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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 504788 times)

Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1260 on: October 05, 2020, 08:18:23 AM »

I did actually get in some modding time this weekend, so I'm proud to announce substantial forward motion on an update. Not there yet, but made some good progress.

Got back into the game after a long hiatus and... OH GOD my poor Calliope :(
To be fair, the change to frag is well deserved, I ll miss covered the entire map in HE rockets though.
Yeah... it kinda had to happen, though. The concept was that where Pilums rarely hit but do substantial damage, Calliope rockets do minimal damage but hit quite often, providing the same broad function (a volume-fire missile that's more distraction than threat) in a different way (like tying up more PD and sneaking in more hits on wounded ships).

I have other projects in the pipe that should satisfy your desire to flood the battlespace with Angry Smol Boom, though.

On the other hand, I like the other changes, Zelenograd seems better than before. (It had a subsystem change?), new Bladewood looks better, more awesome but impractical BB stuff etc
Thanks.

Why do DME and Scalartech start out hostile though? Not that I dont appreciate it because it creates some great opportunity for salvage, but does contribute to the possibility of DME getting wiped out early.
That's all set on Nia's end, since DME doesn't set relations with Scalar (yet. Everybody gets a silly comment in the Nex config sooner or later) so you'll have to ask in their thread.
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Warnoise

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1261 on: October 05, 2020, 08:47:08 AM »

I have some feedback about the deserters. I have used a deserter only ships in various battles. Tried to use deserter only weapons but they are overall so underwhelming I had ditch them (only kept the GX Blaster)

Missiles:
It seems the AI can't use the the deserter missiles properly since it just fires them whenever they are available. For example the torpedo, instead of waiting for the foe to reach high flux, it just keeps on firing them regardless of enemy flux. I changed to another non-deserter torpedo and the behaviour worked correctly.

Weapons:
Phase ads: It is ok I guess.

LX Phased Cannon: Damage way too low. It only does damage to hull which is still too low dmg. There are tons of other weapons that can do better at 4 ordnance. Needs to increase the damage a little especially since it is an energy weapon.

DX phased autogun: its rate of fire is way too slow. Useless 90% of the time due to how slow the projectile speed and fire rate.

LX Phased Cannon: Another weapon that just tickles. Useless even against armor. Should also increase damage a little bit.

MX Phased Cannon: the same as LX. Way too low damage and useless overall.

GX Blaster: The best weapon of the bunch, while I wish it was 800 range, it is the only weapon that I kept equipped on my ships.

Phased Burst Launcher: When I saw its ordnance cost and it's charged, I thought this would be a killer weapon. It is...ok I guess? The limited ammo makes it not worth its ordnance points imo since at that cost I can get a way better weapon. I suggest to either increase charges or increase dMG a little.

Ships:
Ifrit: It is a pretty fast ship. I like the in-built missile (even though sometimes it doesn't attempt to hit enemy engine for some reason) and it is quite nimble. Very good ship.

Demon class: It is not better than other phase ships, but it brings its usefulness to the table. I like its active system.

Tempest: while it always die the first in every battle. It is pretty useful in the battle when it survives. An amazing kiting machine.

Reef-class: A decent carrier, Pretty good when the AI doesn't derp and go right into the front lines.

Crasher: An absolute beast. My favourite deserter ship. Excellent for siege, especially when equipped with sabot and needlers.

Slammer-class: To be honest, the in-built HX phased accelerator is a joke, for a 20 dp, I would either give it a large weapon slot instead. Or buff the the in-built weapon. Currently this ship doesn't deserve it's dp points since at 22 do I can get an eagle which is way better than the slammer.

Black lancer: I have mixed feelings about this ship. When used by the player, it is good, but under the AI, it just goes full speed into the enemy and keep turning left and right like a boradside ship. The lack of missiles makes it just a niche ship (focus on speed) so imo it should be 25 dp since it is not better than the eagle or the dominator, it just plays a different role.

Bladewood: I love its design but I don't understand why this ship is so expensive. For 45 dp I can deploy the legion, a ship that blows the bladewood out of the water. It has only 1 Universal large mount and its medium missiles are positioned in such a way that you can only use tracking missiles. Its active systems are meant for brawlers so I don't understand the idea behind the concept. It always just bulldoze its way towards the enemy and gets melted. I would suggest to drop its dp to 45.

Fighters:

The deserter fighters are decent but the spooky gunshot is a joke. It is equipped with weak weapons so it has a solutely 0 effect in the battlefield.

So this is my feedback for now. I am still testing various loadouts on them.










