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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What would you like to see in Blackrock?

More ships
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790371 times)

Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #900 on: December 28, 2013, 11:55:47 PM »

YAY!

I'd already tweaked all of its stats upwards in my personal copy (along with halving the supply cost for all of your ships, they are so hungry) but even then I still liked the dual shard more for any brawling ship, especially since the AI currently seems really bad about supporting with long-range weapons when it's on YOUR team and not the other for some reason.

Edit: Seriously though, I'm really tired of seeing my fleet ships get into ramming range of something with multiple emp drones circling it when I've made sure to equip him with minimum 800 range weapons and ITU, ballistic/beam range boosts, AND manuverability hullmods. I hope alex does a pass on the AI engagement priorities again and just throws out his current code because it does dumb things WAY too often. It's like every ship on your team is getting dominator AI right now instead of being Muhammad Ali.
« Last Edit: December 29, 2013, 12:01:38 AM by Ishman »
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #901 on: December 29, 2013, 08:05:38 AM »

Good choice on the Solenoid, it was pretty much an inferior kinetic weapon compared to the shard guns and even the vanilla Hvel.
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Trylobot

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #902 on: December 30, 2013, 12:39:00 PM »

I hope alex does a pass on the AI engagement priorities again and just throws out his current code because it does dumb things WAY too often. It's like every ship on your team is getting dominator AI right now instead of being Muhammad Ali.

In Alex's defense, he can't be expected to tune the AI for every possible modded ship that it is possible to create. In my mind, the AI does an excellent job with the vanilla ships, and mostly great on modded ships.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #903 on: January 01, 2014, 05:41:12 AM »

AI tweaks will be one of the most polishy polish parts of designing the faction, to be honest. I think that with some of the AI hooks Officers will use, Alex might let us modders affect the behavior of our faction ships a bit more.
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NanoMatter

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #904 on: January 03, 2014, 06:52:28 AM »

Best Mod since starsector, Now make a super battleship like the giant one in the Valkyrian Mission Star Destroyer
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Lopunny Zen

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #905 on: January 03, 2014, 07:54:58 AM »

the team is really damn good...unique abilities and design is in tip top shape....but there is one thing holding this team back a little bit and that makes the team kinda lackluster...they dont have a dedicated carrier...for a high tech team you would expect a bigger shipe with 3 or more flight decks but like the Valkyrie mod it lacks a decent or great carrier for the large expensive fighter count...i mean yeah there is the carrier/slash cargo carrier but that is what all large carriers are but have more flight decks...this team needs a larger carrier....and the design would look brilliant with this kind of team....fantastic team if the carrier is added...otherwise i usually avoid playing them since i like going fighter heavy
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #906 on: January 03, 2014, 08:09:28 AM »

The Typheus is a pretty good light carrier, better than the Condor at least. In the cruiser class, the Convergence does the job better than most carriers of its size. Sure it's not an Astral, but it doesn't cost an arm in supply consumption and logistic points like the TT capital ship. Also BRDY don't have much fighters to begin with.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #907 on: January 03, 2014, 08:12:31 AM »

I'd say three carrier options is more than enough for a faction with two (soon to be three) fighters. :)
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Lopunny Zen

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #908 on: January 03, 2014, 10:54:40 PM »

well id say make a 3 deck carrier and add more fighters...this faction doesnt have a dedicated fighter or corvette and those seem to be all the rage.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #909 on: January 04, 2014, 05:42:56 AM »

Hmm? There is a dedicated fighter. Two actually. The Krait and Serket. But Blackrock isn't a fighter-centric faction, it's a frigate-centric faction. You'll still have interceptors, heavy fighters, phase fighters and torpedo bombers, and three types of carriers.

E: Actually, the Eschaton has a flight deck, so make that four.
« Last Edit: January 04, 2014, 05:45:21 AM by Cycerin »
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Lopunny Zen

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #910 on: January 04, 2014, 10:15:28 AM »

i know but im curious on what this teams fighter loadout would be seeing as the frigates and up are cool...plus every faction has a large carrier so why not these people?
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ValkyriaL

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #911 on: January 04, 2014, 10:29:54 AM »

Bcuz they are special. XD
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Doogie

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #912 on: January 04, 2014, 10:47:16 AM »

i know but im curious on what this teams fighter loadout would be seeing as the frigates and up are cool...plus every faction has a large carrier so why not these people?

Because large carriers are overrated. Having frigate/destroyer sized carriers that aren't this huge liability if destroyed are definitely the way to go. The Nomads do the same thing.

Also, BRDY fighters are powerful enough to not require too many replacements.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #913 on: January 08, 2014, 07:00:30 AM »




Finally got xeno's buckshot code working thanks to help from MesoTroniK and by looking at kazi's implementation in the mayorate mod.
« Last Edit: January 08, 2014, 12:16:36 PM by Cycerin »
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Lopunny Zen

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #914 on: January 08, 2014, 12:32:15 PM »

wtf are you talking about...those carriers suck...and they have a big one...one so big hardly anything stands a chance...the cityship so yeah they have one too :P
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