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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986172 times)

Tartiflette

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1020 on: February 18, 2016, 02:14:12 AM »

The Unstable Photon Cannon is one of the main reasons I never install Neutrino.
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1021 on: February 18, 2016, 02:21:22 AM »

The Unstable Photon Cannon is one of the main reasons I never install Neutrino.

Nya, is it that bad? I think the low DPH and the ammo restrictions are make it some how too hard to use now. (And its don't do 10x800 per shot in fact.)

But it is a anti TT weapon because it do kill the high tech ship quick and nice.
« Last Edit: February 18, 2016, 02:29:49 AM by Deathfly »
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
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Taverius

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1022 on: February 18, 2016, 03:16:08 AM »

Yeah, its still really strong right now.

Basically anything with a large energy slot can be an endgame ship once you get one - you can kill everything pretty fast with just one.

It does a lot of damage with decent RoF, the ammo hullmod is cheap so you can fire it, long time, and the flux use is very good.

All you need is something with good armor-breaking in a medium slot to back it up - like a Pulsar/Neutron, or better a BRDY or SHI ExBeam - or a BRDY ScBlaster.
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Tartiflette

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1023 on: February 18, 2016, 03:47:53 AM »

The AI don't care about restrictions or who they fight with it. It kills everything quick and nice, especially your ships. And anything that can use more than one become stupid. It's not a matter of DPS, it's a matter of there is nothing you can do against it except dying before getting in range of the enemy or having a phase ships only fleet.
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HELMUT

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1024 on: February 18, 2016, 08:19:11 AM »

I recently had a pretty bad experience against a pair of Grinders with those. The UPC doesn't deal a lot of damage to armour, i was able to tank a lot of shots in a battlecruiser, but the EMP effect will eventually shut down the weapons, making a counter-attack difficult. And if you lack the speed and armor to catch the shooter, then things can really get ugly. Fortunately i managed to brute force the enemy flagship while under fire and forcing them to retreat.

While it looks likes the Joyeuse in its appearance, it's actually much closer to the Autopulse, lot of DPS but poor armor penetration. I'm not sure if it's that strong, it is one of the most expensive weapon in the game (34 OP) but perhaps it'll could uses some tweaks on the range and ROF. Haven't encountered many Neutrinos since the last patch, so i'm not too sure.
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SierraTangoDelta

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1025 on: February 18, 2016, 09:47:46 AM »

I'm pretty sure the PAC doesn't drop anymore, nor can it get used by AI ships.

The Unstable Photon Cannon, that does drop, and its crazy strong - its like a budget-Joyeuse with much, much better flux usage.

I bought one from a store, I forget which one. I think it was Prism Freeport, and I mounted it on a mod-battlecruiser from SS+, the Odin.

I haven't found any UPC's yet though.
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Very Good

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1026 on: February 22, 2016, 11:15:53 AM »

Hey,would it be possible to make the unsung class elite flagship shield weaker but bigger?The shield are so small and can't be extended with hullmod,it's like so weak,the side are way to much exposed and get shreded to piece by fast firing weapon realy fast....
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CitizenJoe

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1027 on: February 22, 2016, 01:35:28 PM »

Why? Tiny shields of semi-questionable usefulness is how Neutrino ships roll. Plus the Unsung is an unholy murder-brick of a ship on its own, not to mention you should already have a screen of some sort to support it if you get your hands on one. Not sure how exactly you're mishandling it, but you may want to rethink your approach
« Last Edit: February 22, 2016, 02:00:59 PM by CitizenJoe »
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Deathfly

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1028 on: February 28, 2016, 07:54:37 AM »

Seems like we should not make our customers wait too long.



Download Neutrino corp 1.83-RC1

Most are compatible updates with some minor adjustments.

Spoiler
Code
1.83-RC1
------------------------------------------------
Compatible with Starsector 0.7.2a

Lots of minor adjustment to fit up the new balance.
- Some scripts compatible works.

