweapons and then trying to find the right ones among the many many hulls Tongue.

More missions are - I'm not going to say 'beside the point' because I think they add a lot of value, but they're back-burnered for me right now. I'll probably add one or two more as I focus on getting the subfactions out and properly playable.
« Last Edit: December 03, 2016, 10:43:01 PM by Soren » Logged

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« Reply #108 on: January 08, 2017, 12:23:05 AM »

Updated, link is in OP or can be snagged >HERE<

A bunch of little stuff for the next round of the Starsector tournament. And a fighter fix, gotta love those:



Changelog:
0.9.4 - Balance, minor content, QoL.
- Heavy Pulsed Beamer damage reduced to 250/shot. Should be less impressive for 9OP.
- Increased Ripper/Raker damage to 60/36 per shot, lowered fire rate slightly.
- Reduced Traceur speed to 450, base damage to 200.
- Hellrider launcher ammo increased to 12.
- Icax revamped, now carries two Linear Autoguns.
- Tunguska base speed increased to 80.
- Lens DEM, Slapper SRM removed temporarily (SYSTEM tag).
- Adjusted variants for a few ships.
- Adjusted ship prices. Ships should have ‘correct’, vanilla-friendly costs in campaign.
- Adjusted prices of weapons across the board. Small weapons should be more affordable, meds and larges should be less so.
- Aigrette redesigned - now armed with 1x autolaser and 2x multi-beam nodes. Autolaser has a 90º fire arc, making Aigrettes very effective for infighting.
- Set hullmod blocker up - Monobloc Construction now blocks Resistant Flux Conduits, Skipspace Reaction Furnace now blocks Resistant Flux Conduits and Safety Overrides. Should make for more of a challenge.
- Screwed around with Blade Breaker weapons yet again, as a dog returneth to its vomit. Nothing is final, all is in flux.
« Last Edit: January 08, 2017, 01:42:14 AM by Soren » Logged

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« Reply #109 on: January 29, 2017, 03:29:05 PM »

Updated with balance stuff from the tournament, before we go into finals and I lose my last remaining shreds of dignity.

ElizaLib is no more; that's been on the to-do list for a while and now I get to cross it off. Feels good man.

Changelog
0.9.4b - More balance, minor content, QoL. ‘Guys, I think I screwed up.’
- ElizaLib dependency removed. (Much rejoicing).
- Pup Armored Assault Fighter main weapon changed to Horn Attack Gun. Now actually dangerous.
- Defense Beamer renamed to ER PD Laser, sounds replaced; it might be a silly filler weapon, but dammit, it’s going to sound and feel right. No longer shows up in markets; has to be salvaged.
- Added ER Pulsed Laser, a 6OP, 900-range support beam. It’s flux-inefficient but relatively high-damage, a useful alternative to the Tactical Laser. Doesn’t show up in markets; has to be salvaged.
- Light and Heavy Pulsed Beams renamed to Small/Medium Pulsed Laser, sounds replaced, beam duration/fire time doubled (DPS remains the same; should make them more effective against large ships, less effective against small ones), range increased to 700/800, beam speed decreased to 4000 (damage will fall off with range).
- All pulsed laser damage reduced by 1/3rd or more.
- Increased Ripper/Raker damage to 75/45 per shot, added ammo/clip system. Better for burst/infighting, worse for sustained barrages.
- Hybrid weapon family sounds replaced - should sound a bit less harsh.
- Shockbeam ranges reduced to 700/1000/1200. DPS for small/med versions reduced to 100/160.
- Howler Cannon fire rate reduced very slightly, flux raised to 1:1 efficiency.
- Hellspear Cannon damage reduced to 650, fire rate slightly increased.
- Tunguska top speed reduced to 70, base ordnance points reduced to 76.
- Added unique names for DME and United Security NPCs (can’t believe I didn’t do that earlier).
- Baikal armor, flux stats reduced, shield efficiency lowered to 0.8, shield type changed to omni. Should be less of a brick, easier to kill. Speed reduced from 40>35.
- Linear Cannon family: accuracy sharply reduced.
- Chasseur Multi-ASM ammo reduced to 20 from 32, MIRV submunitions reduced from 9 to 7, reload time increased to 10 from 9.
- 20cm damage reduced to 600, fire rate increased to maintain DPS, flux slightly increased. EMP Reduced to 200/shot.
- Hybrid Scrambler, Hybrid Pulser, Hybrid Blaster and Auto Hybrid Blaster EMP trimmed (150>120/250>240/100>90/75>60).
- Most ships have had flux capacity, base dissipation rate, or both reduced 10-20%.
- Most ships have had shield efficiencies, and/or widths, reduced.
- Numerous other tiny fixes.
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Tartiflette
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« Reply #110 on: January 30, 2017, 12:18:21 AM »

That changelog, I like it!  Wink
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Soren
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« Reply #111 on: January 30, 2017, 12:38:36 AM »

That changelog, I like it!  Wink

I hope you also enjoy your credit in the OP as well Wink.
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Cik
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« Reply #112 on: February 03, 2017, 02:59:37 PM »

mod looks pretty nice, but is below expectations on the amount of triangles.

8/10 for not enough triangles.
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Midnight Kitsune
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« Reply #113 on: February 03, 2017, 03:11:12 PM »

mod looks pretty nice, but is below expectations on the amount of triangles.

8/10 for not enough triangles.
If you want deathwedges, look up the valk mod
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« Reply #114 on: February 05, 2017, 07:09:55 AM »

ElizaLib is no more; that's been on the to-do list for a while and now I get to cross it off. Feels good man.

Sorry that took so damn long!
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HuoShengdi
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« Reply #115 on: February 18, 2017, 01:33:52 AM »

I did some testing with the Basilisk Ultra Shockbeam, and uh...

Is it supposed to randomly delete capital ships from the battlefield? Because when its random explosion chance activated it would suddenly do up to 10000 damage in a single shot. Granted, this only applies when their shields are down, but...
« Last Edit: February 18, 2017, 01:35:43 AM by HuoShengdi » Logged
Soren
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« Reply #116 on: February 18, 2017, 11:55:41 AM »

It isn't, no. That's been nerfed.
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gruberscomplete
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« Reply #117 on: February 19, 2017, 05:07:33 PM »

wow those are some beautiful sprites  Grin
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« Reply #118 on: March 19, 2017, 02:39:51 PM »

hi. first off, love this mod! secondly, wtf? Flux per second is incredibly low compared to DPS (in stark contrast to any other kinetic weapon)...if it weren't for the description i'd assume you make an error and it was supposed to be fragmentation (which DOES have very high flux efficiency across the board)


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Soren
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« Reply #119 on: March 19, 2017, 02:47:35 PM »

Hunh, I could have sworn I fixed that - yeah, it's meant to be more in line with the HMG.

Enjoy while it lasts?
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