Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 ... 42 43 [44] 45 46 ... 81

Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 454334 times)

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1040
  • For space is wide and good friends are too few.
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #645 on: February 16, 2019, 11:07:23 AM »

Another balance and QoL update with some goodies here and there. Get it >HERE<. SOFT-BREAKS SAVES (IE, you'll need to start a new save to enjoy the benefit of the campaign improvements). Fixes some irritating bugs re: Blade Breaker durability.

As with the last updates, DME now requires MagicLib; you can get that over >HERE<. I promise to stop repeating this warning... eventually.

Spoiler
0.9.9f - Balance and QoL.

Content:
- New Mystère sprite.
- Added DME Refit blueprint package.
- Added Targeting Optics hullmod (built-in)
- Sound tuneups and alterations.
- Added a few weapon FX.

Balance:
- Added 0-flux speed bonuses to Monobloc Construction and Skipspace Reaction Furnace. Monobloc ships get half-again the vanilla boost, while Reaction Furnace ships get a doubled 0-flux boost at up to 5% flux (6% with Helm 3).
- Adjusted bomber refitting times upwards 3-5 seconds.
- Rearranged Maskirovka slot types to better match the Harbinger; one Large Universal, two medium Hybrids. Better commit with that large!
- Kobra, Tunguska, and Baikal now have a built-in hullmod to increase range threshold slightly and autoaim accuracy.
- Reduced per-shot damage and flux of Obusier Shock Artillery to make it slightly less of a no-brainer/more effective in AI hands.
- Redesigned Mystère as a better support bomber.
- Removed Salvage Gantry on base Baikal, added it to Baikal (Brone).
- Changed some fighter OP costs (reduced cost: Aigrette, Demoiselle, increased cost: Harridan, Mystère).

Campaign:
- Integrated refit and export DME hulls into indie and pirate fleets.
[close]
Logged
People need societies, but they don't necessarily need nations.

Shad

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9e
« Reply #646 on: February 16, 2019, 11:45:47 AM »

I upped some costs, yeah. It's part of a general push to make them more of a niche option than a straight upgrade. If you have relatively high OP, or a low bay count, they're a more attractive option. Some of this also has to do with AI/autofit balance and keeping NPC Blade Breaker fleets from being completely insane.

(I'm generally bad about remembering to note Blade Breaker stuff in changelogs, a relic of the days when they were in development but not implemented in any real player-facing context.)
I can relate to the BB fleets being insane in my last playthrough but the current costs seem to just make them too expenisve to bother with.

Example Lycosid vs Spark, since they are both short-range interceptor drones.

With the old cost 9 vs 8 you effectively were choosing between the tankier Sparks and the glass cannon Lycosids. The 1 OP difference was not too much issue. Now Sparks are straight up better investment of OP, if you are short. If you have lots of OP, I would still not be getting the Lycosids, since there a lot of competition at the 12 OP price level and it feels too fragile compared to that competition.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1040
  • For space is wide and good friends are too few.
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #647 on: February 16, 2019, 12:13:46 PM »

Hmm. You might be right; I'll see if there's a good solution. I'm more likely to make the Lycosid stronger in some way than to reduce the OP cost, but I think there's space to fix the utility issue vs. Sparks.
Logged
People need societies, but they don't necessarily need nations.

Troika

  • Lieutenant
  • **
  • Posts: 80
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #648 on: February 17, 2019, 05:30:57 AM »

In my current game, Blade Breakers seem to be murdering IBB bounties.
Logged

Shad

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #649 on: February 17, 2019, 05:59:26 AM »

Looking at DME fleets, I noticed the 6B fleets seem to be using Shrikes, which makes the the only non-faction ship in DME fleets. Is this intended?

Also I have been struggling to find a 6B Kormoran. I devmode teleported between spawned 6B fleets for about 10 battles and did not see a single one.
Logged

ThePollie

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #650 on: February 17, 2019, 04:29:56 PM »

Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1040
  • For space is wide and good friends are too few.
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #651 on: February 19, 2019, 08:49:53 PM »

In my current game, Blade Breakers seem to be murdering IBB bounties.

Just hotfixed it, redownload and you should be golden.

Looking at DME fleets, I noticed the 6B fleets seem to be using Shrikes, which makes the the only non-faction ship in DME fleets. Is this intended?

Yes, there are a few vanilla high-tech ships sprinkled in for variety.

Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.

Yup, that's exactly what the ship is for, glad you enjoy it.
Logged
People need societies, but they don't necessarily need nations.

