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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
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (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: 1425


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791158 times)

ANGRYABOUTELVES

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2580 on: February 22, 2017, 02:57:21 PM »

Very delayed feedback for 0.8.6:

The new Knight design is very pretty. It looks like a bulky ship that can take a lot of punishment, and for a BRDY ship it can, but it's a bit undergunned. It's got a lot of small mounts, but only two mediums and they're hardpoints so far from each other they only start overlapping at 1000 SU. Giving it too many more mounts might start stepping on the Nevermore's toes a bit, so I'd give it another flight deck, maybe two if you want to get crazy about it. That would dovetail nicely with the fighter changes in 0.8, giving BRDY a gunboat/carrier along the lines of the Mora. If you want to give it more guns, though, I'd really like it if the central mount was upped to a medium for 360° PD coverage.

The Bolide and the Comet are confused as to whether they're main guns or supplementary guns. As far as I can tell, the point of putting limited ammunition on guns is to force them into being a supplementary weapon, a powerful weapon that you should only be firing some of the time and that should probably not be the only weapon on a ship, sort of like missiles or the Antimatter Blaster. Having a gun with limited ammunition, but more than enough ammunition for very extended engagements defeats the point of limiting their ammo. Even without Extended Magazines, the Comet has enough ammo to constantly fire for 5 whole minutes, and the Bolide can fire for almost 7; by then everything smaller than a cruiser is out of CR anyway. Either they should have significantly lower ammo and higher fire rate so they're a powerful gun you can only bring out against specific targets worth using the ammo on, or the ammo count should be removed entirely and the stats balanced around that. As it is, the limited ammunition doesn't matter for anything smaller than a cruiser, because the ship will break down before the gun runs out of ammo.

I like the Voidspear changes a lot. They're like the unholy spawn of a Salamander and a Hornet, and I love them so much. I had to stop using my Voidspear Archers because they kept running too far forward and getting themselves killed in large battles, but while I was using them they were very effective at long-range pressure. Voidspears work best in large amounts so you kind of have to build a fleet around having Voidspears on all of your ships, but single medium universal mounts being common on BRDY ships make it both possible to do so and effective when you do.
« Last Edit: February 22, 2017, 03:00:24 PM by ANGRYABOUTELVES »
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2581 on: February 23, 2017, 04:31:41 AM »

Thanks for the feedback, and thanks to everyone who chimed in on the last page. I read and appreciate it all even though I don't respond right away

As for the limited ammo on the Bolide and Comet its mostly a psychological thing to make each shot feel more important, eg. a question of feel rather than as a balancing tool, since constantly toggling autofire on a weapon is something most people will agree is tedious. You have enough reason to toggle-fire Bolides as it is given the autofire AI's propensity for wasting shots.
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BuckCake

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2582 on: February 23, 2017, 08:17:33 AM »

Inspired by the first tournament, is it possible to do a playthrough and potentially conquer the sector with nothing but robberflies?
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cjuicy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2583 on: February 23, 2017, 11:21:25 PM »

Robberfly-mageddon. Oh my.
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OOZ662

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2584 on: February 24, 2017, 01:48:23 AM »

Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.
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Midnight Kitsune

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2585 on: February 24, 2017, 01:50:35 AM »

Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.
And the 25 ship limit
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NightKev

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2586 on: February 24, 2017, 01:56:06 AM »

Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.
And the 25 ship limit
Unless you use SS+ or change the config file yourself.
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Embercloud

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2587 on: March 03, 2017, 01:01:22 AM »

Getting an error on boot.

"brdy ship hulls revenant not found"
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Orikson

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2588 on: March 03, 2017, 01:08:12 AM »

The revenant was what BRDY's Knight was identified before.

To avoid this error (since that thing does not exist anymore), delete the mod and do a fresh installment.

Just merging files and not deleting the previous folder is a common cause for errors with mods (and I mean a lot).
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Embercloud

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2589 on: March 03, 2017, 01:10:25 AM »

The revenant was what BRDY's Knight was identified before.

To avoid this error (since that thing does not exist anymore), delete the mod and do a fresh installment.

Just merging files and not deleting the previous folder is a common cause for errors with mods (and I mean a lot).

Thanks I'll try that
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BuckCake

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2590 on: March 03, 2017, 06:21:09 AM »

You should always delete the old files before updating mods anyway.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2591 on: April 25, 2017, 12:24:29 PM »

https://www.youtube.com/watch?v=eiLE48rBri4

Got brdy running on 0.8 (not campaign yet), having fun making some new fighters. This particular combo is super good against frigs apparently
« Last Edit: April 25, 2017, 12:26:53 PM by Cycerin »
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2592 on: April 25, 2017, 12:56:18 PM »

Rage bombers!! @_@

also, did you buff Comet projectile speed? i haven't played much with those yet, but weren't they supposed to be super slow? ^^
« Last Edit: April 25, 2017, 01:05:16 PM by Sy »
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Inventor Raccoon

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2593 on: April 25, 2017, 03:00:23 PM »

Rest in peace, all enemy frigates.

Was going to ask if you're going to make drones into built-in fighters and give the carriers another system but you know what, that can stay without Reserve Deployment if that's fine hahah.
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2594 on: April 26, 2017, 04:34:30 AM »

The plan right now is to keep existing drones as ship system because a) its less work and b) fighter drones would need to be nerfed as they are inherently more dangerous and less, well, drone-like and dumb. Sentinel drones are meant to be mostly defensive, so it's not really a problem if they hang out around the mothership a lot and act predictably. It also means I don't have to add flares or another replacement ship system. I do, however, plan on doing something with the Megaceras and Stenos involving built in wings.

Rage bombers!! @_@

also, did you buff Comet projectile speed? i haven't played much with those yet, but weren't they supposed to be super slow? ^^

600 speed atm, Bolide are the super slow one. Comets are a small weapon and need to be at least token use against smaller targets. I nerfed their flux/damage ratio slightly since last time.

Here are the new fighter sprites so far:

Nadir Defense Fighter

Front shield, Light Burst Cannon, 2x Tackler Heavy Autocannon, Decoy Flares

Taipan Heavy Interceptor

Nose-mounted Focused Particle Lance, 1x Voidspear MRM, Dart SRM Rack

Mosquito Missile Bomber

1x Rage SRM, Fighter Burst Jets

Other changes:
Dipterons are now 5/wing and claw formation
Kraits no longer have Darts
Vespas are 2 per wing and may need other changes due to friendly fire risk of Fury Torps
Various stat adjustments
« Last Edit: April 26, 2017, 04:42:44 AM by Cycerin »
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