DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!Mod version 0.8.6 ChangelogNOTE: Requires GraphicsLib or ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+, DynaSector, Nexerelin
Blackrock Drive Yards is a mod that adds a new faction to the campaign, two star systems, a few missions, and tons of ships and weapons. Scroll down to get an idea of what the faction's like.
- A whole host of carefully-designed, fun to fly ships balanced against vanilla Starsector
- Over 40 new weapons, both modular and built-in
- A faction with its own identity and play style, emphasizing satisfying, tactile gameplay
- No borrowed assets or audio: a completely original work, with its own sounds, art, writing and music
- Adds fresh mechanics with scripted weapons and ships
- Two gorgeous new star systems
- Surface, normal and material mapped for ShaderLib/GraphicsLibclick to view ships:
A versatile defensive drone, found on several Blackrock ships.
A heavy close-in defense drone, found on the Convergence-class Cruiser.
Fast, cheap interceptors that work best in swarms. They can chew through weakened ships, and they make good escorts that provide extra point defense.
Vespa-class Torpedo Bomber
Fast, but quite vulnerable, the Vespa carries a single plasma torpedo. Useful against many targets that are too small for other torpedo bombers.
Krait-class Heavy Fighter
One of the largest hangar-compatible fighters ever designed. Their firepower is a threat that cannot be ignored.
Serket-class Phase Fighter
A slippery fighter that rarely has to refit. A pair of Serkets can stalk their target relentlessly, waiting for a moment of weakness.
Small, incredibly fast and unshielded, the Robberfly is a popular Blackrock export due to its modular construction and cheapness.
The lightest Blackrock frigate, often seen escorting logistics fleets.
Silverfish-class Combat Freighter
A slick high-end frigate that has few glaring weaknesses, but little in the way of raw firepower. Powerful Burst Jets lets it slip around enemy ships.
Silverfish B-class Combat Freighter
A Corporate version of the Silverfish that carries more ordnance and has a modified Phase Skimmer for added utility.
Mod Silverfish-class Gunboat
Nobody knows where this reworked Silverfish circulates from. With two extra built-in assault guns, it packs a bigger punch.
Weevil-class Heavy Frigate
A large multipurpose frigate that can haul cargo, with heavy ordnance capacity. A Sentinel drone helps make up for its weak shield.
Blackrock's main attack frigate, the Mantis features incontestable mobility and burst firepower, but lacks endurance.
Imaginos-class Dimensional Frigate
An exotic ship with several unique abilities, capable of directing the flow of battle on its own.
Often gets itself out of trouble thanks to its powerful engines, but expensive to operate compared to other freighters.
Typheus-class Light Carrier
A heavily armed carrier that comes with a Sentinel Drone for protection. Built upon the Cetonia-class hull.
Megaceras-class Combat Freighter
This high-end multipurpose ship is fast, self-sufficient and safe from most marauders.
A bizarre hull that started out as a mining vessel. Now, it's a crude but efficient combat destroyer, bringing the Mark IV Asteroid Impactor to bear as a surprise weapon.
Often paired with the slower Scorpion, the Eurypterus is mobile and dangerous from the front. Capable of forcing its prey into an uncomfortable position.
Sturdy and reliable, the Scorpion enhances its firepower with a pair of self-propelled artillery drones. Slow compared to most Blackrock ships.
Desdinova-class Heavy Destroyer
Big and fast, the Desdinova is incredibly powerful, but its large, vulnerable engines require constant vigilance.
Morpheus-class Prototype Destroyer
An experimental design that treats the laws of physics as a vague guideline, and costs as much as a capital ship to deploy and maintain. Has many unique strengths and weaknesses.
Asura-class Phase Cruiser
Rarely seen, the Asura can shrug off built-up flux by ejecting capacitors in the midst of battle. Very powerful, but lacks endurance.
Blackrock's multipurpose cruiser, a flexible and tough ship that has a flight deck, burst mobility and an impressive missile carrying capacity.
Convergence-class Battle Carrier
A logistics ship that also doubles as a fleet carrier. Relies on its Bulwark Drone for self-defense.
Stenos-class Armed Science Vessel
Designed to operate with a heavy escort, the Stenos is capable of dealing enormous damage with careful flux and cooldown management.
Nevermore-class Advanced Cruiser
The Nevermore is built around the Antimatter Lance, an unwieldy weapon that presents a big threat to enemy ships. Known for its surprising mobility and enormous destructive potential.
Nevermore-0-class Outdated Prototype Cruiser
Rarely seen, this obsolete hull cannot be modernized, and differs from its successor in several critical areas.
