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 2 3 [4] 5 6 ... 71

Author Topic: [0.8.1a] The Knights Templar 0.9.8f  (Read 626980 times)

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [WIP] The Knights Templar
« Reply #45 on: July 18, 2014, 12:40:06 PM »

Wonder what a Blackrock Driveyards Imaginos-class would be like with Knights Templar technology. :P
Logged

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: [WIP] The Knights Templar
« Reply #46 on: July 18, 2014, 12:41:41 PM »

A living, breathing, fighting nightmare.
Logged

"GEDUNE, stop venting in front of your classmates!"

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [WIP] The Knights Templar
« Reply #47 on: July 18, 2014, 03:43:15 PM »

A living, breathing, fighting nightmare.
And a Karkinos-class merged with Templar tech? :D
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [WIP] The Knights Templar
« Reply #48 on: July 18, 2014, 03:45:03 PM »

Wonder what a Blackrock Driveyards Imaginos-class would be like with Knights Templar technology. :P

Given it only has one hardpoint, and Templar weapons are balanced around the 50% weapon flux reduction from the Excalibur Drive, I doubt it would be anything mind-blowing.
Logged

Hyph_K31

  • Admiral
  • *****
  • Posts: 1605
  • O' Hear My Name and Tremble! Ug Ug.
    • View Profile
Re: [WIP] The Knights Templar
« Reply #49 on: July 18, 2014, 05:08:10 PM »

A living, breathing, fighting nightmare.

Make that a living, asthmatic, not-quite-functional, disappointment
Logged

"GEDUNE, stop venting in front of your classmates!"

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [WIP] The Knights Templar
« Reply #50 on: July 18, 2014, 08:17:16 PM »

I meant the ship itself, not its weapon mounts. As in, if the Imaginos was rebuilt with Templar technology.
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [WIP] The Knights Templar
« Reply #51 on: July 19, 2014, 12:26:31 AM »

probably wouldn't be much different considering that the imaginos is bonkers already :P
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
The Paladin
« Reply #52 on: July 20, 2014, 08:57:24 AM »

Never before have we encountered such an incredibly dangerous ship of the line.  The Paladin pulls weight far larger than the cruiser size classification suggests; treat it as a full-scale capital-class threat if you want to live.








Paladin-class Retributor

No ship is feared so much as the Paladin-class, the primary instrument of war used by The Knights Templar. A cruiser by classification, this ship completely outclasses all but the mightiest Domain-level warships and is infamous for its peerless performance in battle; nothing the Domain of Man ever created is enough to defeat a Paladin in single combat.

The Knights Templar use the Paladin-class retributor as a trump card when pure overwhelming might is required for their latest campaign. Boasting nine small weapon slots, two medium weapon splots, two Carnwennan Quad-Beams and two Hex-Beams, and the rare full-sized large weapon slot, the Paladin-class can field a tremendous array of weapons and eradicate destroyer-tier threats by the handful. This ship cannot be defeated without overwhelming firepower capable of breaking through its powerful passive defenses; the only tactic known to work without appalling losses is to flank and surround the Paladin-class with destroyers and cruisers laden with heavy assault weapons, supported by a capital ship to divert its attention.

It is no small blessing that The Knights Templar seem to have a strictly limited supply of these immensely powerful warships.
« Last Edit: July 20, 2014, 07:46:14 PM by Dark.Revenant »
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [WIP] The Knights Templar
« Reply #53 on: July 21, 2014, 06:37:57 AM »

One of the primary strengths of the Paladin is its Holy Charge ship system, which shores up the primary flaw of most Templar ships: mobility. The Holy Charge disables the ship's weapons, thankfully, which allows for some breathing room... unless you are being rammed to death, that is.
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: [WIP] The Knights Templar
« Reply #54 on: July 21, 2014, 03:33:34 PM »

Can not WAIT until this is released!
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
The Light of Retribution
« Reply #55 on: July 26, 2014, 12:11:52 AM »

We have important information on a dangerous Templar weapon!

http://youtu.be/jJFDxECbOCo


Joyeuse Fractal Laser

This weapon is essentially a shotgun of apocalyptic scale. Friendly fire is a danger when firing this weapon, but its damage output eclipses any other.

