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Author Topic: [0.8.1a] Scy V1.39RC2 (2018/03/04)  (Read 350904 times)
A Random Jolteon
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« Reply #1065 on: November 07, 2017, 04:53:36 PM »

I'm fine with the Cluster Torpedo's performance; the Ker itself is too good. It's too bulky, too survivable, and generally just too reliable of a delivery platform.
that's my feeling as well.

the offensive power is fine, the lower projectile speed of the Clusters is a meaningful tradeoff, and i agree with Tarti that Trident is a little underpowered.. but Ker still has too powerful a combination of way better durability, and way better shield, and powerful defense/support system, and higher speed, and lower OP cost.

i'd the say the latter of these advantages are fine, but the hull, armor, and shield should be reduced. even if those stats were the exact same as Trident, the EMP Emitter alone would still make Ker significantly better at surviving both unshielded interceptors, and anti-fighter missiles.
Kinda hope you don't take away the EMP emitter. Gives it a fighting chance, and makes it so that it's not too similar to the Trident.
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Igncom1
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« Reply #1066 on: November 20, 2017, 06:29:01 PM »

Yeah the EMP is the only think keeping the Ker from being the most generic torpedo bomber imaginable.

Which is really odd considering the plethora of possible missile weapons that the SCY could be using on a bomber craft.
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Tartiflette
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« Reply #1067 on: November 21, 2017, 12:30:42 AM »

Actually there aren't that many:
 - Coasting Missiles don't need no bomber to carry them,
 - Ark Missiles don't deal any damage,
 - Laser Torpedoes used to make them OP because they were dropped way too close to the target and all beams hit the same spot for terrible damages (not mentioning the immediate detonation upon release, making them effectively impossible to intercept),
 - Singularity Torpedoes would immediately kill the bombers since it would pull them too,
 - Phase Torpedoes would uncloak immediately since they would be dropped near their engagement range or under,
 - Swarmers or PD missiles would be useless.

So that leaves me with Cluster Torpedoes and Rockets.
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A Random Jolteon
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« Reply #1068 on: November 21, 2017, 09:11:32 AM »

Actually there aren't that many:
 - Coasting Missiles don't need no bomber to carry them,
 - Ark Missiles don't deal any damage,
 - Laser Torpedoes used to make them OP because they were dropped way too close to the target and all beams hit the same spot for terrible damages (not mentioning the immediate detonation upon release, making them effectively impossible to intercept),
 - Singularity Torpedoes would immediately kill the bombers since it would pull them too,
 - Phase Torpedoes would uncloak immediately since they would be dropped near their engagement range or under,
 - Swarmers or PD missiles would be useless.

So that leaves me with Cluster Torpedoes and Rockets.
Hmm...What about making a new missile just for those Ker bombers? It looks like it was built around whatever it's supposed to carry, so it could work if you do that.
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Kitfox88
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« Reply #1069 on: November 22, 2017, 08:47:40 AM »

So that leaves me with Cluster Torpedoes and Rockets.

Torpedos that fire rockets ahead of themselves to saturate PD screens.
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Soychi
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« Reply #1070 on: November 22, 2017, 11:08:59 PM »

So that leaves me with Cluster Torpedoes and Rockets.

Torpedos that fire rockets ahead of themselves to saturate PD screens.

That sounds pretty cool
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Tartiflette
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« Reply #1071 on: December 03, 2017, 07:15:02 AM »

Requires LazyWizard's LazyLib.

Small patch in preparation for the 4th Tournament.

Changelog
1.35

BALANCING:

 - Ker Bomber:
   . Survivability overall reduced on all stats,
   . Torpedo launch range reduced to 800su from 1250.
   
BUGFIXES/IMPROVEMENTS:

 - Khalkotaurois and Ketos will use their main gun more often.
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Tartiflette
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« Reply #1072 on: January 09, 2018, 11:44:07 AM »

Requires LazyWizard's LazyLib.

Post tournament patch: Some support missiles now regenerate their ammo, the rocket racks are not KE missiles, small nerf to the Zone Scorcher, reworked Singularity Torpedo and a few buffs here and there.

Changelog
1.36

BALANCING:

 - Hacking Commlink:
   . Added "PD_ALSO" tag.