Kurmaraja-class Interdictor Battlecruiser
Capable of slowing and stopping incoming ballistic fire and trapping enemy frigates in place, the agile Kurmaraja can sweep the battlespace clean of inferior threats.
Blackrock's capital ship features massive forward firepower and the ability to make an incredibly destructive entrance thanks to its ship system. Best approached with care and superior numbers.
A fortified capital freighter that ensures the Corporation's long supply lines hold in the face of adversity. Carries a pair of Sentinel Drones for defense.
The mod features a ton of weapons. Each weapon has been designed with vanilla balance in mind, but is made to stand out on its own or to find a new niche, just like the ships. Expand the spoiler to read:
Shard Cannon/Shard Gun/Dual Shard Cannon/Ironweaver/Quill Rocket
These are slightly less efficient than most Kinetic weapons, which is made up for by the projectiles causing secondary explosions against armor for additional Energy damage. This makes them well-rounded, but less efficient at anti-shield duty than pure Kinetics. The Ironweaver is their granddaddy, costing 28 OP and firing massive buckshot volleys.
Gale Cannon/Extended Gale Cannon/Gale Battery
Fires High Explosive shells with massive per-shot damage and muzzle velocity. The trade-off is low fire rate and DPS. The Gale Cannon is cheap to mount, while the more sophisticated Extended Gale can fire at range, and deals nearly as much damage. The Gale Battery is 3x Gales on a large mount, combining the best of both medium versions.
Plasma Projector Weapons:
Sunjet PDE/Sunfire PDE/Sunstorm PDE
These energy weapons deal HE damage and fire massive green beams that last from 1-3 seconds. They have enormous damage output, but the beam travels slowly, causing the burst to deal more damage up close as the beam will have more time in contact with the target. While useless against shields, these weapons melt armor quickly, have high hit success, and sometimes act as a screen against enemy rockets and torpedoes.
Ferrofluid Accelerator Cannons:
Atypical cannons that fire a dense jet of magnetic fluid instead of a solid projectile. This provides lethal muzzle velocity, making it easy to hit any target. Volley damage can be punishing in numbers. The tradeoff is long reload times.
Kinetic Disc Artillery:
Comet Light Artillery/Bolide Heavy Artillery:
Slings dense, slow discs of metal that crush shields and light armor, but are also unwieldy against fast, small targets. With some practice, you can use your own ship's movement to increase the speed and hit chance of your shots. If my design is on point, having played Tribes should enhance your deadliness with the Bolide.
Exotic energy weapons:
Scalaron Blaster/Scalaron Repeater
The Scalaron Blaster is like an upscale Antimatter Blaster, but it leans more towards being a general-purpose weapon due to having damage output similar to the AM Blaster per shot, but range and reload time suitable for a medium weapon. Upon impact, it deals a nasty bit of extra arcing EMP and energy damage. The Repeater is completely the opposite, being closer to an energy Assault Chaingun than anything else. Its inaccuracy makes it do the most damage up close, but the "bullet hell" effect is good for suppression.
Voidspear SRM/Fury-class Torpedo
Plasma missiles require some flux to fire, but deal Energy damage, with a slight random element to the damage done per hit. Overall damage budget is the same as vanilla equivalents, but Energy damage is more flexible. The Voidspear SRM is a general-use missile with lots of ammo, while the Fury Torpedo is the fastest torpedo in the game, usable against many frigates.
Rage SRM: A finisher HE missile with short range and very fast speed. Has more total damage potential than the similarly priced Harpoon, but must be aimed and fired from close range.
Achilles MRM: A long-range missile designed for harassment. Splits into three micro heatseekers that deal EMP and frag damage.
Dart SRM: Swarmy frag missiles that almost never miss, unless they get shot down. Like the old Swarmer SRM, they can get surprisingly lethal versus an armorless target. Also comes with regenerating ammo.
Scalaron Pulse Launcher/Heavy SPL: Fires homing energy pulses that are highly resistant to point defense and take a slow, erratic path towards their target. Good as artillery fire against big targets, and for general pressure.
Micro Argus/Argus/Argus Array - Shredder MG/Shredder Battery
Shoots thin, precise particle beams that get rid of missiles and unshielded fighters, but are less effective at anything else because they deal Fragmentation damage.
The Shredder line sprays frag rounds. The sheer volume of fire makes them good at hurting things up close, and they are serviceable PD in numbers or mixed with other PD weapons.
INM Assault Gun: A light HE gun that offers massive damage output for a few seconds, which dips down when the initial magazine is depleted. Works best when used for hit-and-run attacks.
