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News: Starsector 0.9a is out! (11/16/18)
 
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Author Topic: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9  (Read 149229 times)
Wyvern
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« Reply #450 on: July 26, 2018, 02:47:14 PM »

Ooh, nice drone there.

And, yeah, the starbridge is iconic (and that's not the only callback to it that's floating around in various mods)... but I still preferred taking a Polaris Sprite class freighter and turning it into a pocket battleship... >.>
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Wyvern is 100% correct about the math.
Soren
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« Reply #451 on: September 14, 2018, 07:51:16 PM »

Giant, enormous, feature- and content-rich update can be found >HERE<. Will absolutely slaughter your saves; time to start a new one anyway, right?

0.9.9 - Major content and campaign update, significant balance changes. Will break your saves, and you'll like it.

Content:
- Added Jongleur Barrage.
- Added Obusier Shock Artillery.
- Added Sauterelle Rail Drone.
- Added Tonnerre Missile Cruiser.
- Added Grad TBM-10 Missile System (built-in on Tonnerre).
- Added Burya Missile Frigate.
- Added quad trails to rail accelerator family, several other weapons. Thanks to Nicke535 for his quad-trail utility script.
- New sounds for Focusing Lenses shipsystem.
- New and updated UI icons for ship systems.
- Updated Itano AMM missile and pod graphics.
- Updated all Perforator launcher graphics.
- Updated all Shockbeam visuals.
- Updated Kobra Mk.3 sprite.
(Blade Breakers):
- Added Electron Bolt Projector.
- Added Curse stealth carrier and Snake Eye gunship.
- Added Deserter Star Sylph skin.
- Added built-in hullmod: Blade Breaker Engineering.
- ***REDACTED BY SIXTH BUREAU COMMS MONITORING***
- Added “City of the Disturbed” by Eric Matyas (www.soundimage.org) as temporary Blade Breaker interaction music.

Balance:
- Hyperfocus shipsystem renamed to Focusing Lenses, now toggles; doubles the range of all beam weapons in addition to increasing energy weapon damage and slows acceleration and turning. Charge-up and -down times increased.
- Split off a carrier version of Monobloc Construction; removes range penalty, adds 200 su flat bonus to ballistic and energy weapons, blocks ITU and DTC. Replaces the standard Monobloc Construction hullmod on d'Erlon, Normandie, and Jeanne d'Arc.
- Increased Monobloc Construction's capital ship range threshold to 1000.
- Reduced fire rate and total DPS of all rail accelerator weapons, slightly increased shot damage.
- Decreased Katyusha Perforator burst size to 12 from 18.
- Removed PD from Borzoi, replaced with a short-range burst rail accelerator. Small hybrid turrets changed to energy hardpoints.
- Swapped hardpoint and turret types in redesign of Kobra Mk. 3. Kobra Mk 1 remains the same.
- Raker changed to Flechette CIWS, range cut to 400. Flechette-gun family changed to continuous fire, DPS reduced slightly.
- Shockbeam crit frequency increased, bonus damage type changed to Fragmentation.
- Damselfly renamed to Demoiselle.
- Adjusted and added a few variants.
- Fixed some variant qualities and weapon rarity issues.

Campaign:
- Blade Breaker integration! Blade Breakers now spawn in procgen space.
- New salvageable stations for Blade Breaker systems.
- New commodities; three grades of Sigma Matter - turn them in like AI cores for the bounty; and Secure Data Storage, all about the cold hard cash.
- Added derelict ships to handcrafted DME and Sigma systems.
- Added solo frigate and light carrier options to Deserter start.
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"The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread."
Bastion.Systems
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« Reply #452 on: September 14, 2018, 11:36:00 PM »

Awesome
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Shad
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« Reply #453 on: September 15, 2018, 12:38:51 PM »

Thanks for the update for this mod!

