Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9] 10 11 12

Author Topic: [0.9.1a] Kingdom of Terra (v0.11) - Big Bitey Boi  (Read 82553 times)

Sinosauropteryx

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #120 on: February 15, 2020, 09:44:54 AM »

Probably because I just came from looking at Yuri Expedition,

but I can't unsee a white haired android girl in a dress at the back of the Pulverizer.
Just imagine the booster as the bottom of the dress, then as you work your way up you see robotic hands and then a robotic-ish face and hair.
Great, now I can't unsee it!

Take that


and that
Logged

CrimsonPhalanx

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #121 on: February 16, 2020, 09:24:52 PM »


and that


glad I wasn't the only one that saw a face in the gremlin

the dominator face is hella creepy tho, but it gave me an idea

what if there was a ship with a creepy face that can physically grapple ships, I mean there already is a grappling beam but there's something satisfying about arms slowly crushing an enemy ship while a terrifying face is smiling at the crew.

although a more unique idea would be a "cage" style ship with a gate in the front that can close and weapons mostly facing inwards (imagine being trapped in the doughnut hole of the paragon), literally "eating" frigates, imagine a grappling beam pulling you into the jaws of the beast. If its too op, having a bunch fixed emp weapons inside and the ability to "spit" the enemy ship out would be pretty fun too. (Once I was in a carrier, thinking I was safe from a Kingdom of Terra attacking force while my allies beat them up, then a dead allied ship came barreling towards me and pushed me a good distance away before I managed to get out of it's path)
Logged

Sinosauropteryx

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #122 on: February 17, 2020, 01:03:54 PM »

I've thought about a ship that eats ships before, there's a few ways to go about it. Your ideas are good. Consider it on "the list"
Logged

Shuka

  • Ensign
  • *
  • Posts: 48
    • View Profile
    • Email
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #123 on: February 19, 2020, 04:56:55 AM »

The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.
Logged

NephilimNexus

  • Commander
  • ***
  • Posts: 141
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #124 on: February 19, 2020, 04:01:35 PM »



Logged

Sinosauropteryx

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #125 on: February 21, 2020, 11:05:30 AM »

The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.
It's definitely a kill-or-be-killed ship. (And I'm glad you enjoy it.)


Logged

PainProjection

  • Lieutenant
  • **
  • Posts: 61
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #126 on: February 23, 2020, 10:58:55 PM »

Hi there, lately i made a meme vid what showcase effectiveness of shieldless builds (ships with shield bypass hull mod from ship/weapon pack). They are actually quite balanced (it may look like they are op, but thats just because i wanted them to looks like it, just for show you know). However i also used a rhino (ludd path variant) in my adventure and this thing is terrifying me. It is literally destroyer sized boss killer, this machine is horribly OP. Not in 1vs1, but with just a small distraction it can dismantle almost every ship in this game, including some bosships. Problem in the AI which didn't consider them as more serious threat than some capital sized ships. In fact, AI always try to focuse most dangerous (in his opinion) target, which is usually the biggest ship, i didn't investigate AI code at all, but i assume this is based on some parameter, probably deployment cost.

So we have this: https://www.youtube.com/watch?v=XzBP6C_vm8U
time 2:29 - i encounter abandoned base, most probably not from vanilla (i saw it for the second time in the same place - in pregenerated system, for the second time it spawned in left bottom corner of the map.). This base guarded by two (last time there was only one, i think it's because my character was lvl 103 this time) "Horrors" which are modular, very beefed up bosships. In combat they attack 1 by 1, second one spawns as soon as you beat the first. So you can briefly see (thanks for "intentional video editing") how rhino just slaughter one of them, rip it apart, like 1000C° knife through butter.

And i actually don't know what to suggest for solving that issue. Issue? I don't know. Seems a bit unintendent what common destroyer sized ship take down such beast that easy. If you take closer look you will see what i didn't use a single weapon mount in my loadout, this is rediculous. Maybe you should decreace drill's damage from 500x3 to 125x3 and change damage type from kinetic to high explosive. So this thing would slice through armor like it doing in it's current state, but at least can be stopped by shields. Same 3k dps vs armor, but 750 dps against shields (not 12000). So if you have frontal shield type and let this thing to close to your butt - bad luck then. Still 12k hull points, armor thicker than on Enfrocer... i don't know if that damage type changes is enough.