Volley Gun: Space Shotgun that fires a cone of monomolecular flechettes. Consider it a Light Needler with bad range that deals all its damage in one shot. Due to the low per-projectile damage, it will never force shield overloads longer than 4 seconds, despite easily causing them. Make it count!
Linear Pulse Gun: Small, extremely short-range energy weapon that deals massive DPS. Good for small, angry ships.
Particle Lance: Support beam weapon that deals kinetic + EMP damage. Good at screwing over frigates and fighters, and helps win the flux war.
Particle Rifle: Pew pews at medium-long range, applying constant pressure for negligible flux. Deals mixed frag + energy damage, obliterating hull.
Burst Cannon: A flexible, heavy weapon for small mounts. Fires proximity fuzed plasma shells that splash targets for energy damage. Works as long-range flak with the Integrated PD AI hullmod.
Antimatter Lance: The Nevermore's main gun, this weapon fires shuttle-sized globs of death and has an inexhaustible ammo supply. Of course, you have to aim it by moving the Nevermore around, which can be challenging given the ship's poor shield coverage, and due to charge-up time. Still, each hit deals more damage than a Fury torpedo.
Rift Cannon: The Imaginos' built-in fires a spray of heavy-duty energy bolts. Its short range is a bit of a weakness, and the shots move somewhat slowly, making the range even worse if you're backing away from the target. A point-blank salvo deals massive damage, however.
Raze Cannon: A heavy Gale-type cannon that replaces the Antimatter Lance for the 0-Series Nevermore.
Void Buster: The Morpheus' main weapon, a tremendously powerful beam that grows in intensity with your flux level. As the beam strengthens, the ship becomes slower and tougher, but crossing max flux will cause a safety shutdown.
Arclight LFO: The Morpheus' secondary weapon, an array of eight emitters that fire homing energy beams guided by the ship's Dimensional Engine. A very powerful weapon against frigates.
Scalaron Pulse Beam: A powerful PD weapon, several of which are built into the Imaginos and Morpheus. Deals heavy energy + EMP damage at point-blank range, and acts as a knife-fighting weapon.
Blackrock ships have bad to mediocre shields, average armor, good flux stats, excellent mobility, lots of firepower, and mix all weapon types. Every Blackrock ship has a built-in boost to active flux vent rate, meaning they can easily reset flux if given a breather: something you'll want to be doing often, due to the low endurance afforded by your shields.
They are excellent at crushing valuable targets and picking apart slow, but powerful ships. On the other hand, they struggle in fights where they can't find any breathing room for hit-and-run attacks, or against a numerically superior enemy that can flank and surround them. Using the faction's weapons, ships can be built for either high risk/high reward play, or low risk/low reward play. Certain ships break the mold and afford different playstyles.
Gameplay guide and ship tips: (long, press button to expand)
- Many ships in the mod are nearly impossible to pilot without using the mouse to control your ship's heading.
- The more you can get away with not using your shield, the more damage you can deal, and the quicker you'll kill your target. This means it's a good idea to have point defense weapons.
- Venting is your main way to get rid of flux.
- Venting while under fire can be viable if you're not facing overwhelming firepower. Try to spread armor damage by moving around.
- When using Burst Jets, you'll lose bonus speed faster if you both strafe AND accelerate. Steering straight ahead keeps the bonus speed for slightly longer.
- Burst Jets can save you if you are facing an impending flameout. Use the system just before you lose engines, and you will keep floating away at high speed.
- If you have multiple burst damage weapons, such as Volley Guns and Gale Cannons, you may want to use Hold Fire to intentionally stagger your firepower for easier overloads and tighter flux control. This is especially powerful on the Mantis, Desdinova and Nevermore.
- Cheap, flimsy and surprisingly deadly. Dipterons tie up enemy ships and destroy wounded targets. But don't count on them surviving against beams, heavy fighters or in a dense battle. Sometimes it's best to use them as additional point defense, by having them escort other ships.
KRAIT: (Heavy Fighter)
- Kraits have monstrous firepower, and will eat any ship alive if it can't hide behind a shield or kill the Kraits fast enough. But due to their size, they are vulnerable to many anti-ship weapons. Back them up so they can deal damage.
VESPA: (Torpedo Bomber)
- Vespas are very fast compared to other bombers, and generally work best in numbers. If you have enough Vespas, their overlapping particle beams can kill fighters and protect them from missiles.
SERKET: (Phase Fighter)
- Serkets are self-sufficient due to their slippery nature. The best use for them is to stick them on an elusive, annoying ship so they can keep it occupied while you clean up other targets. Their main weakness is beams.
