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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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What would you like to see in Blackrock?

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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1181689 times)

Xanderzoo

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1560 on: March 20, 2015, 08:52:00 PM »

Would it be all right if I were make a mission mod using ships from the Blackrock Drive Yards? I would link to your mod and credit you, of course.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1561 on: March 22, 2015, 10:52:21 PM »

Go ahead.

Even bigger temp. changelog:


Spoiler
Changelog:

0.7.4
- Added Megaceras-class Combat Freighter and Shredder Drones system
- Added Scalaron Pulse Launcher, a weapon that fires homing energy pulses.
- New Impossible-difficulty Mission: Awaking the Beast. Save a station from an attacking fleet with your lone Karkinos. How gneiss of you!

\\\Imaginos changes:
- Rift Cannon revamp: prefire delay to 0.05 seconds (from 0.95 seconds) and lowered damage per shot drastically. Now operates like the Autopulse laser on a charge-limited system - this is mainly to make the ship better in AI hands and less clunky to pilot.
- Reduced the EMP damage done by the Rift Cannon
- Built-in beams are now called S-Beams and deal energy + EMP damage + different look/sfx.
- Increased overall damage done by the Imaginos' Scalar Rejector, especially when you get a massive explosion, but lowered emp damage
- Slightly lowered Scalar Deracinator (small) damage and emp damage
- Increased Imaginos supplies/day by 0.5
\\\Hullmod changes:
- Added new Blackrock-only Hullmod: Blackrock Drive Conversion. Increases 0-flux Boost by 30, max. speed by 5% and max. burn by 1. Lowers turn rate and deceleration by 20%. Does not stack with other engine mods.
- Changed Blackrock Assault Fitting. Bonuses are now 50% EMP resist, 15% extra hull integrity, and 25% faster weapon/engine repair speed. Fixed a bug that made the original hullmod not actually lower repair speeds.
OP cost adjusted down to 5/10/15/25
- Blackrock Sensor Suite renamed to Blackrock Strike Suite. Bonus/Drawback from 10% to 15%.
- New icons for all BRDY hullmods
\\\ Weapon changes:
- Removed ammo from all BRDY ballistic weapons. Tooltips are ultra confusing and bugged with regards to the regenerating ammo, and it was an irrelevant balancing mechanic all in all.
- Increased buckshot projectile count from 18 to 20 for Volley Gun and Ironweaver ADC
- Lowered Volley Gun per-volley damage to 500 total, decreased cooldown between shots to 3 seconds.
- Lowered Ironweaver ADC cooldown to 2.5 seconds, decreased crit chance by 5%.
- Voidspear SRM: Flux/missile to 200 from 170, flight time to from 5 to 6, added DO_NOT_AIM AI Hint
- Changed Ferrocannon: 15% less shot damage, ~25% lower cooldown between shots, ~15% lower flux per shot (This is to make it less powerful when you field 4 of them on the Karkinos, and more powerful if you have one or two)
- Rewrote Shard weapon tooltips to include specific by-the-numbers information on the crit mechanic
- Increased DPS of Shard Cannon and Dual Shard Cannon slightly. Increased range by 50 for both weapons.
- Increased DPS of Shard Gun slightly, but lowered the range to 500.
- Nerfed Achilles MRM ammo to 5 for 6op version and 12 for 12op version, fragmentation damage to 350 per MIRV from 400, and MIRV health down to 180 from 240. Increased refire delay to 10 seconds.
- Added regenerating ammo to 8OP Dart SRM launcher, but not to the 4OP one. Also boosted ammo on the 4OP Dart SRM by 30%.
\\\ Misc changes:
- Lowered charge replenish rate for Stenos Autoloader system to 0.1 from 0.2 ( 10 seconds per charge)
- Increased Stenos flux dissipation by 10, lowered flux capacity by 400
- Increased Stenos hull strength by 500
- Increased Knight flux cap by 100
- Lowered Karkinos flux dissipation by 50 and lowered shield arc to 160 from 180. Reduced maneuverability slightly.
- Increased Nevermore flux dissipation by 20
- Increased Kurmaraja flux dissipation by 50
- Krait fighter: Changed formation type to make sure both fighters fire at the same target more often
- Fixed some descriptions in Rama
- Made BRDY engines slightly warmer in color
- Added CR timers to BRDY capital ships
- Changed Cetonia stats to be a more clean cut freighter now that Megaceras exists
- Adjusted Convergence sprite
- New INM Assault Gun sfx
- Edited Gale Cannon sfx
- Adjusted some Imaginos sound/hullstyle things
- Adjusted ship variants to account for new content and changes
- Adjusted some ship mass values that were erroneously high for the ship's class
[close]
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Xanderzoo

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1562 on: March 22, 2015, 10:54:46 PM »

:) Great! Thank you! :)
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kazi

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1563 on: March 23, 2015, 03:00:10 AM »

Cool. No, Blackrock only starts hostile to the factions that hate almost everyone in the game, such as Templars, Junk Pirates etc. Also I believe both me and Kazi agreed that Mayorate should be hostile to Blackrock, but I don't remember.

