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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 557480 times)

Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #570 on: October 08, 2015, 11:55:29 AM »

Thanks! The new behavior detonate at roughly the same distance against shielded targets, but closer to the hull if their shield is down; witch more often than not means the ship's either overloaded or very high on flux. That still leaves a decent range against most PD weapons, and they aren't that easily destroyed to begin with, but give them a better kick against heavily armored targets. I think it's better that way, but if the feedback says otherwise I'll revert the change.
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OOZ662

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #571 on: October 08, 2015, 02:26:38 PM »

Personally I find it hard to distinguish what SCY missiles are coming at me. Vanilla missiles are all very colorful and have different shapes while in the chaos of the battlefield the only telling traits between SCY missiles seems to be their size and possibly speed. That's not necessarily a bad thing, just some feedback.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #572 on: October 08, 2015, 03:11:09 PM »

That is something being addressed for the post 0.7a update.  ;)
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Mazuo

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #573 on: October 08, 2015, 07:17:48 PM »

I really like laser torpedoes for their look and effect, but I still fear they're way too strong against frigates and probably a little too powerful against destroyers.  It just seems really one-sided when a frigate can get shields up in time, try to use PD against them and still just be instantly overloaded or even disabled.

I've had to remove them from some of the ships in my fleet to not feel like I'm just cheesing my way through some frigate-heavy fleets.  I'm sure this is already known and being addressed, just wanted to add my two cents now that I've been playing Starsector again more recently.  Perhaps they could travel a little more slowly or track slightly worse or even both.  Really great-looking though and quite novel.

Not sure I entirely understand the pathing of EMP sweepers, nor their actual efficacy, but they sure are really cool.
« Last Edit: October 08, 2015, 07:19:47 PM by Mazuo »
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The Soldier

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #574 on: October 08, 2015, 07:24:43 PM »

@Mazuo
The Laser Torpedoes don't really do that in my version.  The beams come from a single location, and they're not going to be tracking the target to zip in from the side.  I also rarely see them outright overload a 0-flux frigate as well.
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NightfallGemini

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #575 on: October 08, 2015, 08:42:27 PM »

Don't worry about feeling cheaty with laser torps. They fall off mid to late game when you're fighting big ships. Still good, but not as much of a win button.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #576 on: October 08, 2015, 11:16:36 PM »

They tend to overload and badly damage (D) ships in one shot, but struggle once you start taking on something else than pirates with better ship or, if you are playing with SS+, leveled captains. I won't do any major change before 0.7a and it's captains come out, but I reduced a bit the damage of the small versions that you tend to use early game. I kept the large one very dangerous for small ships since it's pretty difficult to mount. On the other hand, the engagement range got uniformed when before the smaller ones had to come closer.
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Mazuo

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #577 on: October 09, 2015, 12:29:42 AM »

Seems fair enough.  I'll keep my eye on it still, but the minor changes sound good.  But yes, I'm playing with SS+ and not only against early pirates just fyi.
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #578 on: October 09, 2015, 12:47:07 AM »

If they prove still too powerful, I have one last major trick up my sleeve to tone them down against small ships: I could create all the rays at the same time, meaning they could no longer overload AND damage a target in one go.
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HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #579 on: October 09, 2015, 01:44:22 AM »

If they prove still too powerful, I have one last major trick up my sleeve to tone them down against small ships: I could create all the rays at the same time, meaning they could no longer overload AND damage a target in one go.
Noooooo thats what makes them so cool.

Also have I lost it? I didn't know there were big and small versions. Or am I missing something?
« Last Edit: October 09, 2015, 04:20:18 PM by HeartofDiscord »
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #580 on: October 09, 2015, 02:43:42 AM »

The small launchers have a shorter range, smaller payload and create less rays than the medium and large ones.
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zoe_zucchini

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #581 on: October 09, 2015, 04:09:53 PM »

How is the Stymphalian Bird supposed to be used? The weapon description makes it sound like the spear thrower can be charged, but I'm not sure how to do so?
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Tartiflette

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #582 on: October 09, 2015, 11:08:01 PM »

When you use its teleport system, you will notice the ship is getting redder, with electric arcs and a pinkish glow for a few seconds. During that time all it's systems are enhanced: It fly and turn faster, and you can use a "charged" ability. If you raise the shield, it will unfold instantly with a much larger arc. If you vent, the flux will be dissipated much faster (I raised that further in the unreleased dev). If you need to, you can teleport again without waiting any delay. And if you fire the main gun, it will be a much MUCH more powerful shot. Beware though, the effect only last a moment and the effect get weaker the more you wait after the initial teleportation. 
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HeartofDiscord

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #583 on: October 10, 2015, 03:53:56 PM »

So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
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The Soldier

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Re: [0.65.2a] Scy V0.97 New Manticore Carrier, balance tweaks (11/09/2015)
« Reply #584 on: October 10, 2015, 04:30:56 PM »

So I just had an interesting bug, wherein upon loading a save, the entire Tartarus/Archeron system moved halfway across the map. Upon reloading the save again, it was back where it should be. (I think)
Nope, it's supposed to move around.  At least, if I've kept track of development.
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Quote from: Trylobot
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
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