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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 344978 times)

Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6b
« Reply #360 on: January 13, 2018, 01:43:42 PM »

The fix is in. Get it >HERE<.

Spoiler
0.9.6b - adding stuff, fixing stuff.
- Removed Nex battlestation variants, because I was dumb and left them in.
- Added Blade Breaker fighters, the Hellion and the Firespray.
- Added Jackal Burst Slicer.
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Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #361 on: January 15, 2018, 08:03:14 PM »

Okay, did a last little bit of tweaking, and we should be good to go for a while. Get your jollies on >HERE<.

Will probably murder your saves.

Spoiler
0.9.6c - Forward! Some big, sweeping changes.
- Added Fletcher Bomber (a light energy-torpedo bomber).
- Added Hedgehog Pod (a station-only grenade-throwing weapon).
- Added Iridium Assault Fighter (BB).
- Added Energy Mine Discharger (BB).
- Added a new mission, Hell's Own Sun.

- Redid all Blade Breaker ship variants. They're color-coded!
- Reworked Flak Discharger to throw braking grenades, increased damage and ammo count.
- Reworked Monobloc Construction; removed flux bonuses, now mitigates 25% EMP, halves overload time and cuts ballistic range by 15%. Incompatible with Heavy Armor, rather than Resistant Flux Conduits.
- Adjusted flux dissipation of affected ships very slightly to compensate in light of above.
- Increased top speed of a few combat ships slightly, as well.
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« Last Edit: January 15, 2018, 09:02:29 PM by Soren »
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ConstantA

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #362 on: January 16, 2018, 10:55:11 PM »

Quote
Monobloc Construction... cuts ballistic range by 15%
This makes me extremely sad, as I much prefer ballistics over energy and try to emphasize on long-range combat in my builds (because they tend to survive big fleet battles better).
Maybe some other penalty instead?
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Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #363 on: January 16, 2018, 10:59:17 PM »

Nope! I'm trying to encourage players to be more aggressive and abuse the range/mobility combo less. The EMP protection and half-length overloads are also about rewarding aggression, and blocking Heavy Armor means you'll need to keep moving if you want to stay alive. I did think this through.

In general, ballistics are better than energy weapons right now, so hopefully the combo of high-quality energy weapons and a mild penalty to ballistics on DME hulls will help their Hybrid slots feel more like actual hybrids and less like Ballistics that can't be downsized.
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ConstantA

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #364 on: January 16, 2018, 11:21:45 PM »

While I agree that aggressive builds should be an option (Wanderer with 2x Glaux Lance Repeaters from Diable Avionics was my flagman long after I got couple of Baikals and Zelenograd), I think that DME strike energy weapons are quite inefficient flux-wise (I tried to use Quad Hybrid Blasters and eventually replaced them with vanilla Autopulse Lasers).
It seems you're just nerfing ballistics, which makes ITU or DTC mandatory and limits the number of viable builds.
But I can be completely wrong, since I haven't tried this version yet )
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Wyvern

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #365 on: January 17, 2018, 08:50:00 AM »

Hah - I actually wrote up a whole post on how to (try to) balance hybrid slots on a single (modded) hull.  Perhaps the thoughts there will be of some use to you.

Edit: You can probably get a better set of ballistic range nerfs than I came up with, given that you know exactly what slots which ships have.  For example, preserving a useful range on vulcan cannons isn't relevant if the hull can't mount any small ballistic turrets.
Edit2: Alternatively, if you're willing to lock out use of the Safety Overrides hull mod, you might be able to use a modified version of its range nerfs to cut down on outlying high-range ballistic weapons.

And to ConstantA: When considering these hulls to be 'just nerfing ballistics', you're missing that the primary alternative design option is 'make those slots energy instead of hybrid'.
« Last Edit: January 17, 2018, 10:03:06 AM by Wyvern »
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Wyvern is 100% correct about the math.

Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #366 on: January 17, 2018, 12:17:04 PM »

Honestly, I did the math; ballistics are still longer-ranged than comparably sized energy weapons on DME hulls with the nerf. It's just harder to abuse that last 1-300 SU at the end to be invincible or win without a challenge thanks to your speed. I think the inevitable range cut to ballistic PD is acceptable given the evident power of flak and machine guns.

I will note that in compensation, I bumped up a few ship speeds where I thought they needed it, and that there are still plenty of valid reasons to put ballistics in those slots. Howlers are still great at punching holes in armor, Rail Accelerators still deliver great single-shot damage. I may tweak a few DME ballistics here and there to ensure they're still compelling picks, but the change feels really good to me and pushes the faction in the direction I want.
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TaLaR

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6c
« Reply #367 on: January 17, 2018, 06:06:32 PM »

Honestly, I did the math; ballistics are still longer-ranged than comparably sized energy weapons on DME hulls with the nerf. It's just harder to abuse that last 1-300 SU at the end to be invincible or win without a challenge thanks to your speed. I think the inevitable range cut to ballistic PD is acceptable given the evident power of flak and machine guns.

