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What would you like to see in Blackrock?

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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1802796 times)

Orikson

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2490 on: May 28, 2016, 09:25:37 AM »

the 10 officer limit and vanilla's 25 ships limit are both problematic. personally, i've just started cheating officers in, precisely because the vanilla system pushes you towards always using as many large ships as possible. i find mixed fleet compositions a lot more interesting, but without officers, anything smaller than a heavy cruiser just becomes cannon fodder in late game.

Thanks for the tips and the layout for the Robberfly squad.

Yeah, I do think finding officers in for that squad and to field other ships would be problematic given the limit. Might reduce the Robberfly squad to 5 for cheesy plays and chase. Late game is tough without capitals and cruisers. Destroyers that aren't robust would get annihilated too.

Maybe I'll field in some nice capitals and 1 capital carrier, with 5 officers focused on fulfilling the role I want for each capital and 5 others for the Robberfly squad. Maybe I'll set aside some capital ships orientated for the skill set
 of range poking. Any suggestions on ships similar to Robberfly so I can give the officers a good ship in times of need?

Any other interesting ideas you can give us?

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Kevin Flemming

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2491 on: May 28, 2016, 10:52:13 AM »

the 10 officer...
...in late game.

I altered the settings to allow 50 Officers and 100 ships. Not that I ever use that many, it's just nice to have that buffer and not have to rely on the console the whole time lol.
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2492 on: May 28, 2016, 11:27:21 AM »

Any suggestions on ships similar to Robberfly so I can give the officers a good ship in times of need?

Any other interesting ideas you can give us?
i don't think slapping some Particle Lances on a swarm of Robberflies really qualifies me for giving out valuable tactical advice. :D

but anyway, i'd say Stenos and Kurmaraja fit the roles of large ships with similarities to Robberfly. they're both rather squishy but highly maneuverable for their size-class, both work well with long-range beams like Tachyon Lance and neither rely too much on missiles -- unless you use their universal mounts for that, which you can also do on Robberfly. if you wanna stick to BRDY weapons only, Ferrocannons and Extended Gale Cannons also make for good long-range firepower, although they lack the EMP component.

if Robberflies turn out to be too squishy in real battles, you can try a Locust swarm with a similar loadout instead. putting a Front Shield Generator on the Robberflies would likely work as well, but i feel it kinda goes against what makes the ship unique. if i want a fast frigate with shield, might as well go with Locust or Mantis.


other interesting ideas? hmm. two loadouts i've had quite a bit of success with recently:

tank Gonodactylus, with aggressive officer skilled for mobility and durability.

with officer skills, they are tougher than most cruisers, but still very maneuverable. their short-range weaponry and aggressive officer make them very good at getting right into the enemy's face and drawing fire onto themselves. and the Shredder Battery demolishes anything with exposed hull.

and disabler Weevil, with steady officer skilled for mobility and (EMP) damage. in case you haven't seen it before, the Heavy Ion Blaster in the central mount is from Starsector+.

they aren't really powerful by themselves, but do a great job at pressuring and disabling even large enemies, making it much easier for your other ships to do real damage.


as you might have noticed, i'm a big fan of EMP weapons in general. ^^ many of my loadouts focus on kinetic damage and include some kind of ion weapon. it doesn't kill enemies quickly, but i think it's good for keeping my own ships from taking too much damage while my flagship can rack up the kills.

it's just nice to have that buffer and not have to rely on the console the whole time lol.
agreed. :]
« Last Edit: May 28, 2016, 11:30:55 AM by Sy »
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Surge

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2493 on: May 29, 2016, 03:53:08 PM »

the 10 officer...
...in late game.

I altered the settings to allow 50 Officers and 100 ships. Not that I ever use that many, it's just nice to have that buffer and not have to rely on the console the whole time lol.
Want.
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Iridescens

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2494 on: May 31, 2016, 09:58:37 AM »

Hi there!
First of all, thanks @Cycerin for this great mod! Now to sad bits.
Caught some error recently about BRDY weapons referencing TEM_LatticeShield of Knight Templars. The case is that "TEM_LatticeShield" should be imported as "import data.scripts.hullmods.TEM_LatticeShield;" and not as "import data.hullmods.TEM_LatticeShield;" (.scripts. part is missing). This led to crashes upon being strucked by BRDY weapons on any occasion.
Small fix for you, big deal for anyone not familiar with IDE.
Hope to get your attention. Thanks!
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2495 on: May 31, 2016, 11:03:59 AM »

Hi there!
welcome! :]

in case you missed it, Dark.Revenant already posted a temporary fix for that issue in the Knights Templar thread.
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Iridescens

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2496 on: May 31, 2016, 11:46:32 AM »

Oh, well then, silly me. As an excuse, I was literally stunned by the sheer amount of great mods, so I rushed to install pretty much of 'em, which left little time to search for a fix (I made one by myself, btw)
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Serenitis

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2497 on: June 04, 2016, 12:34:28 PM »

I've played with BRDY for ages, but I've never really used a lot of thier ships.
However I just (barely) managed to clear a 300k Tri-Tach bounty with my babby Enforcer and timid missile spammers and somehow managed to trip a boarding event for the enemy flagship - a Nevermore.

I covered it in ballistics and now there simply isn't a big enough. It does not suit my playstyle all that well and it is still a complete beast that just kicks everything (so far) in the daddy bags.

Cycerin, you have created a terrible masterpiece....
Thank you!

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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2498 on: June 16, 2016, 04:46:06 AM »

I currently don't have my computer set up due to moving and other real life bullsh*t so I won't be able to patch that aforementioned bug (or do anything modding-related) for a while.