« Last Edit: October 05, 2020, 09:01:11 AM by Warnoise »
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IradT

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1262 on: October 05, 2020, 09:35:46 AM »

I have some feedback about the deserters. I have used a deserter only ships in various battles. Tried to use deserter only weapons but they are overall so underwhelming I had ditch them (only kept the GX Blaster)

Missiles:
It seems the AI can't use the the deserter missiles properly since it just fires them whenever they are available. For example the torpedo, instead of waiting for the foe to reach high flux, it just keeps on firing them regardless of enemy flux. I changed to another non-deserter torpedo and the behaviour worked correctly.

Weapons:
Phase ads: It is ok I guess.

LX Phased Cannon: Damage way too low. It only does damage to hull which is still too low dmg. There are tons of other weapons that can do better at 4 ordnance. Needs to increase the damage a little especially since it is an energy weapon.

DX phased autogun: its rate of fire is way too slow. Useless 90% of the time due to how slow the projectile speed and fire rate.

LX Phased Cannon: Another weapon that just tickles. Useless even against armor. Should also increase damage a little bit.

MX Phased Cannon: the same as LX. Way too low damage and useless overall.

GX Blaster: The best weapon of the bunch, while I wish it was 800 range, it is the only weapon that I kept equipped on my ships.

Phased Burst Launcher: When I saw its ordnance cost and it's charged, I thought this would be a killer weapon. It is...ok I guess? The limited ammo makes it not worth its ordnance points imo since at that cost I can get a way better weapon. I suggest to either increase charges or increase dMG a little.

Ships:
Ifrit: It is a pretty fast ship. I like the in-built missile (even though sometimes it doesn't attempt to hit enemy engine for some reason) and it is quite nimble. Very good ship.

Demon class: It is not better than other phase ships, but it brings its usefulness to the table. I like its active system.

Tempest: while it always die the first in every battle. It is pretty useful in the battle when it survives. An amazing kiting machine.

Reef-class: A decent carrier, Pretty good when the AI doesn't derp and go right into the front lines.

Crasher: An absolute beast. My favourite deserter ship. Excellent for siege, especially when equipped with sabot and needlers.

Slammer-class: To be honest, the in-built HX phased accelerator is a joke, for a 20 dp, I would either give it a large weapon slot instead. Or buff the the in-built weapon. Currently this ship doesn't deserve it's dp points since at 22 do I can get an eagle which is way better than the slammer.

Black lancer: I have mixed feelings about this ship. When used by the player, it is good, but under the AI, it just goes full speed into the enemy and keep turning left and right like a boradside ship. The lack of missiles makes it just a niche ship (focus on speed) so imo it should be 25 dp since it is not better than the eagle or the dominator, it just plays a different role.

Bladewood: I love its design but I don't understand why this ship is so expensive. For 45 dp I can deploy the legion, a ship that blows the bladewood out of the water. It has only 1 Universal large mount and its medium missiles are positioned in such a way that you can only use tracking missiles. Its active systems are meant for brawlers so I don't understand the idea behind the concept. It always just bulldoze its way towards the enemy and gets melted. I would suggest to drop its dp to 45.

Fighters:

The deserter fighters are decent but the spooky gunshot is a joke. It is equipped with weak weapons so it has a solutely 0 effect in the battlefield.

So this is my feedback for now. I am still testing various loadouts on them.
Imo the bomber wing is actually crazy, and it's for me the whole reason to do the deserter start. it deals very, very good damage. but that is all I have to say about it, too.
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Comrade_Bobinski

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1263 on: October 05, 2020, 03:26:24 PM »

I just had an amazing run with the deserter start, ending with a fleet of 3 Bladewoods and their carrier and cruiser escort, and I just wanted to thank you, Harmful Mechanic, for one of the best mod out there. I'm always amazed about the quality content done for free for this gem of a game.

Can't wait for Magellan.

Regarding the previous post about deserter ships and weapons: I found all the ships pretty usefull and efficient, even if the bladewood is pretty hard to equip correctly (I managed to find a good loadout with just DME beam everywhere and the "usual" EM missiles/Torpedo launcher combo).
However, regarding the weapons, I have to agree with Warnoise, they are a little bit underwhelming... I would reduce either their CP cost or their flux demands to make them more usefull, as it stands now I found using only DME weapons was way more effective. Is this by design ? To underline the on the run roguish nature of the deserter ?
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1264 on: October 05, 2020, 04:25:48 PM »

I just had an amazing run with the deserter start, ending with a fleet of 3 Bladewoods and their carrier and cruiser escort, and I just wanted to thank you, Harmful Mechanic, for one of the best mod out there. I'm always amazed about the quality content done for free for this gem of a game.
Thanks. One of the things I really enjoy is content that extends the midgame, and I feel like Deserter runs sort of naturally settle at a one-capital-and-escorts level. Multiple Bladewoods are, indeed, really good; I find that operating two is ideal for me.

