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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Poll

What would you like to see in Blackrock?

More ships
- 435 (25.2%)
More weapons
- 292 (16.9%)
More campaign features
- 237 (13.8%)
Space monsters
- 344 (20%)
More lore
- 94 (5.5%)
More music
- 64 (3.7%)
More portraits
- 96 (5.6%)
Subfactions
- 161 (9.3%)

Total Members Voted: 773


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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1220742 times)

FireBlitz8404

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Re: Blackrock Drive Yards - v0.30
« Reply #345 on: March 28, 2013, 09:23:10 PM »

Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #346 on: March 28, 2013, 09:36:23 PM »



Meanwhile: small Arguses.

man, ill never get over just how good and cool looking your ship are
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ValkyriaL

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Re: Blackrock Drive Yards - v0.30
« Reply #347 on: March 29, 2013, 06:19:32 AM »

Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?

It stops all ballistic projectiles with gravity before they hit your ship, missiles and energy weapons are not affected.
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sini002

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Re: Blackrock Drive Yards - v0.30
« Reply #348 on: March 29, 2013, 06:25:32 AM »

Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?

It stops all ballistic projectiles with gravity before they hit your ship, missiles and energy weapons are not affected.

it works on swarmer missiles too, but that's because they dont have fuel to propel themselfs
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #349 on: March 30, 2013, 12:06:51 PM »

Made medium-sized Ironweaver, also go to the OP for a little promo picture. ;)
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #350 on: March 30, 2013, 01:00:36 PM »

i mentionned it in another thread, but i'd also like to say it here in person.

your mod is currently my personall favorite.

big fat bucket of high-fives to you my good sir  8)
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Psigun

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Re: Blackrock Drive Yards - v0.30
« Reply #351 on: March 30, 2013, 01:59:19 PM »

It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #352 on: March 30, 2013, 02:21:16 PM »

It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.

funny, i was wondering the same. almost scared that i might not be able to play BRDY when starsector goes gold :P
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #353 on: March 30, 2013, 02:39:12 PM »

Thanks a lot, guys. I don't think I'll stop updating this mod, though.
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #354 on: March 30, 2013, 03:10:07 PM »

Thanks a lot, guys. I don't think I'll stop updating this mod, though.

thats actually very nice to know. i was wondering how/if many modders would keep updating theire mod as the game expands more and more and go gold
« Last Edit: March 30, 2013, 03:12:08 PM by phyrex »
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Fantastic Chimni

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Re: Blackrock Drive Yards - v0.30
« Reply #355 on: March 30, 2013, 07:01:09 PM »

Thanks a lot, guys. I don't think I'll stop updating this mod, though.

I really hope so, and when the campaign is integrated fully I really want to see your faction in it. I like it the most out of any of the fan made factions there is, it just feels like it fits, artwork and gameplay style.
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I'm Fantastic.

Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #356 on: March 31, 2013, 05:58:28 PM »

I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.
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phyrex

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Re: Blackrock Drive Yards - v0.30
« Reply #357 on: March 31, 2013, 07:55:22 PM »

I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

what defines BRDY ships. visually id say its the shape and color scheme. i have no clue how to qualify it, but your ship have an exotic and coherent look between each other that just fits, the high details and little color marker adds a lot to this.

i'd say the solenoid quench weaponry and burst maneuvering systems are also pretty iconic of your faction
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Brainbread

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Re: Blackrock Drive Yards - v0.30
« Reply #358 on: March 31, 2013, 08:18:06 PM »

I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

The general vibe I get when I play with Blackrock ships is that they are maneuverable, dangerous, and fragile. The Desindova being the most obvious example. Lots of firepower, easily overloaded if it gets into a head on fight, but shines when it can hit a flank on pretty much any ship. The amount of burst damage the ships can push out is terrifying.

High flux costs on weapons but good damage is a nice trade, especially with ships that have a low max flux and not the greatest shields (I'd like to see their shields be a little less efficient, to be honest. The ships are, in their current state, much better than vanilla equivalents for the most part. The capital ship feels significantly less useful than pretty much any of the basic capital ships, or compared to the special edition Nevermore which is a terrifying death machine that knows no god).

Annnnnd I think the Gondactylus should have a price increase, due to it being pretty damn good and also cheap to buy early game.

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Doogie

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Re: Blackrock Drive Yards - v0.30
« Reply #359 on: March 31, 2013, 08:28:44 PM »

Cycerin you should return to bsf, we miss you. :(
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