More or less. The Mayorate folks were meant to be hostile to most mod factions so you'd either have a new set of ships to beat up on (that would hopefully pose slightly more of a challenge to modded ships than vanilla), or a diverse set of enemies if you sided with them. Plus probably my favorite method of balancing is buying up a whole bunch of Blackrock ships and going on a rampage through Rasht. Speaking of which, I need to update my mod at some point...  :P

Quote from: Cycerin
Yeah, it's one of the things that need some further polish. Apart from that, I'm glad you like the sprite! It's becoming a challenge to evolve my art style while still keeping the faction cohesive. A lot of things I used to do a lot, I never do anymore, like using black outlines - the engame might be to have to redo all the older sprites, which I don't look forward to that much...

I don't think it's actually possible to make the Nevermore any cooler than it already is lol...
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Silver Silence

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1564 on: March 23, 2015, 05:08:38 AM »

Initially didn't like the look of that Ferrocannon tweak, though I didn't see the -25% as +firerate just "ohgod, it's a womp". I still think they're weird guns. Animation doesn't quite go with the speed of the gun because the animation is MUCH faster than the gun can shoot and the animation gives me the impression of these kinetic strike weapons that just hit like runaway freight trains. I have not yet successfully used BRDY ships against Templar fleets with more than just a couple Jesuits or Paladins(? (the all-purpose Templar destroyer).  The long-range guns don't quite do the deeps I'd like (the Ferrocannon was like 130? It's low to me given alternatives like the Gauss Cannon or the Mk 9/IX) and BRDY's tradition of in-your-face, well the Templar do much better murdering with their Rhon and Longinus lasers than the BRDY with their hit-and-run style. Even using the Karkinos' teleport aggressively or defensively has not worked for me yet. Aggressive, can successfully jump a Jesuit and kill it before it does much, but the following Templar let loose the hounds of war Clarents. Defensive, can't quite vent a maxed Karkinos' even with Resistant Flux and 75 vents fast enough to avoid taking a free barrage of Clarents. PD is not robust enough to deal with 6+ Clarents at once. Will keep experimenting to see if I can use a BRDY ship with only BRDY weapons to knock off a Templar fleet with a capital or a couple cruisers in it. Regenerating ammo in more missile launchers will always be a plus. I generally just don't equip them at all because I never feel a weapon that's empty after the first couple ships is worth it. The recent changes has meant most ships I use get smothered in Ballistae now for long-range missiles going everywhere, otherwise it still gets pumped into vents/caps/hullmods for more prolonged battery fire with actual guns. I guess my experiences should be taken with a pinch of salt considering the choice of enemy I'm determined to go up against with BRDY.


Cool. No, Blackrock only starts hostile to the factions that hate almost everyone in the game, such as Templars, Junk Pirates etc. Also I believe both me and Kazi agreed that Mayorate should be hostile to Blackrock, but I don't remember.

More or less. The Mayorate folks were meant to be hostile to most mod factions so you'd either have a new set of ships to beat up on (that would hopefully pose slightly more of a challenge to modded ships than vanilla), or a diverse set of enemies if you sided with them. Plus probably my favorite method of balancing is buying up a whole bunch of Blackrock ships and going on a rampage through Rasht. Speaking of which, I need to update my mod at some point...  :P


For some time, the Valkyrians were the faction I'd go smash my face against for a gud fite. Now it's the Templar. I wonder how those two factions would compare. I imagine Valks could wipe the floor with most Templar ships by sheer volume of fire but then again, Jesuits emp-phasing through the Valks and getting behind them would surely spell the end of any Valk ship due to ridiculous immobility on the part of the Valkyrians.
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HELMUT

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1565 on: March 23, 2015, 10:21:38 AM »

The new re-balanced Valkyrians aren't as strong as they were, they can't really go toe to toe with Templars ships, unless we're talking about the bosses ships.

