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Author Topic: [0.9.1a] Scy V1.58RC4 (2019/11/26)  (Read 579925 times)

ANGRYABOUTELVES

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #795 on: March 05, 2016, 08:17:44 PM »

Is that what one shot killed my medusa?? Haha
Was it an orange glowing thing moving very, very fast? Something like this?
Spoiler



[close]

Two shots to overload, one shot to kill. I've gone back and replayed this fight a couple of times, sometimes it only takes 1 shot to overload, sometimes it takes 4 shots, but the thing fires so fast it doesn't really matter. Take a look at how much armor was destroyed in that single shot.

This cannot possibly be intended.
« Last Edit: March 05, 2016, 08:20:26 PM by ANGRYABOUTELVES »
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Surge

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #796 on: March 05, 2016, 08:21:01 PM »

the ORION seems to be a bit of a problem child lately.
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Tartiflette

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #797 on: March 06, 2016, 12:37:58 AM »

Is that what one shot killed my medusa?? Haha
[...]
Two shots to overload, one shot to kill. I've gone back and replayed this fight a couple of times, sometimes it only takes 1 shot to overload, sometimes it takes 4 shots, but the thing fires so fast it doesn't really matter. Take a look at how much armor was destroyed in that single shot.

This cannot possibly be intended.
the ORION seems to be a bit of a problem child lately.
Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.
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Mr. Nobody

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #798 on: March 06, 2016, 05:08:32 AM »

Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.

How so exactly? Ordnance Expertise gives 10% more damage at max level, a weapon that fire a 100 damage shot every second has a DPS of 100, same with a weapon that fire a 200 damage shot every two seconds; with the 10% additional damage both weapons have a DPS of 110.

Yet the 2nd weapon is somehow stronger (assuming that in both cases all the shots hit the target)?

Is there something i am missing? Only thing i can think of is if the Orion count as a missile then it gets a additional 20% damage with maxed missile specialization but i don't think it is the case.
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Tartiflette

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #799 on: March 06, 2016, 05:27:20 AM »

Skills are the problem. They make anything with one high stat stupidly strong. I'll have to do the damage calculation manually.

How so exactly? Ordnance Expertise gives 10% more damage at max level, a weapon that fire a 100 damage shot every second has a DPS of 100, same with a weapon that fire a 200 damage shot every two seconds; with the 10% additional damage both weapons have a DPS of 110.

Yet the 2nd weapon is somehow stronger (assuming that in both cases all the shots hit the target)?

Is there something i am missing? Only thing i can think of is if the Orion count as a missile then it gets a additional 20% damage with maxed missile specialization but i don't think it is the case.
The kinetic damage is based on the projectile speed, but skills can increase that. Also skills can increase the bullet damage and there is a small inconsistency in the API that made the projectile gain High-Explosive damage with each step instead of reducing it.
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ANGRYABOUTELVES

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #800 on: March 06, 2016, 06:16:41 AM »

The kinetic damage is based on the projectile speed, but skills can increase that. Also skills can increase the bullet damage and there is a small inconsistency in the API that made the projectile gain High-Explosive damage with each step instead of reducing it.
And by "small inconsistency" you mean game-breaking bug. :P
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Tartiflette

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Re: [0.7.2a] Scy V0.99b (03/03/2016)
« Reply #801 on: March 06, 2016, 06:33:18 AM »

And by "small inconsistency" you mean game-breaking bug. :P
Not exactly:
projectile.getBaseDamage() returns the damage before the modifiers
projectile.getDamage() returns the effective damage after modifiers
projectile.setDamage() modifies BaseDamage.
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Tartiflette

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #802 on: March 06, 2016, 02:03:24 PM »

DOWNLOAD
REQUIREMENT
Mod:




Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin and Corvus mode.
Integrated with Dark.Revenant's Starsector+
LazyWizard's

Debido's

Final fix (I hope, before you guys break it again :-[) for the ORION artillery. Now the damage shouldn't one-shot anything anymore. As a treat to compensate the losses incurred, I slightly buffed the speed of most ships, and a few got +1 burn speed. They should be in that awkward spot where they are not that faster than most vanilla fast ships but cannot mount any engine mods anymore.
 