Haha, you're welcome Serenitis. Provided you manage to cover your weak spot, it's not hard to make the ship work. It really only gets tricky with extremely aggressive, soft flux-heavy loadouts designed to nuke ships in a few volleys.
« Last Edit: June 16, 2016, 04:48:33 AM by Cycerin »
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Orikson

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2499 on: June 16, 2016, 05:33:13 AM »

I currently don't have my computer set up due to moving and other real life bullsh*t so I won't be able to patch that aforementioned bug (or do anything modding-related) for a while.


Just some simple (& complicated) questions, how long do you think it'll take to adjust a mod by going through its files? And do you expect a long down time for mods when the new update comes out whenever it does? Also, what are the possible plans for BRDY outpost?

Can I ask some tips on how to modify files or adjust them to current (or latter standards) for my own use? I want to modify the Citadel (for my own testing and knowledge) to make it playable, because it looks cool and a pity its on hiatus.
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Orikson

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Re: This is madness!
« Reply #2500 on: June 17, 2016, 12:33:19 AM »

*Runs into topic panting*  Did somebody say Nevermore?

BRDY ships excel at combining combat mobility with sickening amounts of burst damage.  The Nevermore's one weakness is its relatively undefended aft zone, and most of my builds try to take that into account.  Alternately, I can assign a couple of Serket wings and/or a Knight, or even another Nevermore to escort my own flagship and wipe out dozens of enemy ships.  I have taken a fleet of these four Nevermore variants up against anything and everything from the vanilla campaign and a dozen mod factions and come out on top.  Sorry in advance for the zoom not matching, I took these pictures as I acquired the craft in my current playthrough, not all at the same time.

"Kryptoformer" Nevermore-0
Spoiler
[close]

This is designed to fight battleships and very heavily armored cruisers.  It works particularly well against Templars except that it can't really handle heavy Clarent barrages.  In trying various loadouts before I settled on this one, I found that the very slow travel speed of the Sun beams make Integrated Targeting Unit and Advanced Prisms much less useful than on vanilla beams because Sun beams take so long to get to their maximum range that they only do a fraction of their actual damage, so I don't even try for range, I settle for doing apocalyptic damage to anything vaguely in front of my ship.

"Conventionalist" Nevermore
Spoiler
[close]

Normally I try to be thematic and use mod faction weapons on that faction's ships.  This is a reversal of that, using vanilla weapons only to make a cruiser which is moderately effective against any possible target, but not specialized to fight anything in particular.

"Cactus Grappler" Nevermore
Spoiler
[close]

The idea behind this build is simple, more shots in space than raindrops in a hurricane.  Fielding two of these at once gives me noticeable screen slowdown when everything is fired, not that I notice with my eyes closed.  (This build plays fine with my eyes closed.)  Fragmentation damage can work fine against all but the thickest armor if you spew enough of it.  This demolishes small targets, obliterates drone swarms, counters titanic missile barrages, and is also my first choice against heavy shield tanks to max out their flux levels.  As fun as this is to fly, it's also the best loadout to give my most trusted captain to escort my flagship because any AI pilot type will use it correctly.

"Blast Processing" Nevermore
Spoiler
[close]


This build strives to be completely unfair to the AI by stacking abusive amounts of burst damage.

Nice. Can you outline what weapons you've used? I'm bad at identifying them from the screenshots.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2501 on: August 01, 2016, 07:50:36 AM »

I like all of those loadouts. (somehow missed that post completely!)

Especially the use of Particle Rifles and Volley Guns. :v

I might drop a quality of life/fix update for brdy soon, gonna look at some buggy weapons like Voidspears. Btw, has the addition of the new station in Gneiss affected campaign gameplay to any extent?
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Grizzlyadamz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2502 on: August 06, 2016, 09:14:09 AM »

Just wanted to say: The Gonodactylus is freakin perfect. In fact if I didn't love it so much I'd probably say it needs a nerf

Good cargo/personnel/fuel, respectable shield, tanky as hell, incredible burst capability, frigate-competetive speed & turn-rate, maintenance/deployment costs don't break the bank, and the AI is quite proficient with it.
Not to mention it's mining-certified, and the BRDY drive conversion lets it keep up with 10-burn frigate fleets without investing 7 AP into tech.

Is there a better low-mid-tech destroyer?
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2503 on: August 06, 2016, 11:41:30 AM »

^ i agree completely. i used to not like it at due to its asymmetrical design and lack of medium-mount firepower, but it's now actually one of my favorite destroyers in the game! it's relatively cheap, it makes for an amazing tank while still being quite dangerous by itself, and it has good campaign-stats as well (even more so with its Nexerelin mining capabilities). aaand it's pretty, in a rusty-old-mining-shrimp kind of way. ^_^

i honestly do think it needs a nerf. specifically, i think it's way too maneuverable for being so durable. it makes sense for a former mining ship to be built for both dodging and withstanding asteroid hits, but the combination makes it just too good at staying alive while still drawing a lot of enemy fire to itself (at least in a player fleet).

i'd say the speed and Arc Jet Burner are fine, but maneuverability should be reduced significantly. also maybe reduce shield efficiency (it already has great armor, and it's supposed to be a rather low-tech civilian conversion, right?) and/or slightly reduce its firepower, like removing one of the portside small mounts and a small amount of OP.
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Grizzlyadamz

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2504 on: August 06, 2016, 01:08:50 PM »

What if we remove the shield altogether?
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