After playing with the Templars quite a bit in Nexerelin and a very long campaign against BRDY, i can say Blackrock don't have many answers to the white bricks of death.

BRDY weapons tends to have shorter range than vanilla and getting close to a Templar ship with no shield to overload is not a good idea. On top of that you don't have the shield efficiency nor the armor to survive the encounter.

The biggest weakness of the Templars are missiles. Their built in PD system is pretty underwhelming and they rarely use the integrated point defense AI hullmod (which work very well with their weapons BTW). Unfortunately the biggest missiles BRDY can mount are the voidspears (perhaps the scalaron pulse?), which aren't strong or spammy enough to threaten them. Strapping a bunch of Gauss cannons and lrms is probably the best bet against a Templar fleet. Kitting is the only strategy i can see working against them. You can still try to go ninja on them with a fast ship but i doubt even the fastest BRDY crafts can outrun Clarents.

Speaking of Clarents, having a phase ship in your fleet is a must to bait those. The Asura isn't exactly the best at this due to its limited phase cloak but it's better than trying to tank a bunch of Clarents with your shield.
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orost

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1566 on: March 23, 2015, 12:16:38 PM »

I have some complaints about the large weapons. Ferrocannon seems extremely underpowered, with DPS that would be on the lower side even for a medium weapon. Accuracy and muzzle velocity are nice, but hitting doesn't mean much when the hit does so little - it has little effect on anything bigger than a frigate. I use Mk IX Autocannons on my Karkinos instead. Also its sustained DPS is for some reason higher than peak DPS.

Ironweaver ADC also feels very weak (not that much better than a volley gun, a small weapon!) but I think something's off about it in general, because its DPS and flux stats in the stat card are completely absurd (more than 2000 for both) and obviously untrue.

The Squall Battery actually plays fine, but its displayed DPS is incorrect (about one third of what I think it should be, as if it were counting only one barrel).
« Last Edit: March 23, 2015, 12:18:19 PM by orost »
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Silver Silence

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1567 on: March 23, 2015, 03:16:34 PM »


BRDY weapons tends to have shorter range than vanilla and getting close to a Templar ship with no shield to overload is not a good idea. On top of that you don't have the shield efficiency nor the armor to survive the encounter.


Well, they DO have a shield but it can take SO much gawd damned punishment that they can walk through anything short of repeated Gauss Cannon hits and almost completely ignore it.


The biggest weakness of the Templars are missiles.


Hrm... I think I have a bunch of salvaged Exigency missiles laying around at one of the stations, at SHI's Euripedes in Anar because of that crazy market capacity they've got going on there. Might have to try flooding the map with mini-missiles.


....but it's better than trying to tank a bunch of Clarents with your shield.


I can attest to this. Even Neutrino ships cannot hold against Clarents well, especially when an Archbishop is around and the Teuton attacks are endless. If you're in fighting range or at least visual range of the Archbishop, Teutons literally just leave their carrier, dump their missiles on you then go nestle themselves back inside the carrier. Just about the only PD that works is anything akin to Burst PD. It does the damage fast enough but it can still only take down 1-2 missiles at best due to overkill and the brief pause in switching to new targets. The Burst Repeater Beam, which I believe comes from SCY, is amazingly good. 15 shots with expanded magazines, that reload as fast as the vanilla Burst PD can fire is great. However, the really good range of 800 also makes them pretty unwieldy as they have better range than most medium slot weapons despite being a small and have only marginally shorter range than capital ship guns. They constantly waste shots on actual ships and the Templar really do not care for any beam weapons except their own.
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Tartiflette

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1568 on: March 23, 2015, 03:53:07 PM »

*note to nerf the burst repeater beams a bit*
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Nanao-kun

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1569 on: March 23, 2015, 04:03:44 PM »

*note to nerf the burst repeater beams a bit*
The 800 range makes it a bit hard to use. So yeah.
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Silver Silence

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1570 on: March 23, 2015, 05:49:28 PM »

