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What would you like to see in Blackrock?

More ships
- 757 (23.6%)
More weapons
- 483 (15.1%)
More campaign features
- 481 (15%)
Space monsters
- 707 (22.1%)
More lore
- 209 (6.5%)
More music
- 132 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 278 (8.7%)

Total Members Voted: 1430


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1802765 times)

Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2520 on: August 25, 2016, 04:36:49 AM »

It's not at all designed to be a formal Hyperion equal. If it was, I would have given it a shield, and more modular weapons. It's designed to be unusual, challenging and fun to fly most of all, and secondarily as a hard counter to heavy swarm/spam tactics, since there is no direct answer to that in the game otherwise, apart from proximity charges/heavy flak spam. Area of effect attacks are quite rare in Starsector, and the Imaginos has two powerful AoEs.

If you do want to use it as a flagship in a mixed fleet, the best way to do it is to stick with your fleet, instead of lone-wolfing like the Hyperion. That way you can negate enemy missiles, use your system to deal heavy hard flux to shields, etc. I see no real way to solo in the Imaginos, you need a shield and more CR.

Quote
Offensively, while it can get behind enemy shield, it doesn't have any suitable weapons to capitalize on opening (as Hyperion with Heavy Blasters can).

With player skills and expanded mags, you can deal significant damage to most ships this way, if not enough to kill outright, then at least to cripple. And most people seem to miss the secondary use of Scalar Deracinator, which is to deal significant hard flux to enemy shields. Warping in front of an Eagle twice is almost enough to overload it outright.
« Last Edit: August 25, 2016, 04:51:21 AM by Cycerin »
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TaLaR

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2521 on: August 25, 2016, 06:37:13 AM »

It's not at all designed to be a formal Hyperion equal. If it was, I would have given it a shield, and more modular weapons. It's designed to be unusual, challenging and fun to fly most of all, and secondarily as a hard counter to heavy swarm/spam tactics, since there is no direct answer to that in the game otherwise, apart from proximity charges/heavy flak spam. Area of effect attacks are quite rare in Starsector, and the Imaginos has two powerful AoEs.

If you do want to use it as a flagship in a mixed fleet, the best way to do it is to stick with your fleet, instead of lone-wolfing like the Hyperion. That way you can negate enemy missiles, use your system to deal heavy hard flux to shields, etc. I see no real way to solo in the Imaginos, you need a shield and more CR.

Imaginos under player control is certainly viable against fighter swarms , but not really a hard counter in same way as flak wall is, because Imaginos requires decent skill to pull it off. So it doesn't really work as AI ship.
It is also not best pick for player, since player's involvement is most important against largest threats.

Quote
Offensively, while it can get behind enemy shield, it doesn't have any suitable weapons to capitalize on opening (as Hyperion with Heavy Blasters can).

With player skills and expanded mags, you can deal significant damage to most ships this way, if not enough to kill outright, then at least to cripple. And most people seem to miss the secondary use of Scalar Deracinator, which is to deal significant hard flux to enemy shields. Warping in front of an Eagle twice is almost enough to overload it outright.

Valid tactics against frontal shield ships, but you still have to play flux tug-of-war against omni. Hyperion with Heavy Blasters completely bypasses any shields, that's quite different.

I'm not saying every frigate has to be a Hyperion, but Imaginos costs almost as much, without being nearly as effective in most combat scenarios.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2522 on: August 25, 2016, 08:14:01 AM »

I'm not saying every frigate has to be a Hyperion, but Imaginos costs almost as much, without being nearly as effective in most combat scenarios.

I don't see the problem with that. It's one of those ships that requires some dedication to get the most out of it, which is by design. You can stomp the AI completely with far worse ships than the Imaginos. But I could perhaps buff its logistics slightly. It's not like I don't want people to fly the thing.

E: But overall the point of the Imaginos (and why I'm hesitant to change it) is that it's hard to pilot and offers an alternative playstyle - if you don't like that playstyle and the drawbacks, just use a different ship. if the ship was just flat out super strong in every situation, I wouldn't feel satisfied with it.
« Last Edit: August 25, 2016, 08:22:59 AM by Cycerin »
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Megas

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2523 on: August 25, 2016, 08:48:53 AM »

If Imaginos costs as much to use as Hyperion, I probably would not use it if Hyperion is available.  Imaginos, powerful as it is, is not as safe and effective as Hyperion.  Imaginos does not need to be all-powerful, but it should not cost as much as a competitor (and vanilla) ship that is all-powerful.

That said, Alex could indirectly whack Hyperion depending on upcoming game changes.

EDIT:  Then again, costs do not matter so much in the campaign given commissions and possibly rarity.
« Last Edit: August 25, 2016, 10:12:49 AM by Megas »
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TaLaR

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2524 on: August 25, 2016, 10:59:48 AM »

Costs may mean not much in vanilla campaign, but they do in Nexelerin, where reputation is not a problem. Imaginos is more expensive than a Desdinova (one of absolute best player-ships, all mods included...), or several Mantis frigates.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2525 on: September 05, 2016, 07:43:39 AM »

Costs may mean not much in vanilla campaign, but they do in Nexelerin, where reputation is not a problem. Imaginos is more expensive than a Desdinova (one of absolute best player-ships, all mods included...), or several Mantis frigates.