 - Arc Missile:
   . Ammo reduced to 3 from 15,
   . Refire delay reduced to 4s from 10,
   . Added ammo regen every 15s.

 - Rocket Racks:
   . Non-fighter rockets now deal Kinetic damage instead of High Explosive.
   . Lowered fire-rate for the larger versions.
   . Slightly improved engine stats for more reliability.

 - Zone Scorcher:
   . Damage reduced to 50 FRAGMENTATION per explosion from 100,
   . Added 25% weapons debuff to ships caught in the AOE.

 - Singularity Torpedoes:
   . Now has a stronger smooth pulling effect,
   . Ammo reduced to 8 from 16,
   . Regen one ammo every 30s.

 - Ultra Heavy Energy Blaster:
   . Loss of accuracy under sustained fire halved.

 - Maintenance:
   . Lots of teaks to CR and maintenance costs: slightly worse CR stats but some ships get cheaper to buy and deploy.

 - Frigates:
   . +10/20% flux capacity on all frigates.

 - Destroyers:
   . +5/10% flux capacity on most destroyers.
   
BUGFIXES/IMPROVEMENTS:

 - Armored Ships:
   . Fixed a pretty resilient issue making armored ships less efficient when deployed by the enemy side.

 - Keto:
   . Fixed flight deck loss not having any impact on the fighters refit time.
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Onyvox
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« Reply #1073 on: January 27, 2018, 11:09:13 AM »

Greetings, everyone!
I've come to ask one question.

Can anybody tell me, how do I edit Singularity_effect.java to make the pulling and effects last longer, and grab larger area?
I've managed to change its pull strength, damage, credit/op cost, so that it would resemble that of Ifed's Omega device.

As do much enjoy such things as gravity bomb from Universe at War: Earth Assault, which in itself is a small black hole, that sucks everything in, leaving barren wasteland.
I'll try to post a video under this spoiler, for those interested in seeing it in action.
The idea of a single use super weapon, with the ability to create something resembling a black hole, in space with analogous devastating effect is mostly intriguing for me.
I'd love to see ships getting if not sucked in, but at least destroyed by crashing gravity.


« Last Edit: January 27, 2018, 11:13:16 AM by Onyvox » Logged
Tartiflette
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« Reply #1074 on: January 28, 2018, 12:14:15 PM »

Requires LazyWizard's LazyLib.

Stuff and bugfixes, reworked Argus to be a better brawler since the AI insist on flying it right in the face of the enemy, and reworked Alecto to be a decent starting ship in addition to be a good escort.


Changelog
1.37

BALANCING:

 - Hacking Commlink:
   . Added tiny slowing/turning effect.

 - Centaur:
   . Raised cargo capacity to 100 from 80,
   . Raised Fuel capacity to 60 from 40.

 - Alecto:
   . New sprite,
   . Reworked as a good early wingman,
   . Missile hardpoint now Universal,
   . Flux capacity reduced to 4500 from 5000,
   . Shield arc reduced to 180 from 300,
   . Cargo capacity raised to 60 from 30,
   . Fuel capacity raised to 30 from 15,
   . Speed reduced to 160 from 180,
   . Maneuverability lowered,
   . Logistical footprint raised.

 - Argus:
   . New sprite,
   . Lost its medium missile hardpoint,
   . Gained a built-in MRM cluster and two additional small turrets,
   . Front turret now Universal instead of Hybrid,
   . System changed to AWACS Drone from CIWS Drones.

BUGFIXES/IMPROVEMENTS:

 - Nemean Lion:
   . Fixed weapons showing above the armor plates.

 - Shuffled Nexerelin's starting ships.
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Drokkath
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« Reply #1075 on: January 28, 2018, 10:24:16 PM »

Yotza! That new Alecto looks beautifully awesome with its bulky nature and I like that shading around the edges quite a bit because it gives the ship a sense of extra depth to it aka vertically/top-to-down taller/deeper. That or it has merely a flat angular design with a bit more vertical bulk near the middle, either way it is nice.

Did some test drive with it now too and even I have a bit easier time surviving pirates and pathers with it as far as non-cheat start goes.
« Last Edit: January 29, 2018, 12:47:58 AM by Drokkath » Logged

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Tartiflette
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« Reply #1076 on: February 17, 2018, 03:50:14 AM »


Requires LazyWizard's LazyLib.