- Dual Giga Pulse Laser
 > OP increase to 20
 > DPS increase to 400
 > Flux per second increase 480
 > Beam travel faster so the damage falloff less(about 70% damage at 1000, 40% damage at 2000)

- Antiproton Laser
 > Range increase to 700
 > DPS increase to 300
 > Flux per second reduce to 150

- Tractor Beam
 > OP reduce to 18

- Enhanced VFX for Neutronium Plating.

- Sapper SRM spread less

- Neutron Lance OP reduce to 28

- Disruptor have more chance to disable missiles.


1.82-RC7(skipped)
------------------------------------------------
Adjustment most shields:
- Slightly increase efficiency.(0.5=>0.45, 0.6=>0.55)
- Slightly increase arc.
- Shield radius will dynamic change a little to fit the thin ship shape.(Looks some how like...an ellipse?)

New hullmod "Auxiliary Broadside Shield":
- Install some auxiliary shield generators on ship's broadside which can cooperate with main shield generator. Expand shield coverage to 75 degrees while shield facing broadside.
- Can only be installed on Neutrino cruisers and capital ships.
- Build-in on Nirvash and Banshee Norn.

Neutrino Omega Upgrade now correctly stack with Starsector+ base ship range bonus.
(Now it always apply a final 15/20/30/40 range bonus regardless whether you are using SSP or not.)

Schwarzgeist's Photon Torpedo Launcher (Precharged) load 4 Torpedos instead of 5(total energy damage reduce to 3200).

Banshee OP reduce to 260. Banshee Norn OP reduce to 330.

Unstable Photon Cannon adjustment:
- Fire unguided shots now.
- Spread a little wider.
- Range reduce to 1200(from 1600).
- Danage per shot reduce to 50 x100 = 5000.
- Max ammo reduce to 6. RPM reduce to 10(from 15).

Dual Adv. P. Torpedo and Photon Torpedo Launcher take 12 OP now (used to be 10).

Adv. P. Torpedo adjustment:
- Detonate range increase to 600
- Payload spread wider and fly slower.

DERP Launcher now have 9 charges, and reload 9 charges per minute. Range reduce to 550.

Lathe's sprite is reworked by FlashFlozen so it will not longer consider itself as a broadside ship.

Polyphase Amplifier rework:
- Will disable shield when it is actived.
- Will enable zero flux engine boost when it is actived.
- Generate some soft flux.

Replace the Phased Array Cannon's SFX (hopfuly less ear raping).

Disruptor's damage doubled.

And some clean up jobs. >_<
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Ahne

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Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« Reply #1029 on: February 28, 2016, 08:02:00 AM »

gj
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Surge

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Re: [0.7.1a] Neutrino Corp. (v. 1.83RC1)
« Reply #1030 on: February 28, 2016, 06:27:15 PM »

Should update the thread, which shows you're still on the 0.7.1 version.
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sycspysycspy

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« Reply #1031 on: February 28, 2016, 07:05:23 PM »

Nice!
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SierraTangoDelta

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« Reply #1032 on: March 01, 2016, 10:46:07 AM »

Which Neutrino weapons can be used for mining? I know the Tractor beam is one
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Taverius

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« Reply #1033 on: March 01, 2016, 06:54:38 PM »

Didn't have much time, just took a quick look.

New Lathe sprite looks great - thanks, FlashFrozen! - but there's a small bug: the front large mount renders its weapon under the 2 nose small mounts.
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FlashFrozen

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« Reply #1034 on: March 02, 2016, 10:22:59 AM »

Didn't have much time, just took a quick look.

New Lathe sprite looks great - thanks, FlashFrozen! - but there's a small bug: the front large mount renders its weapon under the 2 nose small mounts.

It's coded into vanilla that hardpoints will go under turrets, no matter the size and I'm okay with that, since the new large center slots are still hardpoints. :v
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