Well, if you give the fluff some thought, why does it even exist? It's an experimental ship, mostly used for very specific combat scenarios, esoteric research, and technology testing. The Morpheus came later, and uses the same technology with higher potency, being a better combat ship in every way. If the campaign had more hooks, I would heavily gate access to it in a storyline (as well as its successor - perhaps even make the morph's existence a result of player actions, a la the Aurora Thunderforge in EVN.)

Since I cant do that, I decided to just make it fairly rare and very expensive to use, so that you'll only want to use it if you find it to be worth the hassle, so to speak. In the meantime, you are free to modify data in the .csv files to make it any cost and logistics stats that you want.

Speaking of this, future updates of BRDY will probably center on utility and low-tech ships - there's several "tech levels" inside the mod, with some ships like the Robberfly, Knight and Gonodactylus tending towards the low-tech end of the spectrum, and some ships like the Nevermore handling more like high-tech ships, and then the shieldless experimental vessels. I want to solidify the look and feel of the older vessels in the mod, and add some more sturdy, economic "anvil" ships to round out fleet choices and make the AI BRDY more interesting as an enemy.
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DownTheDrain

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2526 on: September 05, 2016, 02:45:09 PM »

Speaking of this, future updates of BRDY will probably center on utility and low-tech ships

Err... utility, sure, but low-tech?

As far as I'm concerned the Scorpion and Gonodactylus handle the slower, more anvilish side pretty well. Plus there's plenty of options from vanilla and other mods, while I couldn't name a single other destroyer that comes close to the Desdinova in terms of being awesome but not unbalanced.

Of course I understand that you want to flesh out your own faction, without planning around what everybody else is doing, but as a player I'd much rather have a few more Nevermores and Mantises than additional slow, low-tech options that I can get from many, many other factions as well.
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King Alfonzo

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2527 on: September 05, 2016, 05:54:02 PM »

I dunno, I kind of like the idea of BRDY techmining, and while they find some awesome stuff, some of the stuff isn't going to be awesome. But due to how difficult and valuable the tech is anyway, they're going to use it. What's more, the low-tech stuff will probably be a lot more durable (the Gonodalyctus blurb talks about this) or add character and history to the faction (the knight and Nevermore-0) or just introduce a new play style or fills a niche (the Robberfly, the Scorpion). Overall I'm looking forward to it.

Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2528 on: September 05, 2016, 06:22:29 PM »

Speaking of this, future updates of BRDY will probably center on utility and low-tech ships

Err... utility, sure, but low-tech?

As far as I'm concerned the Scorpion and Gonodactylus handle the slower, more anvilish side pretty well. Plus there's plenty of options from vanilla and other mods, while I couldn't name a single other destroyer that comes close to the Desdinova in terms of being awesome but not unbalanced.

Of course I understand that you want to flesh out your own faction, without planning around what everybody else is doing, but as a player I'd much rather have a few more Nevermores and Mantises than additional slow, low-tech options that I can get from many, many other factions as well.


I dont mean literal low-tech
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DownTheDrain

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2529 on: September 05, 2016, 08:30:28 PM »

I actually love the lower-tech Blackrock ships; tooling around in a Mod Silverfish backed up by a Shrimp with a couple of Robberfly escorts feels really good.

Oh don't get me wrong, I like the Mod Silverfish as well, that's a very solid choice for a light combat freighter.
The Robberfly not so much but that's mostly because there are better BRDY frigates available.

I dont mean literal low-tech

That's good to hear, although it is more the anvil part that has me worried. BRDY is kind of the peak of mobile, hard hitting ships for me, so naturally I'd love to see a few more of those.
Of course your average Nevermore is rather expensive to deploy and the AI would probably do a better job with cheaper and sturdier options, so I fully understand where you're coming from. I rarely get to fight Blackrock fleets since I usually cozy up to them to get access to their goodies which may skew my perspective.
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Requal

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2530 on: September 08, 2016, 09:20:34 PM »

Since the text hasn't changed I guess it doesn't work with Graphicslib since shaderlib is still shown in red?
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Midnight Kitsune

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2531 on: September 08, 2016, 09:59:35 PM »

Since the text hasn't changed I guess it doesn't work with Graphicslib since shaderlib is still shown in red?
It works with graphics lib now as Shaderlib is now discontinued
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2532 on: September 15, 2016, 07:10:28 AM »

Thanks for pointing that out, edited the OP.
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Zeni

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2533 on: November 02, 2016, 02:00:59 AM »

Hello everyone!

Dont mind me, but I havent been able to exactly work out where the BRDY ships are obtainable in the main campaign, or if you can even get them there.
I have looked around, but havent been able to find any information .

Any tips?  ;D
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Midnight Kitsune

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2534 on: November 02, 2016, 02:11:05 AM »

Hello everyone!

Dont mind me, but I havent been able to exactly work out where the BRDY ships are obtainable in the main campaign, or if you can even get them there.
I have looked around, but havent been able to find any information .

Any tips?  ;D

A few quick but stupid questions:
1: Do you have LazyLib and GraphicsLib enabled?
2: Do you have the mod enabled in the launcher?
3: How are you launching SS? Are you using the executable or the batch file (makes a console window pop up)
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