Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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


Pages: 1 ... 174 175 [176] 177 178 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790310 times)

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2625 on: May 04, 2017, 01:40:06 AM »

The only dangerous one is the Karkinos, which can EMP most modules on nearby ships and even kill some nearby weak or damaged frigs/destroyers. The Nevermore can also do some collateral, but the others are mainly an annoyance.

I really like that Kumaraja redux.

Im glad, it recieved 2 fighter bays and lost some weapons and stats. The two side turrets are Universals now, rather han Hybrids, so it can mount a more missile-centric loadout.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2626 on: May 06, 2017, 06:29:56 AM »



Got inspired, managed to squeeze in a whole new ship! Hawkmoth-class Heavy Tanker.

Fuel appropriate for a cruiser-sized tanker, combat performance about on par with a Venture (but faster). A proper combat tanker that you can usually deploy into battle and get some mileage out of - plus you don't want to send frigs against this bastard unless you're packing a lot of torps.

The Shredders are built-in and have endearingly bad turret arcs.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2627 on: May 06, 2017, 06:33:50 AM »

Looks pretty. More organic than most Blackrock designs.

(Mandatory: update when?!)
« Last Edit: May 06, 2017, 06:35:43 AM by Bastion.Systems »
Logged

Morbo513

  • Captain
  • ****
  • Posts: 317
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2628 on: May 06, 2017, 08:57:15 AM »

Man I can't wait. I never really got round to playing with the cruisers and capitals in 0.72.
You mentioned some ships were on the chopping block, which ones would they be?
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2629 on: May 06, 2017, 12:45:47 PM »

an actual combat tanker hybrid, yay! \o/

looks great as well, particularly the kinda mean-looking bridge and nose, and the unique engines and rear section layout.

do you know already what ship system it's gonna have?
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2630 on: May 07, 2017, 03:48:47 AM »

Thanks bois

Man I can't wait. I never really got round to playing with the cruisers and capitals in 0.72.
You mentioned some ships were on the chopping block, which ones would they be?
Well, Stenos, Megaceras, Convergence, but all the adjustments ended up being less significant than I thought. Not touched the Convergence yet though.

an actual combat tanker hybrid, yay! \o/

looks great as well, particularly the kinda mean-looking bridge and nose, and the unique engines and rear section layout.

do you know already what ship system it's gonna have?
It's gonna have Arcjet Burner, which combines with its ~2.5k mass and 1k armor for a ship you don't want to be slowly kiting in a lone destroyer
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2631 on: May 07, 2017, 05:48:13 AM »

It's gonna have Arcjet Burner, which combines with its ~2.5k mass and 1k armor for a ship you don't want to be slowly kiting in a lone destroyer
nice. :]

hmm... random idea: you could turn one of the Silverfish versions from combat freighter into combat tanker as well. the base version has the highest cargo capacity, the Mod version has the Shielded Cargo Holds, and the B version could fulfill a tanker role instead. that would give it a unique role in small exploration or merchant fleets, besides the slightly increased combat power from the base version.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2632 on: May 09, 2017, 12:45:06 PM »

Hmm, it's an interesting idea, idk, if I do add more tankers I'll probably just make a small utility ship that happens to have some fuel capacity.

https://www.youtube.com/watch?v=1VWmwlyV7J0

So if you take the temporal field and just make it really short and powerful it becomes reaaal good.
Logged

cjuicy

  • Captain
  • ****
  • Posts: 353
  • Figuring out how the hell to wear heels (She/it)
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2633 on: May 09, 2017, 01:40:40 PM »

I love that little ship. Putting the small particle weapons and an INM assault gun makes for a deceivingly angry little ship.
Logged
It's been a long time, but I still love ya!

- Pfp done by Sleepyfish!

SainnQ

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2634 on: May 09, 2017, 01:42:20 PM »

Pls sir, may we have .8a BDY D:
Logged

ANGRYABOUTELVES

  • Admiral
  • *****
  • Posts: 592
  • AE ALTADOON GHARTOK PADHOME
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2635 on: May 09, 2017, 06:37:23 PM »

Pls sir, may we have .8a BDY D:
Just hold on. It'll be released within six months.
UNATCO? No. Savage.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2636 on: May 09, 2017, 07:10:56 PM »

So if you take the temporal field and just make it really short and powerful it becomes reaaal good.

As Calodine rightly discovered.  ;D http://fractalsoftworks.com/forum/index.php?topic=12110.0
Logged

adimetro00

  • Commander
  • ***
  • Posts: 127
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2637 on: May 09, 2017, 08:07:15 PM »

I've always read that abbreviation as "Birdie". Call me strange but that sounds pretty familiar.
Logged

NightfallGemini

  • Commander
  • ***
  • Posts: 182
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2638 on: May 10, 2017, 03:08:42 AM »

Hmm, it's an interesting idea, idk, if I do add more tankers I'll probably just make a small utility ship that happens to have some fuel capacity.

https://www.youtube.com/watch?v=1VWmwlyV7J0

So if you take the temporal field and just make it really short and powerful it becomes reaaal good.


Oh my god. Please let that be the new Spark Drive. It looks so damn cool.
Logged

Giblodyte

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2639 on: May 10, 2017, 04:23:30 AM »

That tanker/cruiser looks sweet. Always more fun to have a ship that can do some actual fighting.

Also this mod rules, can't wait for the update.
Logged
Pages: 1 ... 174 175 [176] 177 178 ... 209