FreedomFighter

  • Commander
  • ***
  • Posts: 140
  • Cat girl can into space or die trying
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #652 on: February 19, 2019, 09:59:49 PM »

Officially in love with the Snow Goose. Three light carriers and four pickets to escort them, while I work the flanks in the Snow Goose as a hunter/killer of priority targets. Great fun.

DME is a mobile faction but Snow Goose crank that up a lot. Honestly, I like DME clean and polish sprite the most. They're all white but not white that stab your eyeball while playing a space game with mostly dark background. Standout and pretty.
Logged
Broken English specialist

Shad

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #653 on: February 23, 2019, 08:18:48 AM »

Whatever that fast picket is doing, I'm pretty sure it does not need a Mouflon.

[attachment deleted by admin]
Logged

solardawning

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #654 on: February 26, 2019, 02:39:54 PM »

I like the new Blaze Gun. It fills a neat niche (short range, small energy efficient Anti-Armor gun) that isn't covered by any vanilla content.
I've gotten some use out of it on mobile midtech ships using a mix of various short range weaponry. It's especially good paired with vulcans or Linear CIWS (flux permitting), or against unshielded fighters, too.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1040
  • For space is wide and good friends are too few.
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #655 on: March 07, 2019, 06:51:46 PM »

I like the new Blaze Gun. It fills a neat niche (short range, small energy efficient Anti-Armor gun) that isn't covered by any vanilla content.
I've gotten some use out of it on mobile midtech ships using a mix of various short range weaponry. It's especially good paired with vulcans or Linear CIWS (flux permitting), or against unshielded fighters, too.

I like it too. It was one of those flavor weapons that was hanging around waiting to really find a niche; I think it's found a niche now.
Logged
People need societies, but they don't necessarily need nations.

AudaciousBS

  • Ensign
  • *
  • Posts: 16
    • View Profile
    • Email
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #656 on: March 13, 2019, 01:20:52 AM »


- Removed Salvage Gantry on base Baikal, added it to Baikal (Brone).


The description of the Baikal still references having the Salvage Gantry even though it doens't have it anymore.
Logged

ThePollie

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #657 on: March 13, 2019, 07:46:55 PM »

A few questions and points of interest.

Is there any thoughts for the Kobra to be more available? I've been wanting to play around with this ship more, but after close to a month straight of playing, I have never seen a second Kobra- period.The one spawned as a start in Nex has been it.

Also related to the Kobra - I feel the ability it has is fairly lackluster. It feels like a proper weak panic button at the best of times, and other times just an unused detail. The damage reduction isn't much, and often times hostiles can simply pound through it and slag you anyway. The Vesper feels like a more effective frigate with its pulsed jets and greater mount variety, despite the Kobra being described as a "combat craft".

The Obusier shock artillery has quickly become one of my favourite weapons to use, alongside the hybrid blaster. Though I was disappointed to not find a comparative large slot like the auto-hybrid blaster for the Obusier. Any plans to make an upsized variant?

I'm not a fan of the Baikal's skipjet injector ability. Compared to the Kormoran's pulsed jets, it feels like an inferior and wildly uncontrolled way to move around. I had the idea to use it to burn away from engagements to vent flux, but I found in practice how easy is it to have my engines shot out while turning and burning, or to get caught on stray allies and either flare out or to be spun from the impact and redirected toward the enemy.

Speaking of the Kormoran - Possibly my favourite ship, alongside the Vesper and Snow Goose. This thing is obnoxiously fun to fly. I think possibly the only thing that bugged me was the two small energy slots at the nose. The two universal slots in front of them are great, but the energy ones feel restricted on a ship already extremely energy-focused. PD beamers or Omni-blasters, I haven't really found much to put there that feels effective and worth the weight.

Jongleurs feel oddly slow in flight, especially compared to XRMs. Combined with their really poor tracking, I find a lot of targets simply outmaneuver the missiles, if they don't simply shoot them down at their leisure. They remind me a lot of LRMs, which I have largely regarded as a petty annoyance on their best days.

The ballistics OP reduction on the Baikal's one large hybrid slot is something I've been conflicted about. On one hand, reduced OP is always great. On the other hand, the Hellspike cannon didn't impress as much as the auto-hybrid blaster, and the heavy linear cannon and super heavy rail accelerator are ponderously effective in their role, freeing up the other two medium slots for anti-armour - Dual howler or whistler cannons out-shine the solitary Hellspike, and Obusier guns carry more utility with the rigging.

Other than that, I love the design. It feels very weighty and powerful to fly.