- The Robberfly is one of the most logistically undemanding, yet flexible ships in the game. It's also agile enough to evade LRMs. This lets you deck it out with aggressive weaponry if you so please.
- If you carry torpedoes, you can give them enormous speed by using Burst Jets on the approach, and then rapidly change course.
- Due to its fragility, the Robberfly must be allowed to flank enemies and back out when necessary. They make poor escorts.
- 3 Spark Drive charges will get you in a half circle around the enemy. Use this to your advantage against ships with front shields.
- The Locust can have a surprising amount of staying power against other frigates, due to its better-than-usual shield and burst mobility.
- Since it's a dedicated gunship and carries no missiles, the Locust lacks some utility compared to other frigates, but its excellent turret coverage lets it tear through fighters.
WEEVIL: (Heavily Frigate)
- Unlike most Blackrock frigs, you lack the ability to easily disengage from a bad fight. However, your Sentinel Drone can cover for you if you tell it to stand by.
- Use your firepower to destroy other frigates that come too close, or escort a bigger ship. If you get surrounded by frigates or end up in a firefight against a destroyer alone, you will be in trouble.
- Weevils are very hard to beat in a frigate-on-frigate fight.
MANTIS: (Fast Attack Frigate)
- Swoop in, fire away, swoop out, repeat. Vent every time you get a chance to.
- Your main defense is that you can kill things fast. Don't plan on getting stuck in a fight for long.
- Watch your shields. You'll need them to soak missiles and HE damage, but you cannot fire all your guns and absorb damage at the same time. Try to outmaneuver your enemy.
IMAGINOS: (Prototype Frigate)
- A very unique ship that takes time to get used to. My main advice is to give it time in the simulator.
- The Imaginos is excellent at countering large, predictable masses of incoming fire. If you see a cloud of missiles, absorb it and unleash it next to an enemy ship.
- On the other hand, it has no way to deal with constant, hard-to avoid fire. Your best bet against such an enemy is to rely on backup, or to approach from the best angle.
- If you can't bring down your current target, there is likely to be something else that you can kill. Use your extreme freedom of movement to seek out vulnerable targets.
- In large clashes, control the flow of battle by redirecting fire, flaming out big ships, and damaging shields with your ship system.
- Missiles are still armed while they are being sucked in by your right-click. You can kill enemy ships with their own missiles.
- Tap-fire the Rift Cannon from medium range to prevent inaccuracy.
GONODACTYLUS: (Retrofit Combat Destroyer)
- Never waste your Hammerclaw!
- You basically play this ship like you would an Enforcer, except you have worse PD, more mobility, and more flexibility in choice of armament.
- With 3 torpedo racks and the Hammerclaw, very few ships can survive a one-two punch.
- Always try to Hammerclaw an enemy frig, wrecking it and flinging it into a bigger enemy ship. Even if it's not actually worth it.
MEGACERAS: (Combat Freighter)
- While the Megaceras has no mobility ship system, it's naturally fast and agile. You can pick your fights against other destroyers, and even some frigates.
- Shredder Drones are deceptively powerful, and can really put the hurt on wounded ships.
DESDINOVA: (Fast Heavy Destroyer)
- The trick to piloting a good Desdinova is to manage your flux and your shield direction. An untimely overload or a stray missile or two can seriously ruin your day, and it's easy to lose track of things while jetting about. Play like an opportunist, not like a crazy Rambo. (Okay, play like Rambo against enemy frigates)
- Thanks to the Overtuned Drives hullmod, securing your Desdinova from annoying flameouts costs a lot of ordnance points. Usually it's better to play smart and use your shield to cover your engines.
- You can kit this ship out with less weapons and focus on staying power, thanks to its thick armor - but the meh shield means you will still rely on mobility to stay alive.
MORPHEUS: (Prototype Destroyer)
- Consider the Morpheus to be an atypical capital ship in a very small package. It combines the drawbacks of a destroyer (peak CR performance, range) with the raw power and logistics footprint of a capital ship.
- Sharing many features and weaknesses with the Imaginos, this ship is still much more formidable, and can kill many ships by attacking them head-on.
- Lacking endurance against heavy firepower, you have the ability to pick your fights instead. Find the weak link in the enemy fleet, and crush it.
- The Arclight LFO (homing lasers) always conserve 1 charge on autofire.
- The Scalar Repulsor (right-click system) is only active in a frontal cone, unlike the Imaginos' 360 radius. Its homing pulses will track your current target, and upon activation, nearby ships are pushed away from you.