In addition the whole lore has been rewritten in proper English this time, with a few extra details. Big thanks to Mesotronik that did the bulk of the work on this one.


     


CHANGELOG
Spoiler
v0.99c

BALANCING:
 - Most ships received a small buff to their max speed, and some got +1 burn speed.

BUGFIXES/IMPROVEMENT:
 - ORION Artillery:
   . No longer dealing stupidly high amounts of damage at stupidly long range distances with high level characters.
[close]
« Last Edit: March 06, 2016, 02:05:41 PM by Tartiflette »
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Cordacc

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #803 on: March 10, 2016, 04:52:30 PM »

What exactly is the reasoning behind both Scy capital ships having a burn speed of 9? It's not like they're particularly fast in combat and getting chased around by burn 9 capital ships seems a bit much. Even 8 would be fine for a fast ship as no vanilla and almost no mod capital ships go higher than 7 burn. I think a few neutrino go to 8, but that's it as far as I'm aware of.
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SierraTangoDelta

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #804 on: March 10, 2016, 10:27:42 PM »

The whole point of SCY is that they're supposed to be fast raider kind of guys.
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Cordacc

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #805 on: March 10, 2016, 10:51:12 PM »

The whole point of SCY is that they're supposed to be fast raider kind of guys.
I totally understand that, it just mechanically means that Scy is the only faction I will never ever fight in early or midgame, because if you've bought even one 8 burn level cruiser and the Scy are hostile to you, then you can have a 9 burn fleet with capital ships in it that you have 100% no chance of defeating following you around until it inevitably catches you. With no chance of escaping you just have to sorta watch as a fleet about 5x your strength slowly but surely catches up and destroys everything you've been working on. I just think 9 is one too high for capital ships as it effectively makes them faster than not only every other capital ship but faster pretty much every other cruiser as well.
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JohnDoe

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #806 on: March 10, 2016, 10:55:25 PM »

You could always retreat. As you said they're not particularly fast in combat.
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Cordacc

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #807 on: March 10, 2016, 11:20:12 PM »

Right, but even if I retreat they're still faster and stronger so they can just keep chasing me.
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Tartiflette

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #808 on: March 10, 2016, 11:52:42 PM »

What exactly is the reasoning behind both Scy capital ships having a burn speed of 9? It's not like they're particularly fast in combat and getting chased around by burn 9 capital ships seems a bit much. Even 8 would be fine for a fast ship as no vanilla and almost no mod capital ships go higher than 7 burn. I think a few neutrino go to 8, but that's it as far as I'm aware of.
Only the Keto has a burn of 9, and it's a support carrier. The much more dangerous Nemean Lion is burn 7 like every other vanilla capital-ships.
Most Scyan ships have +1 burn compared to the fast vanilla ships of their class, and the carriers have +2. That is because they can't mount augmented engines or unstable injector and will be stuck at this speed. Since their firepower is somewhat limited, they have to use their speed advantage to jump on weaker fleets.
The exceptions to this rule are the armored ships that have the burn speed of a vanilla ship and are stuck at this rate, limiting their speed optimization.

I suppose I could reduce the Keto's burn to 8 but then it will feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun.
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Cordacc

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Re: [0.7.2a] Scy V0.99c (05/03/2016)
« Reply #809 on: March 11, 2016, 12:06:32 AM »

I suppose I could reduce the Keto's burn to 8 but then it will feel like a straight downgrade from the Astral without any redeeming ability since the nerf of the main gun.

That is a very good point, I hadn't really thought about it that way. I guess my response was a little bit too knee-jerk to a Capital ship with 9 burn. It does only have 110 op (with, yes, some built in systems) so it's definitely paying for the 9 burn with some stats.
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