The flak discharger, despite being labeled as such, does not actually act as point defense and ignores missiles. The flachette CIWS feels awfully weak, too. I find these things often fail to contend with even solitary missiles - Further compounded by the fact it's difficult to get mount placements to allow more than one in the same firing arc.

The Rafale bombers hedgehog bombs very often miss their targets, I've noticed. Even against larger and slow heavy cruisers, up to half or more of their volley will screen past the side of the ship if they aren't explicitly flared out and unable to make any sort of movement. Against destroyers and more nimble cruisers, they virtually never connect if the target merely eases to the side during the attack run.

The linear cannon and autoguns feels fairly similar but different in their niche, but the twin-linear cannons and heavy autogun don't. The former feels radically superior. Better damage for more efficient flux, the autogun only feels like a better option if I'm terribly squeezed for OP and am just trying to force in one more gun. If I can afford it, the cannon feels strictly better.

Huskies are amazing to field. I'm hard pressed to find a firgate more survivable on the front line. Watching one tank a Dominator and endure is great. They might lack for firepower, but damn do these little guys hold their ground like a honey badger. I like pairing them with PD beamers and linear cannons and having them escort my carriers.

The Wanderer is probably my favourite destroyer of the main assembly. It's speedy when it needs to be, has a variety of energy rigs to field, and can punch above its weight. Armed with a twin-flak gun and it serves well to counter hostile missile strikes. Triple shockbeams and the optics let it harass from the second line. Obusiers and hybrid pulsers make it an EMP nightmare for anything caught unshielded.

Spirales are my favourite strike craft, thus far. I find them more consistent than Mysteres, though I often mix them in with Spirale flights to help them overload stressed shields and to further occupy point defense systems. The torpedo variant Rafale feels the more reliable. The hedgehog bombs tend to miss often, even if they hit like a truck when they do. The beamer drones felt lackluster. They did great to counter missiles, but I found in practice they just get mowed down en masse by the first contact with any strike craft, leaving the carrier absent of either defense.

Horn attack guns and their larger variants have sluggish projectiles. I often find the AI fails to lead targets enough to compensate for how slowly the rounds travel sometimes. Especially with whistler jetfires whose limited ammunition can be easily wasted on misses, if they aren't simply spent into shields. The Hellspike isn't as bad, despite the damage, since you have such range and are generally targeting larger ships with it.

ER pulsed lasers vs Tactical shockbeams is another matchup that feels weird. Shockbeams are OP cheaper and deal more damage overall. ER pulsed lasers have a minor advantage in range -which is largely irrelevant since they're mostly mounted on smaller ships, with the range penalty and the speed to simply close in anyway. Pulsed lasers fire faster, so I suppose they're better at picking at strike craft? I'm not entirely sure what their intended use is.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2498
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #658 on: March 13, 2019, 08:15:23 PM »

A few contrasting opinions:

I've found the Obusier to be overly awkward to use; even with the projectile speed increase perk, it's hard to use at range - and the slow fire rate means that most things can just flicker shields and pretty much ignore it even if you are on target.  Heavy blasters suit my play style much better.

The flechette CIWS, on the other hand, has become my go-to option for small slot ballistic PD.  I find it's at least no worse at killing missiles than a vanilla vulcan, and the bonus HE damage makes it vastly superior at anti-fighter work (and, for some frigates with limited weapon slots, lets it stand in for HE weaponry entirely.)

As for the Kormoran - yeah, those two forward small energy turrets are pretty obviously there for PD.  What I don't find a use for is the eight rear energy turrets; the rear medium can take a simple flak gun to effectively cover pretty much the same arcs.

On fighters: Spirales are good general-purpose fighters; mysteres are much more specialized - I've found one ship that performs well with a loadout of all mysteres, though: they mesh very well with the Zelenograd's recall system.
Logged
Wyvern is 100% correct about the math.

ThePollie

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #659 on: March 13, 2019, 08:34:22 PM »

I found a use for them. You can mass PD and use your pulsed jets to spin around and obliterate entire screens of missiles. I prefer to mount lasers or hybrid pulsers to punish frigates attempting to flank me.

Obusiers are best used in combination with things like linear cannons. Wait til they fire and accompany the volley with a shock round. If they don't drop their shields, they take flux. If they do, the take armour and EMP damage. The slow projectile makes it tricky as hell against frigates, but I generally use it on destroyers and above.

I wouldn't mind seeing the Kormoran's front two energy slots replaced with hybrids. Give it more options for the mounts that aren't strictly PD.
Logged
Pages: 1 ... 42 43 [44] 45 46 ... 81