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Author Topic: [0.9.1a] Tahlan Shipworks 0.3.4d  (Read 26425 times)

SCC

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Re: [0.9.1a] Tahlan Shipworks 0.3.4b
« Reply #90 on: June 06, 2019, 12:18:34 PM »

Izanami is kinda strong, yo. If you eventually get to implementing Kassadar, it would be nice to make Izanami completely unique and accessible only after getting many favours enough to buy one.
https://www.youtube.com/watch?v=jmsCo4gkF_I
« Last Edit: June 06, 2019, 12:20:05 PM by SCC »
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travhill20

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Re: [0.9.1a] Tahlan Shipworks 0.3.4b
« Reply #91 on: June 07, 2019, 12:32:57 PM »

All of the GH ships are amazing. I looooove them! They are extremely rare though as well. I think they're fine how they are. The Dominator GH is a brute and more my style but I love the izanami also but it requires higher levels of micro than i'm generally willing or able to do.
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solardawning

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Re: [0.9.1a] Tahlan Shipworks 0.3.4b
« Reply #92 on: June 07, 2019, 02:29:46 PM »

GH Castigator with Safety Overrides is the most ridiculous ship build I've tried yet. Two Assault Chainguns in the back mediums, one Heavy Machine Gun in the center medium hardpoint, two Overcharged Fusion Torch in the front two mediums.
Light Machine Gun in all the smalls.

Murders everything in seconds. The machine guns everywhere prevent/punish shield use, the Assault Chaingun X2 shreds through armor and hull extremely fast, and the Overcharged Fusion Torches finish off enemies with huge hull pools, like stations and battleships.

It's the combination of being able to point 5 Medium Ballistics at whatever is in front of it, while being fast and maneuverable (Good speed with SO +the perma 10% time dilation), and the time dilation gives an effective +10% DPS and flux advantage against all targets.

The ship system (Errant Drive) feels good too, allowing you to side-dash in any direction. I constantly use it to dodge Reapers or massed fire.

At the same time, I also find the Castigator (P) to be an excellent ship for AI-controlled officers: it has everything you want in an AI ship - excellent mobility system to let it backpedal and keep distance, a Large hardpoint to snipe with, two Medium ballistics for Hypervelocity Drivers (more sniping + EMP), lots of point defense on all sides, and 1500 armor. The combination of armor and mobility means you don't have to worry about it getting killed.
I like to kit them out with a Hellbore Cannon and two Hypervelocity Drivers. That lets them threaten any target from good range.
« Last Edit: June 07, 2019, 02:45:07 PM by solardawning »
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #93 on: June 08, 2019, 03:05:55 AM »

Here's a bit of an update with some new content and balance changes. Check the first post for the download link as always

Changelog:
Spoiler
0.3.4d
Balancing:
- Some major Izanami nerfing:
   - Increased Chrono Rupture cooldown from 3 to 10 seconds
   - Lowered ppt from 480 to 360
   - Lowered  armour by 100
   - Lowered flux capacity from 12000 to 10000
   - Increased base value from 200000 to 600000
- Lowered Castigator (P) armor from 1500 to 1300


0.3.4c
Additions:
- Added Relparax medium blaster
- Added Nenparax small beam
- Added Eradicator Siege Laser
- Added new secrets to find

Changes:
- Reworked Disparax
- Vale now requires a crew
- Overcharged Fusion Torch range increased from 400 to 450
- Switched Castigator (P) built-in aux thrusters to augmented drive field to stick with the theme (plus it has funky maneuvering jets already)

Balancing:
- Caliver wing OP cost increased to 22
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Cyan Leader

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #94 on: June 08, 2019, 04:49:05 AM »

I'm a little confused by the GH content. Are they supposed to be just extra ships in markets or is there a secret system somewhere?
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Avanitia

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #95 on: June 08, 2019, 06:06:58 AM »

I'm a little confused by the GH content. Are they supposed to be just extra ships in markets or is there a secret system somewhere?

Currently their ships, weapons and fighters spawn in Independent fleets and markets.
Scavengers also use them.

GH content is going to be exploration thing in future (a system you have to find yourself or something)
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R.U.A

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #96 on: June 09, 2019, 01:08:26 AM »

Hummmmm... za warudo???
MUDAMUDAMUDAMUDAMUDAMUDA!
lol
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solardawning

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #97 on: June 15, 2019, 11:31:52 AM »

FYI, the Prototype (ultra-rare BP mothership) doesn't construct- you just get crew, supplies, and machinery built, and progress on it loops back to 0.

Edit: For anyone who wants to fix their local copy before Nia puts out an update, the culprit was lack of an entry for it in "tahlan/data/world/factions/default_ship_roles.json"
To fix, update the carrierLarge section from:
Code
	"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,

to:

Code
	"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,
"tahlan_Timeless_retro_standard":10,
« Last Edit: June 15, 2019, 11:46:42 AM by solardawning »
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.3.4d
« Reply #98 on: June 16, 2019, 12:14:37 PM »

Noted for the next update. Not gonna rush this one, though, since the likelihood of someone running into this is laughably tiny
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