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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


Pages: 1 ... 21 22 [23] 24 25 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790280 times)

theSONY

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Re: Blackrock Drive Yards - v0.30
« Reply #330 on: March 18, 2013, 01:07:33 PM »

When can I has?
i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
ow & the ship looks like cyber dreads sam fisher from the future :D
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-the ABOMINATION - in progress

SainnQ

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Re: Blackrock Drive Yards - v0.30
« Reply #331 on: March 18, 2013, 01:36:34 PM »

Y'know I really underestimated the lethality of Quench cannons, untill I could mount more then 2 at a time.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #332 on: March 18, 2013, 03:18:31 PM »

Yeah. The alpha strike is extremely useful against smaller ships. I'm wondering if I might have to bump up the OP cost to handicap quench gun based outfits a bit.. or lower the range.
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Uomoz

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Re: Blackrock Drive Yards - v0.30
« Reply #333 on: March 18, 2013, 03:48:46 PM »

Alpha strike is OP in general balance. That's why it's actually very rare in vanilla (am blaster and missiles generally).
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #334 on: March 18, 2013, 04:33:47 PM »

Pretty much.. or ammo-capped harshly, like the Venture's sabot/harpoon + fast missile racks wombo combo.
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #335 on: March 23, 2013, 04:51:49 AM »

Just a suggestion for the Solenoid Quench cannon, since it has an animation of it cooling down, why not have the animation close when the gun is ready to be fired again, and while it can't fire have the heat shields open?
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #336 on: March 23, 2013, 09:09:55 AM »

The firing chamber needs to close to re-fill with ferrofluid.  ;)
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MShadowy

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Re: Blackrock Drive Yards - v0.30
« Reply #337 on: March 23, 2013, 09:44:09 AM »

When can I has?
i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
ow & the ship looks like cyber dreads sam fisher from the future :D

Well, I think it could be looking better, though I do kind of like that red.  It feels a bit too uniform, perhaps.  Well, we'll how it looks when we can play around with it.
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #338 on: March 23, 2013, 02:44:36 PM »

The firing chamber needs to close to re-fill with ferrofluid.  ;)


Ah I understand now.
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Fantastic Chimni

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Re: Blackrock Drive Yards - v0.30
« Reply #339 on: March 25, 2013, 02:33:47 PM »

I cant wait for the next release of this mod, and the nevermore is just so much fun to jump around with. I will also say I like how the thrusters work on it. Not sure if its intentional, but the fact that they make it go everywhere but away from the enemy gives me a bit of a feeling that the nevermore should never be retreating.
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Shield

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Re: Blackrock Drive Yards - v0.30
« Reply #340 on: March 25, 2013, 04:44:04 PM »

So....when can I has?
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Brainbread

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Re: Blackrock Drive Yards - v0.30
« Reply #341 on: March 27, 2013, 06:41:16 AM »

Can you increase the upkeep on the Phase Fighter's cloak? For 10 OP, they're one of the most frustrating and difficult things to kill. Even more so if you're using Ballistic Weapons. The only really effective method I've had of killing them is having ships loaded out with Burst PD weapons. Everything else is too slow to tag them.

So in short, I think their phase cloak is too good. They're scary to fight against (they do a ton of damage if they aren't idiots and miss with their Quills), and too difficult to kill compared to pretty much any other ship.

So thats all. Love them to death otherwise =P
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #342 on: March 27, 2013, 10:55:09 AM »

What I'll probably do is give them Pulsed Plasma Emitters instead, so they need to expend flux to hurt large targets to a greater extent... or a variant of the quill that has less ammo and fires one rocket at a time. We'll see how it pans out, they are still a fighter wing that costs the same as a high-end destroyer in deployment points.
« Last Edit: March 27, 2013, 10:56:49 AM by Cycerin »
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Wyvern

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Re: Blackrock Drive Yards - v0.30
« Reply #343 on: March 27, 2013, 12:51:43 PM »

Hm.  For a competing viewpoint, I find them a bit of a nuisance, but not a serious threat.  Then again, I tool around in a Gedune cruiser with maxed combat & tech skills, hardened & extended shields, etc., so, err, I don't find high end destroyers to be serious threats either.

I do agree that their phase cloak upkeep seems a bit low, but they make up for that by randomly de-phasing so I can kill them (CEPC turrets work well enough for me), so...

I'd think that increasing phase upkeep, flux capacity, & speed, along with giving them some flux-hungry weaponry (AM blaster, or IR Pulse Laser, or the like) might be good... but I'd like to see them move in, hit a target, move out to vent, and I'm not sure the AI is smart enough to do that.  Worth some playing around, but the current state isn't bad.
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Wyvern is 100% correct about the math.

Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #344 on: March 27, 2013, 03:24:53 PM »



Meanwhile: small Arguses.
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