NEVERMORE: (Advanced Cruiser)
- Do not get surrounded. You have the tools to prevent it, so watch the enemy movement. From the front, nothing less than an Aurora or kinetic-heavy Dominator can threaten you.
- Despite being a cruiser, it's agile enough to catch a breather if it has to. Because of this, you can easily let loose a barrage of shots, retreat and vent, and then dive in when your weapons have cooled down.
- The Nevermore is one of the few BRDY ships that comes with a truly useful shield. This is balanced out by much of the ship being open to shield-surpassing fire.
- If you need to line up a precise AM Lance shot, Burst Jet first so your ship will track more accurately.
- Consider an Expanded Magazines-synergistic loadout, since it will always be useful due to the AM Lance. Particle Rifles and Argus Beams can work really well through keeping you clear of fighters and missiles, and benefit from extra charges.
STENOS: (Armed Science Vessel)
- PD is very good on the Stenos, because it gives you the freedom to lower shields more often, and thus fire more salvoes. You don't need a big gun in every slot, because you have a ship system that lets you have one gun do the duty of three.
- Mount long-cooldown weapons like Gale Cannons, Scalaron Blasters, etc.
- You are the artillery, not the cavalry.
- The Knight is the most naturally durable Blackrock ship apart from the Karkinos. With its mobility and armor, it can take a lot of punishment.
- It's easier to make a missile-heavy loadout work, thanks to the fairly awkward position of the composite hardpoints - but the Knight can snipe from range with Bolides or Extended Gales.
- Don't underestimate the firepower potential of lots of converging small turrets.
CONVERGENCE: (Battle Carrier)
- The Convergence is the slowest of all BRDY combat ships, and also the least maneuverable. However, it still has a lot of guns, so use that to your advantage, and do as much damage as you can before you need to rely on your shield.
- The Bulwark Drone is not very good at attacking enemy ships. Use it to keep frigates, fighters and missiles off yourself instead.
ASURA: (Phase Cruiser)
- The Asura is not designed to last long in a battle, like most phase ships. But this is further exaggerated by its design and ship system.
- While you still have Flux Ejector charges, it may not always be worth it to use them. Try to judge if you can get away and vent flux normally instead.
KURMARAJA: (Interdiction Battlecruiser)
- Watch the map. If you see a fragile, but fast and annoying ship, like a Tempest, freeze it with your Interdiction Array and then lob some shells and missiles at it.
- Because it can slow enemy ships, you can mount sluggish weapons like Gale Cannons and Squall Batteries on it to great effect, and murder enemy frigates.
- Using the ship system may let you back away from enemy ships and catch a breather.
- Remember that you are a capital ship with a deep flux pool. You can keep your shields up and slug it out if you have to.
- The Karkinos has the potential to annihilate any ship one-on-one, but it's not always worth the risk. Your massive firepower is offset by a very committal ship system, and a large, vulnerable sideways/rearward profile.
- Torpedo bombers are your worst enemy.
- Remember that you are vulnerable while charging your ship system.
- A point-blank blast on a lone enemy will usually overload or cripple them. If you see a ship and it's anything smaller than a Paragon, you have a good shot at killing it. Just make sure nothing's going to flank you.
- As with the phase teleporter, you will face your target when you finish warping, or the direction of the teleport if you have no target.
- The Karkinos' flux pool makes its narrow front shield quite useful, but it has to rely on armor to deal with most incoming fire. Luckily, its armor is heavy enough to allow you to vent flux early and often.
- All ships turn faster when the 0-flux boost is active. This can be enough reason to hold fire on the Karkinos, in some situations.
Mod Soundtrack by me (Click)
My Youtube Channel
My twitch (streamin infrequently)
SCREENSHOTS VIDEOS & GIFS:
Cycerin: Mod creator, design, sound and music, sprites, artwork, writing, etc
LazyWizard: Interdiction Array code, Scalar Deracinator code, Java assistance
Uomoz: Original campaign implementations
Trylobot: Flux Ejector coding, Java assistance
Sundog: Scalar Rejector code, inspiration, codelordery
Dark Revenant: Missile AI, code, shader maps, extra campaign implementations, quality control, writing
MesoTroniK: Portrait artwork
MShadowy: Portrait artwork
EnderNerdcore: Scripting assistance
Erlend Grefsrud: Typographical design
Thank you so much to everyone who has brought me feedback and helped improve the mod since 2012!
Blackrock Drive Yards is a work in progress!
The content from Blackrock Drive Yards belongs to me unless otherwise credited or stated, and you can consider it licensed under Creative Commons / Attrib / Noncommercial for all rights and purposes.
« Last Edit: March 18, 2017, 06:10:35 PM by Cycerin »