Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 48 49 [50] 51 52 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626932 times)

isaacssv552

  • Commander
  • ***
  • Posts: 215
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #735 on: April 03, 2016, 11:28:29 AM »

I think Clarents were fine as 2000 damage super MRMs, especially once the flux cost was added. Of course, I like buffing the Templars armour and OP to make them more unbeatable, so my idea of an appropriate level of power may be different from others. As far as I'm concerned if I can beat a decently sized fleet of Templars without allies or Capitals they're too weak. (I currently limit myself to fleets with 1 or fewer Paladins, and no Archbishops. Anything larger stands a decent chance of obliterating my fleet.)
Logged

Schwartz

  • Admiral
  • *****
  • Posts: 1452
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #736 on: April 03, 2016, 12:24:49 PM »

- Claim Victory exploit fixed

Nnnnoooo! My shipsies!
..probably a good idea, but still. Nnnnoooo!

Clarent damage hasn't really changed that much. Flux cost was more of a big deal, because these things were stupidly good on non-Templar ships that could mount them. 2000 damage and less range sounds interesting. If it curbs reloading and re-firing while still on approach, that'll bring them more in line with how they were meant to be used, I think.
Logged

radekplug

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #737 on: April 06, 2016, 03:15:21 PM »

in nwest update for ss+ sometiems i meet cabal flleet with templar cruiser or even one bigg fllet with templar battleship.
Logged

Gorgonson

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #738 on: April 07, 2016, 11:05:25 PM »

I have to give credit to you, Dark.Revenant, Cycerin, Tartiflette, and MShadowy - This mod has spoiled me to no end.  The level of polish here is incredible.
The day I boarded a Jesuit, I was so happy.  I should have known it was a curse...  Nothing can top that little powerhouse, and I have nothing to look forward to anymore.
I can't wait for whatever else you have in store for us.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #739 on: April 07, 2016, 11:51:02 PM »

I have to give credit to you, Dark.Revenant, Cycerin, Tartiflette, and MShadowy - This mod has spoiled me to no end.  The level of polish here is incredible.
The day I boarded a Jesuit, I was so happy.  I should have known it was a curse...  Nothing can top that little powerhouse, and I have nothing to look forward to anymore.
I can't wait for whatever else you have in store for us.

Thank you!  Cycerin and I worked hard.
Logged

Schwartz

  • Admiral
  • *****
  • Posts: 1452
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #740 on: April 11, 2016, 09:47:48 AM »



Here's something you can look forward to. Yep, that's a hunter fleet.
Logged

Surge

  • Captain
  • ****
  • Posts: 252
  • Go big or go home.
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #741 on: April 11, 2016, 10:21:26 AM »

No words for that, only tears.
Logged

CitizenJoe

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #742 on: April 11, 2016, 11:27:22 AM »

AWWW HELLL NAW

Edit: Pff, burn level 6? That isn't scary :P
Logged

Schwartz

  • Admiral
  • *****
  • Posts: 1452
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #743 on: April 12, 2016, 03:52:07 AM »

I managed to finally take it out without losses using 2 Paragons and 2 Mimirs, all loaded up on Wavepulse Cannons and Heavy Pulse Lasers. All other fleet compositions ran into a brick wall. I did have 4 Paladins ready, but they tend to suicide in Templar vs Templar fights.
Logged

JohnDoe

  • Captain
  • ****
  • Posts: 320
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #744 on: April 12, 2016, 04:17:07 AM »

Would have thought the Mimir to be more suicidal as AI tends to use the mobility system rather overzealously.
Logged

Schwartz

  • Admiral
  • *****
  • Posts: 1452
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #745 on: April 12, 2016, 07:03:28 AM »

It does, but Mimir uses it also to back off again if it's taking a beating. The Paladin has a tendency to use its system to rush enemy ships into hugging distance. Paladin vs. Paladin usually means they both die, thanks to the massive explosion. I would've used 3 Paragons if I had a third one, so Mimir is funnily enough the 'budget option'. Onslaught gets minced.
Logged

shingekinolinus

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #746 on: April 15, 2016, 11:34:12 PM »

Here's a video of me taking on something similar:
https://www.youtube.com/watch?v=SXSahXBQbbM

This is by far the roughest battle I've gone into, no major losses (only 1 jesuit) however two of my three karkinos were that close to becoming space junk. In my opinion, paragons do have amazing defensive capabilities and would be a great choice vs templar however I do prefer having overwhelming firepower and the ability to use templar kinetics. That being said, I think the karkinos is essentially a buffed onslaught: better manuverability, better armor, better focus fire (though less weapons) and better flux stats.

I also like having a bunch of random sacrificial fighters just to gain map control and be annoying. I was expecting a single priwin burst to take them all out but seems like that rarely happens.

My biggest mistake is being too aggressive in this battle, especially trying to camp their spawn (see 6:29). Most templar captains do tend to valiantly rush their ships into deathtraps and it would've gone better if I kited more.

As you can see by the end of the video, I think I've ran into a bigger problem.
« Last Edit: April 15, 2016, 11:42:54 PM by shingekinolinus »
Logged

Black Crag

  • Ensign
  • *
  • Posts: 46
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #747 on: April 17, 2016, 12:27:11 PM »

What is it that determins if a ship will blow up after it is disabled? is it the flux level?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #748 on: April 17, 2016, 02:22:10 PM »

What is it that determins if a ship will blow up after it is disabled? is it the flux level?

Ship hull type and RNG.
Logged

shingekinolinus

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.7.2a] The Knights Templar 0.9.5g
« Reply #749 on: April 17, 2016, 10:16:23 PM »

Hi Dark Renevant. While playing with this mod, I've noticed that the templar kinetics raise flux levels by crazy amounts even against the fortress shield. When the Galantine HV Disruptor hits the Paragon's fortress shield, is the damage still reduced to 10%? I know the value displayed on the damage bubble is rather small but I think the shift in the flux bar is way too big for that to be true.
Logged
Pages: 1 ... 48 49 [50] 51 52 ... 71