@Tartiflette

If there is a weapon tag that enforces missile PD only, that could work. Then other stats could be left be and OP could maybe get knocked up a bit. Then you have an expensive solution to missile defense, assuming ALL you want out of that slot is premium missile defense. As it stands right now, the repeater beams can be used as dual-purpose weapons in frigate-frigate combat as it's highly unlikely a frigate will spit out enough missiles to overwhelm the repeaters, providing a viable anti-ship weapon that outranges most frigates' guns but is really heavy on the flux for frigates to use for any length of time. Then they get more unwieldy as you get into bigger fights with higher missile volumes and the fact that they probably still outrange your actual guns forcing you into fights with flux already built up unless you actively toggle them as and when, instead of simply leaving them autofiring all the time. In capital ship fights, the fact that their range only just lags behind weapons like the HAG, the Mk IX or the Mjolnir while outranging the Autopulse means they start firing almost the same time your main guns do and beams do little to ships of this size unless you really go overboard (see beam Paragon or Templar Longinus) and the ones that can't even withstand repeater beams are likely also the ones that aren't suited to combat anyway so at this point, they're only depleting their charges unnecessarily and driving your flux up.
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Megas

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1571 on: March 29, 2015, 07:12:00 PM »

Some incomplete feedback:

I did not examine Blackrock as much as I did the Templars, since Blackrock is a bigger mod, and I have memory problems when I run this with Nexerelin, but here goes...

Out of all of the faction mods available, Blackrock is probably the best overall long-standing quality mod.  It has a distinct style, has plenty of quality custom content, is reasonably balanced, and it has not died (yet).

Weapons:
The biggest winner are the Argus beam series.  Burst PD on a budget, and excellent missile defense, especially with Advanced Optics.  Micro PD is even available in Open Market, and a great buy for those with Advanced Optics.

The other standout is Scalaron repeater, which is destructive and fills a niche none of the standard weapons do - a high-performance, high DPS medium weapon.  Its lesser cousin, the blaster, would be lackluster if it did not behave like an unlimited antimatter blaster.  Good when you need spike damage, but not as much as standard blasters for general brawling.

Most of the weapons, whatever they are, are slightly inferior alternatives of standard weapons.  Either they underperform in some way (range or DPS) or cost more OP than necessary.  If I have a choice between standard or Blackrock, I choose standard.  However, many Blackrock weapons are acceptable alternatives when standard weapons are unavailable.  For example, I want railgun but have none, I use shard cannon.  I want light assault gun, but have none, I use INM.

None of the Blackrock missiles stand out, and since none of them regenerate or outperform Reapers, I have no reason to use them over standard missiles, ever.

Some Blackrock weapons are real losers:
  • Shredder MG is generally rubbish.  It is a Vulcan without the continuous firing, making it unreliable as missile-defense.  Higher OP cost than the superior Vulcan makes the Shredder even worse.  Its only saving grace is it is sold in open market.
  • Shard Gun (not Shard Cannon) has terrible range.  I prefer Light (Dual) AC over this for more range and cheaper OP cost, despite awful accuracy.
  • The shotguns (Volley Gun and Ironweaver) have terrible range.  If I spend top OP for weapons, I better get something good out of it, but was... disappointed with the results.
  • Sunfire is outclassed by Phase Lance.  I tried both on a Nevermore, and Phase Lance outperformed for less.

Ships:
Aside from performance, the ships have a distinct style.  They appear as enemy bug ships you expect to see from Namco's Galaxian/Galaga series.

I did not play with every one since I did not have enough weapons for all, and did not spend much time grinding for goodies.  The Blackrock ships I like to play with most so far are Nevermore and (especially) Asura.

Asura has excellent stats and mounts.  I was skeptical about its ship system (Flux Ejector), but after a few fights, it proved its worth.  it is very powerful if you need to remove flux at a critical time but cannot waste time to vent.  Pop off some tanks, and it is ready to fight some more.

Nevermore feels fast and strong for a cruiser, but not too overpowered, and is surprisingly fragile if I am not careful.  It feels like an Aurora that does not need Reapers to devastate fleets.

Gonodactylus is strange but effective.  Feels like an alternative Enforcer or Hammerhead.  Give it light assault guns on its left, railguns in the front and back, and Salamanders on its right, and it can brutalize ships.

I thought I might have fun piloting an Imaginos, but discovered that ship is a pain to pilot.  Its main weapon is slow, short-ranged, and an overall pain to use.  Not much can be done to customize the Imaginos.  I just mount a railgun and the usual best standard hullmods (Augmented Engines, ITU, the usual suspects) and call it a day.  It may seem like a Hyperion clone, but it is not.  The rejector special is novel (and cutting-edge when introduced), but not very useful as a trump card.

Question:  Why do the capitals have unlimited peak performance?  Ships like Karkinos can guarantee a win by fleeing and outlasting any ship it cannot outgun until the enemy rots from CR decay.

I read things about Desdinova, but did not get a chance to test drive it due to lack of weapons.  No more comments on ships for now.

