Fractal Softworks Forum
January 22, 2018, 08:04:45 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: Revisiting the Economy (01/03/18); Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 ... 70 71 [72]
  Print  
Author Topic: [0.8.1a] Scy V1.36RC1 (2018/01/09)  (Read 322139 times)
A Random Jolteon
Lieutenant
**
Posts: 72


View Profile
« 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.
Logged
Igncom1
Commander
***
Posts: 230


View Profile Email
« 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.
Logged
Tartiflette
Admiral
*****
Posts: 2281


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.
Logged

 
A Random Jolteon
Lieutenant
**
Posts: 72


View Profile
« 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.
Logged
Kitfox88
Ensign
*
Posts: 21


View Profile
« 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.
Logged
Soychi
Lieutenant
**
Posts: 55


Ad Rem


View Profile Email
« 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
Logged

ARE YOU A COWARD? This is not for you. We badly need a brave man. He must be 23 to 25 years old, in perfect health, at least six feet tall, weigh about 190 pounds, fluent English with some French, proficient with all weapons, some knowledge of engineering and mathematics essential, willing to travel, no family or emotional ties, indomitably courageous and handsome of face and figure. Permanent employment, very high pay, glorious adventure, great danger. -Glory Road, Heinlein
Tartiflette
Admiral
*****
Posts: 2281


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.
Logged

 
Tartiflette
Admiral
*****
Posts: 2281


Kickstarter is NOT a magic spring of free money!


View Profile Email
« 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.
Logged

 
Pages: 1 ... 70 71 [72]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!