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Author Topic: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.  (Read 323286 times)

Debido

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #240 on: August 15, 2013, 02:55:05 AM »

Yes, I would like to see the carrier deck, that internal space could be used for more powerful engines, or greater flux capacity/dissipation. As for the shape I would go along Ravendarke's shape (I love the canard styling), but I would expand the fore deck to produce some significant DPS output vector from the front 120 degrees of the ship. At the moment the fore of the ship soaks up more damage from enemy fire than any other section.

Something that looks like this



Would a built in gun be a good option? It's hard to say and depends on it's field of fire (5, 10-15 degrees), range, damage, rounds per second, projectile speed and damage type. At the moment flux can build up very quickly even with maxed out flux capacity and dissipation. Having said that, there are few enemy ships that last long against a withering broadside...From a practical point of view I find turrets get more projectiles on target more often. Frankly the ether driver is currently more than sufficient in terms of long range DPS and the heavy needler for closer brawls with larger ships if I can get in closer.

:-D Having said that, does the EMSW generator get more powerful with more flux build up?
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ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #241 on: September 01, 2013, 01:54:41 PM »

Quote
:-D Having said that, does the EMSW generator get more powerful with more flux build up?

Yes it does. more flux = more damage.

So, how are people liking the new update? missing anything? boss fleet harder to beat than usual? ::)

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FasterThanSleepyfish

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #242 on: September 01, 2013, 02:35:15 PM »

Actually, more fighters and less big ships make it a bit easier. (Just gotta have good PD) No more cruiser\destroyer spam!
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ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #243 on: September 01, 2013, 02:48:54 PM »

So its easier than before huh? :o seems i have to do some tweaking... ::)
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Grug

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #244 on: September 01, 2013, 03:04:24 PM »

"Girls with handheld beam weapons."

Safe to say I'm not gonna touch this mod with a mile long stick.
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Vinya

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #245 on: September 01, 2013, 03:11:12 PM »

"Girls with handheld beam weapons."

Safe to say I'm not gonna touch this mod with a mile long stick.

But it might gi[CENSORED FOR YOUNG EARS].

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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #246 on: September 01, 2013, 03:16:17 PM »

Quote
mostly of women using hand held beam weapons

Is that better? =)
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Grug

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #247 on: September 01, 2013, 03:18:34 PM »

It's still animu nonsense. I'm not big on lore obliterating mods, honestly. So as I said, not gonna be trying this mod. Good luck with it, though.
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ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #248 on: September 01, 2013, 03:27:35 PM »

if the mod is just anime nonsense in your eyes, its your loss, nevertheless, i hope you find a mod that suits your taste!

Now, i have made the boss fleet....harder... i'll make further adjustments. =)
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FasterThanSleepyfish

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #249 on: September 01, 2013, 07:47:27 PM »

Oh Valk, always happy even though they be hatin'
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Axiom

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #250 on: September 01, 2013, 10:39:02 PM »

Nice ships, though in a skilled players hands they would be way OP the AI is so bad all that extra power just makes them challenging.

The big one's ability to infinitely-refresh-it's-flux-instantly-without-dropping-shields-while-dealing-massive-aoe-damage-that-will-be-instantly-followed-up-by-around-30-medium-and-large-weapons-melting-whatever-is-left-of-you. (deep breath) is just utterly nonsensical overkill for an ability especially on a ship like that. might as well just give it an invincibility shield and an instagib cannon with unlimited range, ammo, and perfect coverage. ::)

And please, do not mention the opening in the shield around the back. Firstly, you can fix that hole with 1 hull mod making it a perfect 360 shield. Secondly, killing the engines of a ship that flies like a half dead slug is about as effective as throwing rocks and screaming obscenities at it. (possibly even less effective ;)) The only reason its killable at all is because EMP damage from Tachyon lances can wipe out 90% of its ability to fight back, and the AI is too dumb to abuse its OP ships properly.

(I am of course not going to use any of the stupidly powerful custom weapons that sometimes pop up. like that orbital fusion cannon I saw the other day. I mean, come on, 159,940 burst damage? why not just call it the  "I can kill everything in one shot with my 8000 range 1337h4xx0r weapon", or something. But I digress.)