Hullmods:
I have little use for the custom hullmods that can be bought.  Targeting Suite guts shot range, a big no-no (except maybe if I use standard long-ranged ballistics like HVD or Gauss).  Assault Fitting seems okay, but I need the OP more than its benefits.

I generally stick with Augmented Engines, Hardened Subsystems, ITU, and Resistant Flux Conduits for just about anything with OP to spare.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1572 on: March 29, 2015, 09:32:42 PM »

Thanks for the praise n feedback. I appreciate it. A lot of the concerns you bring up have already been looked at for the upcoming patch, other things not so much, but you should take a look at this changelog:

Spoiler
0.7.4
- Added Megaceras-class Combat Freighter and Shredder Drones system
- Added Scalaron Pulse Launcher, a weapon that fires homing energy pulses.
- New Impossible-difficulty Mission: Awaking the Beast. Save a station from an attacking fleet with your lone Karkinos. How gneiss of you!

\\\Imaginos changes:
- Rift Cannon revamp: prefire delay to 0.05 seconds (from 0.95 seconds) and lowered damage per shot drastically. Now operates like the Autopulse laser on a charge-limited system - this is mainly to make the ship better in AI hands and less clunky to pilot.
- Reduced the EMP damage done by the Rift Cannon
- Built-in beams are now called S-Beams and deal energy + EMP damage + different look/sfx. Good for knife fighting.
- Increased overall damage done by the Imaginos' Scalar Rejector, especially when you get a massive explosion, but lowered emp damage
- Slightly lowered Scalar Deracinator (small) damage and emp damage
- Increased Imaginos supplies/day by 0.5
\\\Hullmod changes:
- Added new Blackrock-only Hullmod: Blackrock Drive Conversion. Increases 0-flux Boost by 30, max. speed by 10% and max. burn by 1. Lowers turn rate and deceleration by 10%. Does not stack with aug. engines, unstable injector, etc
- Changed Blackrock Assault Fitting. Bonuses are now 50% EMP resist, 15% extra hull integrity, and 25% faster weapon/engine repair speed. Fixed a bug that made the original hullmod not actually lower repair speeds. OP cost adjusted down to 5/10/15/25.
- Blackrock Sensor Suite renamed to Blackrock Strike Suite. Now gives 15% damage boost to all weapons, 10% less flux cost for all weapons, 15% range reduction on ballistic/energy.
- New icons for all BRDY hullmods
\\\ Weapon balance changes:
- Removed ammo from all BRDY ballistic weapons. Tooltips are ultra confusing and bugged with regards to the regenerating ammo, and it was an irrelevant balancing mechanic all in all.
- Increased buckshot projectile count from 18 to 20 for Volley Gun and Ironweaver ADC
- Lowered Volley Gun per-volley damage to 500 total, decreased cooldown between shots to 3 seconds.
- Lowered Ironweaver ADC cooldown to 2 seconds, decreased crit chance by 5%. Overall much higher DPS and suppression factor.
- Voidspear SRM: Missile HP to 200 from 180, Flux/missile to 200 from 170, flight time from 5 to 6, added DO_NOT_AIM AI Hint (will autofire from offset mounts now)
- Ferrocannon: New shot damage: 750 \ New shot cooldown: 4 seconds \ New flux/shot: 1200 \ New range: 900 (This is to make it less powerful when you have 4 of them on the Karkinos, and more powerful if you have one or two, overall, the weapon does more DPS)
- Ferrogun damage to 300 from 320 and range to 800 from 750, this is to differentiate it from the Dual Shard and make it better at close support
- Rewrote Shard weapon tooltips to include specific by-the-numbers information on the crit mechanic
- Increased DPS of Shard Cannon and Dual Shard Cannon. Increased range by 50 for both weapons. Increased proj speed slightly. Adjusted flux/dps ratio. Now slightly less efficient but just as damaging as AC vs shields, with the added bonus of the anti armor crit mechanic.
- Damage of Shard Cannon/Dual Shard Cannon crit from 250 max to 200 max.
- Increased DPS of Shard Gun, but lowered the range to 500. Roughly on par with IR Pulse for overall performance now, but more responsive and probably better vs. armor.
- Nerfed Achilles MRM ammo to 5 for 6op version and 12 for 12op version, fragmentation damage to 350 per MIRV from 400, and MIRV health down to 160 from 240. Increased refire delay to 10
seconds. Small Achilles now regenerates 1 missile per minute and medium one regenerates 2 missiles per minute.
- Added regenerating ammo to 8OP Dart SRM launcher, but not to the 4OP one. Also boosted ammo on the 4OP Dart SRM
- Antimatter Lance: Now does 2500 Energy damage and zero EMP damage. New bullet sprite, slightly adjusted impact effect.
- Fury-class Torpedo: Launch speed increased by 20 and damage increased by 250
- PDE weapons (All): Longer burst length to make it more likely to catch a ship lowering shields. Better flux efficiency. Slightly improved turn speed.
\\\ Other changes:
- Added on-hit effect to Scalaron Blaster (same as Scalaron Pulse) with new sfx
- Shard Cannon / Dual Shard Cannon sprite + barrel + muzzle flash fixups
- Kurmaraja flux dissipation increased by 150 and flux capacity increased by 500.
- Lowered charge replenish rate for Stenos Autoloader system to 0.1 from 0.2 ( 10 seconds per charge)
- Increased Stenos flux dissipation by 10, lowered flux capacity by 400
- Increased Stenos hull strength by 500
- Increased Knight flux cap by 100
- Lowered Karkinos flux dissipation by 50 and lowered shield arc to 160 from 180. Reduced maneuverability slightly.
- Increased Nevermore flux dissipation by 20
- Increased Kurmaraja flux dissipation by 50
- Krait fighter: Changed formation type to make sure both fighters fire at the same target more often
- Made BRDY engines slightly warmer in color
- Added CR timers to BRDY capital ships
- Changed Cetonia stats to be a more clean cut freighter now that Megaceras exists
- Adjusted Convergence sprite
- New INM Assault Gun sfx
- Edited Gale Cannon sfx
- Adjusted some Imaginos sound/hullstyle things
- Adjusted ship variants to account for new content and changes
- Adjusted some ship mass values that were erroneously high for the ship's class
- PDE beams are now a more yellow-green color like the other BRDY plasma weapons
- Fixed interactions with TwigLib content, courtesy of DarkRevenant
- Fixed some descriptions in Rama
[close]