And i didn't even touch the cruiser version of this dild... sorry, of this ship. I'm afraid that even heavens, even Allah would not deal with this thing.
___

On a side note. Using Pulveriser is very annoying, cause it cannot equip any of your "pulling" weapons. When you ram you will most probably overload target if hit it's shield, but can't benefit from it cause you launch it away to safety where it can fully recharge his flux conduits. Just saying, maybe i'm doing something wrong.

https://i.imgur.com/m8k9UJB.png (loadout screenshot, 514kb of 192kb limit on this forum)
« Last Edit: February 24, 2020, 04:29:51 AM by PainProjection »
Logged

ZeCaptain

  • Ensign
  • *
  • Posts: 48
    • View Profile
    • Email
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #127 on: February 24, 2020, 01:45:31 AM »

:golfclap: I was amused by your video. I need to use more drill meme ships in the future.
Logged

Sinosauropteryx

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #128 on: February 24, 2020, 07:59:45 AM »

So we have this:
That's hilarious! Great video.

I'm not too concerned with Rhino being absurd in that situation. The situation itself is kind of absurd to begin with. Most of the time any kind of MRMs will keep it at bay. Or support ships for that matter. What did those big ships expect without an escort? The Rhino is working as intended, and you found an unusual mod event that is especially weak to it.

Also I see it was you driving it and not the AI. The player should be much more effective with it, just like any ship.

On a side note. Using Pulveriser is very annoying, cause it cannot equip any of your "pulling" weapons. When you ram you will most probably overload target if hit it's shield, but can't benefit from it cause you launch it away to safety where it can fully recharge his flux conduits. Just saying, maybe i'm doing something wrong.
This is sort of intended behaviour too, big enough ships with ready shields will be mostly safe and are only taken out of the battle temporarily through sheer positioning. For more destructive effects you have to drive through a cloud of smaller ships, or try to knock ships into other ships. I say "sort of" because it's really just how the physics work out. I might put a couple energy mount options on it for grappling beams though, that's not a bad idea.
« Last Edit: February 24, 2020, 08:02:22 AM by Sinosauropteryx »
Logged

PainProjection

  • Lieutenant
  • **
  • Posts: 61
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #129 on: February 24, 2020, 07:56:19 PM »

Ram a bunch of smaller ships... got it! I knew i miss something.
Still, 12000dps against shields looks a bit odd, it is level of how much storm needlers? 8?
But you are the boss.
« Last Edit: February 25, 2020, 03:08:01 AM by PainProjection »
Logged

Izzerwat

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #130 on: February 29, 2020, 03:33:15 PM »

So far, I'm absolutely loving this mod, safe for one issue I'm having.

The Kingdom's fleets are unbeatable, not in the sense that they're too strong, but in that if you kill/route all their ships, no victory is declared by the game. Your just stuck on an empty field until you get bored and retreat.

I've tried setting all the ships to find and kill stuff, and had the same case over half a dozen attempts. Updating some random libraries was a crapshoot since this mod doesn't seem to have dependencies; either way didn't work.

Am I doing something wrong, or do I just have to befriend them?
Logged

TaylorItaly

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #131 on: February 29, 2020, 04:22:05 PM »

Have you tried Consolen Commands and the "EndCombat" command to exit the Battle Screen ?
Logged

Sinosauropteryx

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #132 on: February 29, 2020, 09:18:27 PM »

So far, I'm absolutely loving this mod, safe for one issue I'm having.

The Kingdom's fleets are unbeatable, not in the sense that they're too strong, but in that if you kill/route all their ships, no victory is declared by the game. Your just stuck on an empty field until you get bored and retreat.

Sorry to hear you're having that problem, as far as I know it's a vanilla bug that affects all module ships. It happens when a ship with modules retreats, and unfortunately, this way is the only way I know to work around it:

Have you tried Consolen Commands and the "EndCombat" command to exit the Battle Screen ?
Logged

Izzerwat

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #133 on: March 01, 2020, 08:12:46 AM »

Ah, that's slightly unfortunate but at least there's a way around it. Hope it gets fixed in the next vanilla update.

Thanks!
Logged

Shuka

  • Ensign
  • *
  • Posts: 48
    • View Profile
    • Email
Re: [0.9.1a] Kingdom of Terra (v0.9.5) - Hullmods and boring balance changes
« Reply #134 on: March 02, 2020, 02:25:17 PM »

:golfclap: I was amused by your video. I need to use more drill meme ships in the future.

Agreed although there is a correlation between the amount of squinting I did and how old I am.

Was stopping by to ask for tips on pulverizer vs capital types and got an education.

Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.
« Last Edit: March 13, 2020, 04:29:57 AM by Shuka »
Logged
Pages: 1 ... 7 8 [9] 10 11 12