Featuring a new ship: the Pyraemon-class destroyer. Equipped with a large hybrid hardpoint and a Stasis Shield ship-system, it should provide an appreciable and survivable heavy weapons platform to the Scy Nation's medium sized fleets. Since their roles overlapped, the hybrid Geryon-class has been retired and the missile version become the standard one again. The last important change is for the Ricochet gun, that while still fun to use will now require some more expert aiming to use the ricochet rather than just pointing it away from the target. And obviously a bunch of minor tweaks and adjustments.

   


Changelog
1.38

NEW CONTENT:
 - Pyraemon-class destroyer:
   . A Lamia's big brother with a large Hybrid hardpoint,
   . Stasis Shield ship-system to survive flanking,
   . Replaces the Hybrid mounts Geryon.

BALANCING:
 - Geryon M:
   . Now just Geryon with the removal of the Hybrid mounted variant,
   . Central hardpoint switched to Universal from Missile.

 - Ricochet Gun:
   . Secondary damage now 50% of the main shell from 66%,
   . Ricocheted shot now inherit part of the velocity of the main shot,
   . Ricocheted shot lead accuracy reduced to avoid free hits against any target's back (you now need to aim right next tot he target or behind to score reliable hits)
   . Main shot speed reduced to 500su/s from 600,
   . Secondary shot speed raised to 700su/s from 500.

 - Stygere fighter:
   . Now Equipped with two single shot standard Scyan KE Rockets rather than unique HE ones,
   . Now equipped with two standard Scyan Light Energy Blasters instead of the nearly identical Single Energy Blaster.

 - Phased Missiles:
   . Now High Explosive damage from Energy,
   . Un-phasing range raised to 400 from 200,
   . Hull points raised to 200 from 150,
   . Phased speed raised to 400 from 250,
   . Un-phased speed lowered to 200su/s from 300.

 - Twin Shield system:
   . Cooldown reduced to 2s from 8.
   . Now has an activation cost of 5% hard-flux.

BUGFIXES/IMPROVEMENTS:

 - Coasting missile:
   . Fixed possible CTD in very unlikely circumstances.

 - Minor visual adjustment to the Miniguns.

 - Laser Torpedoes:
   . No longer detonate on impact.

 - Dynasector integration updated.
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Bastion.Systems
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« Reply #1077 on: February 17, 2018, 12:09:59 PM »

Cool stuff
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Tartiflette
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« Reply #1078 on: March 03, 2018, 08:08:22 AM »

Requires LazyWizard's LazyLib.

Tournament Update, mostly hullmod nerfs.

Changelog
1.39

BALANCING:

 - Minimal Preparation hullmod:
   . Now also shorten the Peak Performance Time by 75%,
   . Now also halve in-combat weapons and engines repairs,
   . Max CR reduction now 40% from 33.

 - Lightweight Plating:
   . Now also reduce the flux capacity and dissipation by 15%,
   . Acceleration boost now 50/35/25/15% from 15/25/35/50,
   . Mow raise deployment cost by 10% instead of the CR cost by 5 points.
« Last Edit: March 04, 2018, 11:57:14 AM by Tartiflette » Logged

 
00lewnor
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« Reply #1079 on: March 05, 2018, 12:30:10 PM »

Been playing with SCY for a while and have a few things to say:

1) The start was hard, I started with a Stymphalian bird frigate which was fun but not the best for a solo starting frigate, when I eventually gave up I restarted with a Tisiphone which was better but I kept on getting careless and my shield flanked until  I salvaged a Venture (A).

2) The description for the phased missile says that small phase coils were salvaged from the terminator drone but that has a shield now, not a phase cloak.

3) I gave a Talos a pair of coasting missile racks on the assumption that would use them like harpoons to break armour but instead it seemed to treat them as LRM's and fire them all at the first enemy spotted.

4) I was messing with loadouts for my Manticore and noticed that the zone scorcher was destroying sub-munitions from the Ker bomber, I haven't tested this but have the vague impression it would do the same to any unpowered ordnance i.e. bombs and burnt-out missiles.
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