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Author Topic: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)  (Read 231622 times)

Mysterhay

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #450 on: April 23, 2017, 06:22:57 PM »

Disruptor was an absolute pants weapon in the most recent version. SS+ or ship weapons pack added a similar weapon (heavy ion disruptor I think it was?) that basically did the same job, but was waaaay more effective for the flux and OP cost. Which was a shame as the sound and visual for the Mayorate disruptor are really great. I think the charge up delay on firing really hurt how the AI used it.

Graser PDs and that family were a really neat idea with the increasing damage with ship flux, and balanced pretty well. You also added the grav gun toward the end, the super high bullet speed kinetic weapon with decent range. That was also really niche for an anti frigate weapon for cap ship, definitely a keeper, though the weapon description says that you will add the weapon description this time around :p.

Cimeterre needed counselling though. That ship had suicidal tendencies on a whole new level, not sure how much you can change without manipulating the core AI files though.

Be sure to get the Ravanna to burn 8 and a little bit of love as well ;)
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #451 on: April 23, 2017, 06:40:57 PM »

Balance side: One of the biggest things that I see mentioned is your missile cruiser. IIRC, it has 2 large missiles, one medium missile AND Fast Missile Racks, which can easily become stupid OP, even in .8. I would say at least remove FMR AND cut down the mounts to 1 large and 2 mids. That way it is still a missile cruiser but it isn't bulls*** OP.
Also, I would seriously talk with the other modders to see what issues they have with your mod, as sometimes there can be issues that can be right in front of us and we can't see them. Your mod has some nice things but needs many tweaks here and there to get it perfect and the others can help with that.
Working on the rare metals bug will also be good, which was another big issue I had with this.
If you haven't already, please stop replacing the Apogee sprite (and any other vanilla sprite if you do).

Sound side: PLEASE, for the love of the Goddess and everything that is holy, STOP using sounds from famous games (Mass Effect, MechWarrior, FreeSpace are a few that I remember)! It is lazy, can throw off the player and from what I have heard, you can make some pretty damn good sounds on your own.

Excellent! That's exactly the kind of feedback I'm looking for. The Apogee bit was an easy fix to make just now haha. And yeah, the missile cruiser had to be a little OP previously to compensate for the faction not having any heavy missile/support capitals (but that's fixed now  ;)). The only thing here I feel somewhat sketchy about is the sound business, but we'll see haha (I pretty much added the disruptors just so I could have a PPC...)

Disruptor was an absolute pants weapon in the most recent version. SS+ or ship weapons pack added a similar weapon (heavy ion disruptor I think it was?) that basically did the same job, but was waaaay more effective for the flux and OP cost. Which was a shame as the sound and visual for the Mayorate disruptor are really great. I think the charge up delay on firing really hurt how the AI used it.

Graser PDs and that family were a really neat idea with the increasing damage with ship flux, and balanced pretty well. You also added the grav gun toward the end, the super high bullet speed kinetic weapon with decent range. That was also really niche for an anti frigate weapon for cap ship, definitely a keeper, though the weapon description says that you will add the weapon description this time around :p.

Cimeterre needed counselling though. That ship had suicidal tendencies on a whole new level, not sure how much you can change without manipulating the core AI files though.

Be sure to get the Ravanna to burn 8 and a little bit of love as well ;)

Yeah the Cimeterre's biggest problem is how glassy it is and that it had an ultra-high damage ultra-short range weapon. Basically it always needed to stay at close range to do anything, which is of course where it can't get away and promptly dies. Going to have to get creative to fix that one haha
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Kanil

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #452 on: April 24, 2017, 05:28:10 AM »

Genuine question: what are people loading their Del Azarchels with that makes them "bulls*** OP"? I mean, throwing 80 Squalls at something is amusing, but it's not... like... particularly effective or anything.
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Orikson

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #453 on: April 24, 2017, 06:41:42 AM »

Genuine question: what are people loading their Del Azarchels with that makes them "bulls*** OP"? I mean, throwing 80 Squalls at something is amusing, but it's not... like... particularly effective or anything.

Combine it with mods, and have Dyna throw you against a Del Azarchel while all or most of the Dyna supported mods.

You'll fine this cruiser scarier than before.

Or use OP missiles from OP mods.
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Phearlock

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #454 on: April 24, 2017, 03:17:28 PM »

To be fair, I think it can probably keep its 2 large+1med missile slots as long as fast missile racks is changed to a different system. Especially if it keeps its highly inefficient engines (something all of mayorate share, which will make their ships very unattractive in 0.8 with the long flight distances that are involved.)

With 0.8 doing away with most of the OP-adding skills, it will be quite OP starved anyway if you try fit it with all the weapon systems you want it to have (though the increase in base OP per ship will help it a bit).
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whoopWHAT

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #455 on: April 27, 2017, 07:26:02 PM »

Will there be an update for 0.8? :D
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JDCollie

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #456 on: June 05, 2017, 06:53:23 PM »

Hey Kazi!

Just here to say I still love Mayorate and I hope to see it updated soon, because my enemies aren't going to laser-torpedo themselves :D  (No pressure or anything though, just wanted to let you know I'm totally looking forward to it if you are planning on updating)
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Mesnomer

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #457 on: June 06, 2017, 03:15:15 PM »

My officers need their coffee. Please help.
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cjuicy

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #458 on: June 06, 2017, 06:53:00 PM »

My officers need their coffee. Please help.
Why are your officers using a captain's only coffee maker on a ship dedicated to cargo and coffee?
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PyroFuzz

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #459 on: June 19, 2017, 01:28:02 PM »

I need this mod.
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PyroFuzz

Camael

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #460 on: August 31, 2017, 11:35:19 AM »

I know, I know, quit bugging the author... but I just wanted to point out that I really really miss my go-to faction for cleaning up the sector and there is still a lot of neeeeed for this floating around... not asking for a timeframe, just placing a "pretty please don't drop it" here...

...

...okay?
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The Ender

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #461 on: November 13, 2017, 12:04:12 AM »

Is the Mayorate mod dead?

Would be a shame if that's the case (though I understand that modding interest comes & goes) - they were a neat faction, and their fast destroyer was one of my favorite coup de grace vehicles.
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Hrothgar

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #462 on: October 29, 2019, 03:48:43 AM »

When i first saw name i read it "Mayonase", lul.
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