All in all, this is a faction that I love to hate. 8)
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ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #251 on: September 01, 2013, 11:33:04 PM »

If we are talking the Vat IV here, which I presume we are, its not the first time people are wondering about it, it's a Boss ship, its not intended to be balanced in any way, shape or form, and it cannot be obtained by the player in any way expect beating the fleet and getting it as a reward for doing so, at which point you're probably strong enough to solo any fleet in the sector anyway, it's ship system is specific to the Vat IV alone, much like the other Super-Capitals also having abilities specific to them, but less powerful. Meanwhile with the rest of the faction, I do my best to keep them balanced, but at the same time, not completely worthless in AI hands, because, truth be told, its very hard if not even impossible to balance a ship for a player, because any ship you give a player, will be overpowered.

This is also a flaw on my part for trying to make the AI good, since most if not all my ships, have so many small mounts intended for supreme point defence that people simply fit with needlers or other nasty guns that simply trash anything they point at. :-\

I do love feedback tho, its very much appreciated, I don't get an awful lot of it these days. =I  

Also
(I am of course not going to use any of the stupidly powerful custom weapons that sometimes pop up. like that orbital fusion cannon I saw the other day. I mean, come on, 159,940 burst damage? why not just call it the  "I can kill everything in one shot with my 8000 range 1337h4xx0r weapon", or something. But I digress.)

All in all, this is a faction that I love to hate. 8)

You sure you're not mixing my mods weapons up with someone elses? because i'm pretty sure I don't have anything like that. ???

I know that Interstellar Federation has a weapon called Orbital fusion cannon, and that mod is pretty famous for its crazy weapons.

My weps are more commonly about range and DPS, not alpha damage, i do have some of those as well tho. (Ether Driver)
« Last Edit: September 01, 2013, 11:40:44 PM by ValkyriaL »
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Axiom

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #252 on: September 02, 2013, 12:47:17 AM »

Heh, Im playing in Exerelin actually and sometimes random weapons just pop up for sale in my stations. most of the more OP ones are supposed to be "built in" as well, which suggests this is some kind of glitch?

As to the ship itself, in Exerelin at any rate, these ships are in nearly every large valk fleet especially a little later into the game when the factions have got themselves fairly well established. This unfortunately makes your boss ship rather a common sight. Equally unfortunate is its ability to completely wipe out my friendly AI fleets with little (or no loss) even my own battle cruiser super AI fleets just get pulverized. On the upside I have so much experience fighting them now (I have killed like 20) that I can take out them and their whole escort fleets with just my paragon and 2 support cruisers.

As to the AI, I have encountered a few ships with really cheesy AI usually these are really fast frigates with phase cloaks or something but those aren't Valk ships im sure.

as a side note, is the inquisitor class frigate (I think that's the one) supposed to have such a suicidal AI? last time I had one in my fleet it died when it tried to insert itself into a vat IV. just out of the blue piled on the speed and rammed it (I'm sure you can imagine that didn't end well, thought it did end fast). I also have had a few try the same thing with my paragon, all of a sudden they stop shooting pile on the speed and ram you. its really quite funny.
 ;D
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ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #253 on: September 02, 2013, 12:57:27 AM »

Some weapons that are supposed to be built-in but still appear in stations are modders that have forgotten to put a "system" tag on their weapons.

Exerelin will take Super-Capital ships into account when it creates fleets in the next update, so they will be very rare, and only part of the biggest fleets. right now, its fairly broken as observed.

As for the Inq, i believe that the Valk version in Exerelin still has the bugged micro burn AI, it's fixed in mine, it will also be fixed when he updates.

to fix it, simply give the micro burn system the Burn drive AI in the system file and its fixed.
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Sabaton

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #254 on: September 03, 2013, 12:12:12 AM »

 If all you wanted was to make big&deadly ships you've done it well, their firepower is insane, their armor is tough, they're painfully slow thou their frigates make up.
 Easy to sneak up on their bigger ships and shove up your torpedoes up their engines, thou kinda suicidal to go up against them face to face.
 Their shields are crappy, I can't attack and use shields without overloading fast and often during missions, but am planing to use them in campaign, their guns are crazy, quad machine gun?
 And is the royal armada suppose to actively track me across the map?
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