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News: Starsector 0.8a is out (hotfix is up!) ; New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17)
 
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Question: What would you like to see in Blackrock?
More ships - 282 (26.9%)
More weapons - 182 (17.4%)
More campaign features - 146 (13.9%)
Space monsters - 196 (18.7%)
More lore - 44 (4.2%)
More music - 35 (3.3%)
More portraits - 63 (6%)
Subfactions - 100 (9.5%)
Total Voters: 459

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Author Topic: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)  (Read 630134 times)
The2nd
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« Reply #2625 on: November 19, 2016, 09:11:20 AM »

I've never really used Voidspears so I don't have a point of reference.

This weapon (Bolide Heavy Artillery) has 100 more range, and is a 15 OP cost medium. Unlike the Ferrocannon/gun, it can miss shots a lot of the time thanks to its 450 proj speed. Burst jetting backwards while firing will make your shots about as fast as a proximity charge, burst jetting forward will make them on par with a HVD or mauler. Plus the fact you can sling them sideways as well.

Now that is really neat. Watching with hindsight it's kinda obvious that you are almost always boosting forward with a shot. Can the AI handle it? It seems to have problems with projectiles influenced by ship velocity as can be seen by SO frigates equipped with Reapers.
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Sy
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« Reply #2626 on: November 19, 2016, 11:19:19 AM »

the AI has trouble with the Jet Boost systems in general, and even with vanilla Maneuvering Thursters. i think it just uses them whenever they come off cooldown, even if they're mostly wasted.

maybe we'll get an improved AI with the upcoming Plasma Jets system, since i imagine that will have the same problem.
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Cycerin
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« Reply #2627 on: December 01, 2016, 02:46:04 AM »

Now that is really neat. Watching with hindsight it's kinda obvious that you are almost always boosting forward with a shot. Can the AI handle it? It seems to have problems with projectiles influenced by ship velocity as can be seen by SO frigates equipped with Reapers.

It handles it OK, mostly I would stick the weapon on slower, more stable ships if it's going to be used by the AI.
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Elaron
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« Reply #2628 on: December 23, 2016, 02:05:49 PM »

Just want to say that I love this mod! Desdinova and Nevermore are highly rewarding to fly, and fit well with my general play-style, while the amount of work you and your collaborators have put into it shows with the quality of the art and other assets.

I've been beating my head on the "Wake the Beast" mission, having a hard time with the missiles and the frigates (almost any amount of missiles overwhelmed the stock Kark's point defense, while the frigates' were aggressively moving to my rear, where there's almost nothing that can deal with them).

Eventually, I gave up on the stock fit, and came up with a configuration that allowed me to finish the mission:


Which allowed me to get the following result:

It's cheesy of me to use Maximized Ordnance, I know, so I'll be trying again with a trimmed-down version.

Once again, thank you, and I look forward to what you accomplish next with the mod!
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Sy
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« Reply #2629 on: December 23, 2016, 03:05:56 PM »

Eventually, I gave up on the stock fit, and came up with a configuration that allowed me to finish the mission:
i also always put a lot more PD on Karkinos than the default variants have. can't avoid all missiles just with teleporting. ^^

that screenshot shows that your GraphicsLib is acting up, btw, causing some weird color shifts. it did the same for me and a few others, i think it's an issue with the recent geforce drivers. you'll probably wanna set "enablePostProcess" to false, in \Starsector\mods\GraphicsLib\GRAPHICS_OPTIONS.ini until it gets fixed.
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Elaron
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« Reply #2630 on: December 23, 2016, 08:12:27 PM »

Eventually, I gave up on the stock fit, and came up with a configuration that allowed me to finish the mission:
i also always put a lot more PD on Karkinos than the default variants have. can't avoid all missiles just with teleporting. ^^

Yeah. The stock fit wasn't even stopping lone pairs of Salamanders properly. Deeply frustrating.

that screenshot shows that your GraphicsLib is acting up, btw, causing some weird color shifts. it did the same for me and a few others, i think it's an issue with the recent geforce drivers. you'll probably wanna set "enablePostProcess" to false, in \Starsector\mods\GraphicsLib\GRAPHICS_OPTIONS.ini until it gets fixed.

Thanks for the tip. Definitely been happening since I installed the most recent nVidia drivers. I rarely bother to update them as most of these point releases are just optimizations for games I haven't bought, so I'm a bit irritated that I did on this occasion. It's especially noticeable on Shadowyards ships.

So, this adjusted fit


managed, after a couple of attempts, to give me a result:


Damn those frigates, especially that Wolf with long-range beams, are irritating. Would definitely rather have a Nevermore for that mission.
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Sy
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« Reply #2631 on: December 24, 2016, 01:06:53 AM »

Yeah. The stock fit wasn't even stopping lone pairs of Salamanders properly. Deeply frustrating.
to be fair, Salamanders aren't really a good way to judge general PD effectiveness, because their flight path is so different from almost all other missiles. beams (especially burst ones) are very good at stopping them, but most ballistic PD is not, despite the fact that ballistic PD is usually preferable against most missiles that actually head directly for your ship in a more or less straight line.

Shredders are pretty good against most missiles. but i still like having at least the front of capital ships and some cruisers defended by one or two medium PD weapons.
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Cycerin
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« Reply #2632 on: January 10, 2017, 12:15:58 PM »



Patch coming soon with redesigned Knight, two new weapons, and various fixes, changes and polish.
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Doogie
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« Reply #2633 on: January 10, 2017, 12:54:22 PM »

Cool Cheesy

Gives off a bit of a Knights Templar vibe, which makes sense cause you made those.
Gonna have fun playing with that thing.
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Cycerin
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« Reply #2634 on: January 10, 2017, 02:27:17 PM »

 Grin

It's probably the overall tankiest brdy ship except for the Karkinos, at 900 armor, 9000 hull. And it focuses mainly on missiles, with two medium composite hardpoints and 4 small missile hardpoints. The rest is an even coverage of small hybrid turrets. Ship system is Heavy Maneuvering Jets, which is inbetween burst jets and normal m. jets in terms of mechanics
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Gothars
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« Reply #2635 on: January 10, 2017, 03:01:22 PM »

I like the heavy armor around the middle with the slight hint of a feather/wing like structure a lot. What are the two yellowish square structures at the front? Flight decks?

The only part I don't like is the bridge, half of the time it somehow looks tilted upwards to my eyes.
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Cycerin
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« Reply #2636 on: January 10, 2017, 03:40:22 PM »

Glad you like it. Yea, flight decks. Just one flight deck though, gameplaywise.

Damn, I can see that about the bridge though. I actually have an idea.
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Histidine
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« Reply #2637 on: January 11, 2017, 05:03:40 AM »

Too bad it can't be re-renamed to Revenant...

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Sy
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« Reply #2638 on: January 11, 2017, 11:11:33 AM »

the front looks like the head of a slug to me.. ^^

other than that, it's great! i'll probably use it with a loadout similar to shrimp, with lots of durability hullmods & skills and close range firepower, for maximum INYOURFACEyness.
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Cycerin
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« Reply #2639 on: January 11, 2017, 11:53:12 AM »



Approaching finalness now
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