I have a question: What's the point of Baikal (Brone)? Compared to the regular Baikal, it:
1. Loses the built in salvage gantry
2. Loses ship efficiency
3. 3 more deployment points/supply cost
4. Loses flux capacity and dissipation
5. Loses shield arc and shield efficiency (down to a 1.2)
6. Loses speed and handling
7. Loses fuel and cargo capacity
8. Loses peak operating time
9. And even CR cost and recovery

The only things it gains are:
1. 6 extra OP
2. The ablative armor plates that cover parts (only parts, with massive open areas) of the hull.

That's literally every trait and stat worse for very few positives. Am I missing something?
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Soren
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« Reply #454 on: September 15, 2018, 12:55:04 PM »

It's there for flavor. Not every ship needs to be equal; if you read the descriptions, you'll see that in universe, it's an older model, and represents an alternate path from the regular Baikal. Whether you like it or not basically comes down to how much fun you find ramming and having parts shot off your ship.

It was also sort of a test ship, and as such it's a little weird. If I ever revamp it, I'll make some changes and close up the armor in front.
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Shad
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« Reply #455 on: September 15, 2018, 01:21:51 PM »

I understand that ships are not equal. It's just a little disappointing since it felt like downgrade and I just could not find a reason to keep it in the fleet. The ramming is fun, but the low speed and wide frontal profile really works against the Baikal (B): things can either dodge it without difficulty (frigates/corvettes), or blast it to bits through the front (since most of the front isn't covered with armor).

It could really do with having some short range built-in forward-facing weapons in the front support the ramming.
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Noomsy
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« Reply #456 on: September 16, 2018, 10:49:44 AM »

Much excite! Thanks for all your hard work!
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Histidine
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« Reply #457 on: September 21, 2018, 07:24:59 AM »

*teleports behind you* nothing personal, kid

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Shad
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« Reply #458 on: September 21, 2018, 08:14:58 AM »

*teleports behind you* nothing personal, kid
Antimatter blasters?

I found that Borzois work well in even AI hands. The missiles synergise well together, so you can trust a couple of Borzois to reliably delete flanking frigates or a lone destroyer. They are also relatively cheap for phase ships at 8 fleet points.
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Histidine
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« Reply #459 on: September 21, 2018, 06:21:03 PM »

(Omni Blaster, shoots three 500 damage shots in a tight fan. Costly but cool, appears to beat AM Blaster for things that aren't intact armor on cruisers and larger.)
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Ali
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« Reply #460 on: September 23, 2018, 08:29:51 AM »

Will DM engineering produce a dedicated capship in the future?!

With accompanying 6B version!?  Grin

Lovin the kormoran ( sp? ) with its batteries of mounts!! Grin

Can't wait to see more ships & hullmods from this in the future!!!  Smiley
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Shad
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« Reply #461 on: September 23, 2018, 09:36:21 AM »

Will DM engineering produce a dedicated capship in the future?!

With accompanying 6B version!?  Grin

Lovin the kormoran ( sp? ) with its batteries of mounts!! Grin

Can't wait to see more ships & hullmods from this in the future!!!  Smiley

Isn't the Jeanne d'Arc a fully fledged capital? It's basically an Astral, but faster and stronger.

What I really miss is a the next ship in the Puddle Jumper->Sevastopol->Kentaurus->... line. Kentaurus isn't quite cutting it for late-game carrying capacity, and due to 30-ship limit of fleet size, having multiple of them is not ideal. An alternative to the Atlas would make a single-faction playthrough much smoother.
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Ali
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« Reply #462 on: September 23, 2018, 09:50:38 AM »

Ah forgot the jean d'arc!

Yea, was jus hopin for a DME version of paragon / onslaught etc..

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Soren
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« Reply #463 on: September 23, 2018, 05:20:40 PM »

It's vanishingly unlikely I'll ever make a DME battleship. It's really not that kind of faction.

Battleships for other faction mods, though, later, well. I have some ideas.

(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
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"The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread."
A Random Jolteon
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« Reply #464 on: September 23, 2018, 08:39:26 PM »

(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
DME Freighters seem to be decent at holding their own for what they are...maybe keep that theme for the cap logistics ship?

Also, maybe make it a mix of cargo hauler and fuel hauler. Just to make it a bit more special.
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