I only really disagree with two things in your post:
- I really think the Imaginos needs to be piloted like an Imaginos and not a Hyperion, which sounds vague, but the ships really are extremely different despite superficial similarities. The right click only becomes a trump card once you are in the thick of a fight, where you never want to be in a Hyperion. My WIP changes should make it feel a lot better to pilot.
- Shredders are amazing PD weapons, especially when you have several covering the same arc. Better than the Vulcan in numbers, worse when covering a ship's flank on its own due to the reload. Also great anti-fighter/anti-hull.
« Last Edit: March 29, 2015, 09:37:02 PM by Cycerin »
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Histidine

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1573 on: March 30, 2015, 05:24:40 AM »

Aren't the big selling points of the Shredder longer range + the spread and the faster projectiles meaning it can hit a missile or fighter flying perpendicular to the line of fire (unlike the LMGs, which really love to create a stream trailing the target uselessly)? Although I think the Vulcan doesn't suffer from the latter problem as much as MGs do.
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Megas

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Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« Reply #1574 on: March 30, 2015, 06:46:36 AM »

When I need reliable ballistic PD to stop Salamanders and the like, I need it!  Shredder's intermittent bursts kill it for missile defense.  I do not care if it has better range or other stats if it costs more than Vulcan but cannot stop missiles reliably.  I have seen multiple times when the Shredder did not shoot (i.e., fired its burst but failed to stop the missile), and Salamanders struck my ship.  It is about as reliable as standard machine guns in missile defense.  Vulcan is more reliable (it is not perfect, but I had better results with Vulcan than either Shredder or standard LMGs), and costs less OP.  As for multiple Shredders, most frigates can only use one or two guns for PD, so more than two covering each other is often not an option.  Even if it had more mounts, I still prefer Vulcan because of cheaper OP cost.  If I want a multipurpose weapon instead of dedicated PD, I will use LMG which is even cheaper than Vulcan!

I am aware Imaginos is not like the Hyperion.  I tried to pilot the Imaginos as it is, but I do not like it.  It is built as a melee fighter in a game where ships should try to outrange or outgun (or escape) the enemy, but Imaginos is poor at both.  The biggest problem with Imaginos is its awkward main gun.  Its shot speed is about as slow as a Hellbore Cannon, and its range is atrocious.  I need to hug my target to do significant damage, with a fragile ship with no shield or phase cloak.  No shield makes it very squishy despite armor regeneration.  I suppose I could use its rejector as a temporary fortress shield as I flee.  Imaginos does not feel like a Hyperion competitor despite similar costs.
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