Virtually nothing is known of the Joyeuse Fractal Laser, which behaves neither like a laser nor like a fractal. Its properties are seemingly impossible, defying all rational explanation. The Tri-Tachyon Corporation recommends for captains to employ the strategy of being somewhere else when this weapon fires.
Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [WIP] The Knights Templar (Video!)
« Reply #56 on: July 26, 2014, 02:36:52 AM »

Not sure how I feel about those engine system sounds. Here's a very detailed description of the vibe I was getting from it (not sure how else to explain lol):

BLAM BLAM BLAM, MASSIVE EXPLOSION, BLAM, *engine system activates*, <3  :D <3 fairies! yaaay, lets be friends!  :D <3 <3, *engine deactivates*, BLAM BLAM, EAT HOT FIREY (is that even a word?) DEATH!

The fractal laser is beyond cool though.

I know they're designed to be a "boss faction," but that cruiser seems to have absolutely zero weaknesses. It can gun down an Onslaught without breaking a sweat, didn't seem to take damage from most weapons (missiles don't even connect), and outruns anything that might be able to put any kind of pressure on it. If you do somehow manage to start hurting it, it just does that burst thing and wipes out/overloads everything nearby. Like, that doesn't even seem fun to play against (or play with for that matter). I know you are planning capital ships, but imo if a cruiser will wipe out an entire Hegemony SDF, they probably aren't necessary. I can't even imagine what would happen if that cruiser had an escort.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [WIP] The Knights Templar (Video!)
« Reply #57 on: July 26, 2014, 02:56:07 AM »

I am far better at piloting that ship than the AI is.  That mission is actually harder than it looks; it's pretty easy to die.  That's around my tenth time playing it.  The trick is to avoid being surrounded and time those holy charges precisely to get in a better position, avoid being hit, etc.  I messed up twice in that video; once was being hit by that harpoon and the other time I got whacked with explosion damage from one of the dominators.

Keep in mind a Hyperion can take down an SDF on its own, barring CR issues.  Even with CR issues, Gothars has shown that only four Hounds are necessary.

The Knights Templar are properly balanced for campaign play; the Paladin is by no means invincible.  Also, the Paladin is the main ship of the line for the Templars, the capital ship is a combat carrier that, while game-changingly powerful in its own right, doesn't have the Paladin's DPS (and certainly doesn't have a large slot).
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: [WIP] The Knights Templar (Video!)
« Reply #58 on: July 26, 2014, 04:20:29 AM »

Not as overpowered as i thought. Usually the AI don't deploy its entire fleet against a single ship so DR was able to take on them 1v2/3 most of the time and tried to stay out of range of the Dominators. Even a lone Neutrino cruiser could do something like that. And when the Onslaught engaged, that idiot tried to tank with its shield.

I noticed that the Paladin PDs were pretty underwhelming against LRMs. The AI won't always use the burst shield in time to deflect missiles. In some way they work like Zorg, they lack flak weaponry so swarms of missiles will probably be deadly against them.

Too bad Kadur haven't been updated, their missile boats would have come in handy  ;D

Still, kudos on the effects, very enjoyable to watch.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Judgement Day
« Reply #59 on: August 03, 2014, 08:28:50 AM »

Many pilots have died to bring us this information.








Juger Heavy Cannon

Trading efficiency for sheer might, this weapon fires extremely powerful orbs of energy that arc to nearby hostile objects, shredding them utterly.

Named by The Knights Templar to evoke divine judgment, the Juger Heavy Cannon lives up to its namesake by bringing down incredible power through an area of space. Vanishingly few samples of this weapon have been recovered by scientists; few have even scratched the surface of the secrets locked within. What is known, however, is that the Juger orb's periodic energy discharge has a maximum throughput and becomes less effective when many targets are nearby; our current understanding suggests that an individual orb can arc to a maximum of fifteen separate targets.

Be advised: the Juger Heavy Cannon fires orbs of energy that travel remarkably slowly, but detonate on impact with power rivaling a torpedo warhead. Avoid at all costs. Captains should also be wary that missile strikes are largely futile when facing ships armed with this weapon; a single energy orb can defeat all but the most apocalyptic missile barrages.
Logged
Pages: 1 2 3 [4] 5 6 ... 71