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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 1790366 times)

Shield

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #930 on: January 10, 2014, 09:43:24 AM »

Super-caps is more something I would do... right?? >.>

No you make super duper cooper capital ships with like 100 weapons, I was just thinking along the lines of something slightly bigger than the karkinos
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #931 on: January 10, 2014, 11:54:48 AM »

I loved the codex blurbs that I found (the karkinos one was particularly great)!

Same, additional lore is always welcome. Just have some trouble sometimes understanding all the pseudo-science stuff. Then again, saying it work with magic wouldn't bother me either.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #932 on: January 12, 2014, 11:15:14 AM »

Just added two Blackrock hullmods that can only be installed on faction ships. One is designed to make ships less likely to become crippled by crossfire, and the other increases weapon damage and proj speed but lowers weapon range. The first one is mostly just there to make the AI perform better with standard variants, but it's quite useful overall.
« Last Edit: January 12, 2014, 11:17:54 AM by Cycerin »
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Doogie

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #933 on: January 12, 2014, 11:49:05 AM »

Extra weapon damage + Desdinova = pure, glorious sex.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #934 on: January 13, 2014, 12:48:54 AM »

It's pretty nice for glass cannon setups, the OP cost is pretty steep if you wanna combine it with ITU to offset the range penalty.

The other hullmod just overall makes the ship more forgiving of piloting errors - less EMP damage taken, more engine and weapon health, and slightly improved repair time.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #935 on: January 16, 2014, 09:08:51 AM »



Have you ever thought "man, the Scalaron Blaster and Solenoid Quench Cannon are cool, but the waiting between shots is killin' me..."? Well, thanks to IRRESPONSIBLE SCIENCE, you may now hit a button and instantly fire again. Several times! Only on Stenos™
« Last Edit: January 16, 2014, 09:13:25 AM by Cycerin »
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #936 on: January 16, 2014, 09:24:57 AM »

HNGRH THAT BRIDGE IS GODAMNED MASTERFUL.

Also, I love the details you've added in - the blue dots erywhar, the orange stripes, the greevling patterns and so on look amazing - though there's a bit of a jarring transition along the top and bottom of that light orange central segment, and the left portion of same-segment looks a bit odd. But no seriouslyit'sglorious.
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #937 on: January 16, 2014, 10:02:41 AM »

Honestly i have a small preference for the old Stenos, the lighter colors made it clear that it wasn't a dedicated warship, a bit like the Apogee. Also i had a soft spot for the boxy prow.

Good call for the new ship system though, the Stenos was somewhat underwhelming compared to other BRDY cruisers. With this system we'll be able to craft some new weird armament layout.
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Mazuo

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #938 on: January 17, 2014, 12:59:39 AM »

Why must you tempt us so?   :P

Really need all this new stuff to play with.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #939 on: January 17, 2014, 06:28:45 AM »

I feel it too HELMUT, but I'm already getting used to this one. ;D The different color scheme reflects the higher degree of militarization. The Stenos is an incredibly dangerous glass cannon now - it can pump out almost Nevermore-level burst damage in an ideal situation. It also has excellent PD, as well as a deep flux pool. So far it seems like the AI does well with a lot of small-duty weapons to keep missiles and fighters at bay and then two or three weapons that combo well with the cooldown reset to deal long-range burst damage. You can also stick 3 Scalaron Blasters on it for truly hilarious burst (i changed the S. Blaster a tiny bit to make it less of a no-brainer to put on this ship)

Also making a built-in weapon for the Imaginos (the front hardpoint has been a placeholder)
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #940 on: January 18, 2014, 04:56:28 AM »

I'd like to see some built-in EMP or Lance like weapons in the spars jutting out the front of the Gonodactylus, Desdinova, Asura, and revenant. Those've always looked like they should be ancillary hardpoints for a support weapon to me. Also, I love dem pointy bits - more ships should look like something it'd hurt to grasp.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #941 on: January 18, 2014, 11:53:02 AM »

Yeah, I agree :)

Whipping up a lot of stuff right now. The Scalar Deracinator now works as intended, according to the original design idea! Which means, you are vulnerable while charging, you don't see where the ship's destination is, and the explosion on arrival is extremely dangerous... and now it actually discerns between ally and enemy! It feels really good right now. Deracinator ships have been adjusted to compensate for this.

Also made a 14 op medium energy weapon: The Scalaron Repeater, less situational than the others, and added a similar but more powerful, short-range weapon to the Imaginos.
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #942 on: January 18, 2014, 12:34:42 PM »

Oh you tease, this sounds fantastic!
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #943 on: January 18, 2014, 02:58:45 PM »



New Deracinator. No warning, fewer teamkills (well, a friendly little sting is part of the package)



This is what I mean when I say the Deracinator is intended for "aggressive play"... also, the Rift Cannon is pretty tiiiits.

Bonus:
http://gfycat.com/FlashyCoarseBandicoot
« Last Edit: January 18, 2014, 03:15:11 PM by Cycerin »
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Piemanlives

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #944 on: January 18, 2014, 03:31:29 PM »

Suddenly cruiser
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.
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