As far as the rest goes, it's self-indulgent; I like making stuff.

Can't wait for Magellan.
I just cleared up a big to-do item on DME last night at the cost of sleep, so the moment when I can get it out into the sun is drawing ever-closer.

Regarding the previous post about deserter ships and weapons: I found all the ships pretty usefull and efficient, even if the bladewood is pretty hard to equip correctly (I managed to find a good loadout with just DME beam everywhere and the "usual" EM missiles/Torpedo launcher combo).
It's definitely a weird ship, but that's what made it so fun to design. I tend to load mine down with PD and let the fighters do the talking, but it really shines as a platform for the Phased Buster.

However, regarding the weapons, I have to agree with Warnoise, they are a little bit underwhelming... I would reduce either their CP cost or their flux demands to make them more usefull, as it stands now I found using only DME weapons was way more effective. Is this by design ? To underline the on the run roguish nature of the deserter ?
Absolutely by design; trying to use only energy weapons marked 'Deserter' isn't going to pan out, but mixing them in as flux-efficient secondaries alongside DME Kinetics and HE allows you to use them for bonus DPS. Then there are a couple of specials like the Phased Buster and GX Blaster that really are as good as their OP cost suggests - but mostly, they're only a bargain on Deserter hulls with the OP discount. Because you have to produce the weapons yourself to use them, I did some experiments, like the Streak MIRVs. You can use them, or not, as you prefer; there are a few niches (in the case of something like the MX Autocannon, '800-range hard-flux energy weapon' is more useful, even with frag damage, than you'd expect; try them as backup for Heavy Autocannons on an Eagle) where they might turn out to be handy, or not, depending on what you mix them with.

In particular, the DX Autogun is a ferocious anti-fighter/PD combo weapon; it's a high-end Vulcan with a touch of IR Pulse and makes for excellent protection. Two on an Omen will clean up.
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TiberQ

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1265 on: November 10, 2020, 11:11:57 PM »

Hi, Great mod, keep it up!

I dit however run into a minor issue, and yes i dit read da-FAQ before posting this ^^

I was beefing your [REDACTED] specifically the istl_bbLRMmodule because ya know plenty of mods shred them 2 quickly, so i manually mod mods for balance ect ect.. Anyway: when adding a makeshift shield to it ingame, it gets pointed forward, in turn this shield arcs over a portion of the ship it should not.
Since it is a right pointed ship section it (makeshift) shield should also point right, but it doesn't.
For example, makeshift shield to the other sections and core ship work fine.

I was unable to fix it in .ship or .csv file.

So far i have tried: adding ''angle command in .ship file, dint work
.scv dint yield anything other than the beefy stats, but could not correct angle of shield deployment there
program sf-ship-ed.exe gives shield center and radius, but could not figure out angle (if it is in there).

Could u have a look at it? Would be much appreciated..... Or even better, a quick response on how i can fix it would be fine2.



PS next up, gonna try sprouts without cooking them, what a faq can be good for eh? ;-)
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1266 on: November 11, 2020, 06:22:40 AM »

It's the orientation of the module and the slot it goes into, which despite looking like it points outboard to port, in mechanical terms it faces directly forwards. So you'd have to redo the entire module's .ship file; rotate the image 90º, redo the bounds and slots, angle the large module slot on the Warlock outward 90º... up to you if you want to do all that.

I have basically no desire to redo this kind of stuff on my end just to make it easier for people to modify in turn, sadly; the entire point of the module is for the LRM system to get shot off (is it a good design? Eh.... I think if I were doing it now I'd do it pretty differently, but it's not the worst ever). If I went back in to redo the Warlock's overall design, I'd probably make the module proportionately larger, but otherwise not really change it; if you want to make it tougher, you're better off pumping up the armor value.

If it's an autofit issue, I can add a hullmod that blocks Makeshift Shield to the module.
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TiberQ

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« Reply #1267 on: November 11, 2020, 07:32:07 AM »

It's the orientation of the module and the slot it goes into, which despite looking like it points outboard to port, in mechanical terms it faces directly forwards. So you'd have to redo the entire module's .ship file; rotate the image 90º, redo the bounds and slots, angle the large module slot on the Warlock outward 90º... up to you if you want to do all that.


I see, thank u.
Well i better learn a bit about modding in that way.... backing up file now ^^
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