Is it inevitable though? How about making range nerf work more like SO? Decrease range by past X by Y percent. That way it wouldn't affect short ranged PD.

EDIT: right, Wyvern already mentioned that...
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Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
« Reply #368 on: January 18, 2018, 05:30:17 PM »

One last update before Nemo streams this weekend (some stuff I wasn't sure about came together faster than anticipated).

Get your shiny on >HERE<.

Spoiler
0.9.7 - More big changes. Will break saves.
- Added custom shield sounds.
- Slot tweaks to Chamois.
- Added prototype Sparrowhawk skin for player use.
- Removed built-in Operations Center from standard Sparrowhawk: it's still present on the prototype skin.
- Added Blade Breaker Deserter start option for Nexerelin (for experienced players only - it's a rough ride).
- Added Sigma Disruptor ship system for the Devil Ray.
- Added Lycosid Interceptor, a nasty little six-fighter wing.
- Added Plasma Vulcan, built-in for the Lycosid.

- Reduced fire rate of AMM-6 to 45 DPS, reduced OP cost to 3.
- Replaced, or polished up a number of graphics, including the Linear Cannon/Chain Gun family.
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NightfallGemini

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
« Reply #369 on: January 20, 2018, 04:05:54 AM »

So, giving the Blade Breaker start a try (was doing pretty good until a save corruption. rip) made me wonder, is it possible to get any of the Blade Breaker ships aside from the Sparrowhawk that start gives you?
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Harmful Mechanic

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.7
« Reply #370 on: January 20, 2018, 11:13:53 AM »

No, and no plans to - they're designed to be an AI adversary faction, not a player faction, so they're set up like Remnants. The Sparrowhawk skin and the Devil Ray mission are my concessions to the player; otherwise, it's console commands or editing the data files to make them boardable.
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Harmful Mechanic

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[0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
« Reply #371 on: January 31, 2018, 02:15:12 AM »

I like breaking your saves, apparently. Sorry about that. Hopefully all the new goodies are worth it? They were to me.

Get it >HERE<.

Spoiler
0.9.8 - Nose to the grindstone! Will break your saves.
- Added Dalet and Yod systems. Really just there for flavor, but you do get more Sigma worlds. I wonder what those are all about...
- Did some polish work on the campaign layer to breadcrumb the player towards the Sigma worlds (custom icons, checked to make sure they stood out just right, etc.)
- Included updated faction config for Nexerelin 0.8.3c.
- Integrated mod faction relations.
- Integrated mod faction relations into deserter start.

- More visual improvements to ships, weapons. New Perforator sprite. Adjusted turret locations, artwork of all Multi-PD Node carrying ships: should look nicer, positioning is improved. Damselfly got a once-over, fresh carrier deck designs.
- Reduced Lycosid Interceptor wing size to 5.
- Increased extra supply cost of Sixth Bureau hullmod to 15%.
- Increased fire rate of Heavy Linear Cannon; DPS increased slightly to 480, reduced damage per-shot to 160/50.
- Reduced fire rate of Heavy Rail Accelerator; increased per-shot damage to 375, DPS/flux remain the same. Should be more distinct from the HVD now.
- Increased Kormoran armor to 700.
- Added Sigma Jaunt ship system, replaces Temporal Field on Imp.

- Baikal changes:
- New layout, sprite. She thicc.
- Increased armor to 1200.
- Decreased OP to 140, added Heavy Ballistics Integration hullmod.
- Overall, should feel like a mixture of the Dominator and Apogee. It's practically a new ship.
- Added Baikal (Brone) variant. Be afraid.

- Updated, revised, and expanded many, many descriptions.

- Added new missions, Heavy Iron and Devil To The Belt.
- Enlarged Mothership Connection mission - more stuff, more bees.

- Adjusted Mouflon layout. Added module armor.
- Reduced Star Sylph deployment and recovery costs.
- Added Jeanne d'Arc Fleet Carrier.
- Renamed Mindanao and Leyte to Normandie and d'Erlon, respectively.
- Normandie has lost a few slots and gained a flight deck. Also practically a new ship.
- Zelenograd has also gained a flight deck; ship system changed to Hyperfocus pending something fancier.

- Added Verdun-class defense station and Guardian-class bastion.
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« Last Edit: January 31, 2018, 02:31:14 AM by Soren »
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Sooner535

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
« Reply #372 on: February 01, 2018, 07:21:30 AM »

So.... Do we not have to copy and paste the DME file from Nex to your mod now?
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Histidine

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
« Reply #373 on: February 01, 2018, 04:46:42 PM »

So.... Do we not have to copy and paste the DME file from Nex to your mod now?
Nope! No need to do that any more.
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BYarchitect

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Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8
« Reply #374 on: February 04, 2018, 10:46:39 AM »

Hi, Jeanne d'Arc fleet carrier have 154000 hull integrity points is it correct?
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