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Author Topic: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)  (Read 652057 times)

Shogouki

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #705 on: April 02, 2024, 11:29:47 PM »

I have a question about the small Remnant Messenger Rocket Launcher.  It seems it was buffed, which I'm enjoying immensely and especially the fact that it reloads now, but it does seem in all ways better than the medium version of it. 
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digitalizedMind

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #706 on: April 03, 2024, 09:07:30 PM »

In my current playthough, i am designing an entire fleet around the Messenger rocket launcher (small one) because of how ludicrously powerful it is. It's unironically comparable to an autopulse laser, since it has the same damage per shot. Sure they're low health rockets, but it has more sustained DPS than an autopulse to counteract that, as well as it attracts attention from PD, protecting fighters and torpedoes.

The fire rate is so high you can apply powerful pressure to enemies, the ammo regen is so high you can treat it as if it has infinite ammo, the damage is low but everything else more than compensates for it. If you slap 4 messengers on a lumen you can easily kill the sim aurora because it outranges the heavy blaster and applies thousands of sustained energy DPS. Even if it uses half of it's ammo to kill said aurora, it'll be full again in literally like 7 seconds of disengagement.

Edit: My suggestion is to lower the fire rate and remove the ammo regen so that it's similar to vanilla annihilators. Heck, even if they were literally just annihilators that do energy damage instead of explosive that sounds balanced to me. But this isn't my mod, I just want to indicate what I think needs to be changed. The fact you can treat them as if they have infinite ammo and kill 30dp cruisers with a 4 dp frigate is the big issue, imo.
« Last Edit: April 03, 2024, 09:13:02 PM by digitalizedMind »
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Cryovolcanic

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #707 on: April 03, 2024, 09:58:28 PM »

Your ship rankings are on point, although I was disappointed that the Techmined destroyers and frigates ships weren't slightly higher. However, i can see how their rarity, and not being able to get them reliably could be seen as a major drawback. Another thing was how much of a negative the Techmined Hullmod is. IN reality a lot of techmined ships are hilariously broken, but from your feedback perhaps the Techmine mod is too much of a drwaback? I'll consider buffing the ships by reducing the CR% loss rate, maybe make them slightly more attractive to play with.

I have used HMI in every modded run I've done and I think it's reasonably balanced and a great mod overall.

That said, some of the Techmined hulls feel overtuned. I haven't used everything in the HMI ship list but the Calico in particular stands out as overpowered. For 14 DP, you get a destroyer with 2 fighter bays, 500 flux, good speed, a 0.6 shield, 110 OP, and a reasonable mix of mounts including the valuable medium hybrid. AND it gets High Energy Focus, one of the best ship systems for the AI.

Now compare that to the Drover, another destroyer that costs 14 DP and has 2 fighter bays. Compare these two ships stat for stat and see if you think they are remotely balanced (hint: they're not). It's also better than the Falcon, pound for pound, at 14 DP. You might say that the Falcon gets more ordnance but the Calico pays destroyer prices for hullmods and can also use the powerful s-modded Escort Package in 0.97a. Falcon and Drover are drastically different ships, but when the Calico is better than BOTH of them at their main jobs, that's an issue.

Finding "diamonds in the rough" in a large modlist is definitely fun, but a few of these ships need some work. Brighton certainly has some diamonds too but nothing that so drastically eclipses a vanilla ship like the Calico vs. the Drover (although Apogee BRV and Lumen-X BRV are borderline).
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Shogouki

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #708 on: April 04, 2024, 12:22:49 PM »

In my current playthough, i am designing an entire fleet around the Messenger rocket launcher (small one) because of how ludicrously powerful it is. It's unironically comparable to an autopulse laser, since it has the same damage per shot. Sure they're low health rockets, but it has more sustained DPS than an autopulse to counteract that, as well as it attracts attention from PD, protecting fighters and torpedoes.

The fire rate is so high you can apply powerful pressure to enemies, the ammo regen is so high you can treat it as if it has infinite ammo, the damage is low but everything else more than compensates for it. If you slap 4 messengers on a lumen you can easily kill the sim aurora because it outranges the heavy blaster and applies thousands of sustained energy DPS. Even if it uses half of it's ammo to kill said aurora, it'll be full again in literally like 7 seconds of disengagement.

Edit: My suggestion is to lower the fire rate and remove the ammo regen so that it's similar to vanilla annihilators. Heck, even if they were literally just annihilators that do energy damage instead of explosive that sounds balanced to me. But this isn't my mod, I just want to indicate what I think needs to be changed. The fact you can treat them as if they have infinite ammo and kill 30dp cruisers with a 4 dp frigate is the big issue, imo.

I'm honestly a big fan of regenerating missile ammo and if any faction should have those I'd think the Remnants would be the one.  However they are extremely powerful as you said.  The damage should be at least halved, the regeneration delay should be at least 50% longer and it needs to cost more OP.  You could also remove the initial guided orientation and make them truly dumbfire, though that would restrict their use to only forward facing mounts.
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digitalizedMind

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #709 on: April 05, 2024, 08:17:32 PM »

<things>

In my opinion it should simply just be a energy variant of annihilator. If i could rebalance it, I would remove the ammo regen, heavily lower fire rate, remove/nerf the guidance and raise the energy damage to 200. Keep in mind the medium version of the messenger has limited ammo, although I literally haven't touched it because it looks balanced.

On Discord there is someone who refused to believe messengers are not bad because they're "annihilators" and can't hit anything. (I will not state their name to avoid stirring drama, but if you're dying of curiosity just ctrl+f my message history) So anyway I responded with a video of my scarab winning a frigate 1v5, no skills, no smods, no energy weapons, never even came close to overloading because it has 1500 range and is a scarab. Probably didn't even need to pilot the scarab honestly, the AI knows how to stay at max range and harass things if you don't give it non-PD energy weapons. Heck, there was one incident where I threw two AI scarabs (actual builds this time) at the sim paragon and they turned it into a joke. I'm no expert but, normally I can't kill the sim paragon with 16 DP and level 3 officers.

Messengers will struggle to hit destroyers as you'd expect, but since they have slight guidance and ECCM increases it by half, you can get them to hit frigates often enough. 1500 range + ~500 DPS is already absurd, now throw that into a small mount? So what if half of them miss? It's also HILARIOUSLY busted to throw 4 messengers + ECCM on a lumen and watch it dart around the map, killing all ships regardless of hull size. You'd think it'd die quickly, but it actually doesn't because it out-ranges most ships including cruisers and has phase skimmer. Lumen is the ideal ship for messenger spam, it has 4 synergy slots for 4 DP and great agility, you just need to protect it from fighter spam somehow.
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Killsode

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #710 on: April 05, 2024, 11:25:37 PM »

Uh... werent they literally just energy damage annihilators like two updates ago?
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Killsode

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #711 on: April 06, 2024, 07:33:39 AM »

back after trying out the messengers. Holy *** these things are broken.
Yeah uh... why do the small ones get regen and the big ones dont? They both have the homing, and the smalls even have the same effective fire rate as the mediums(i mounted a small and a medium on linked firemode, the medium fires about 5 missiles by the time the small fires its second volley). If you have a medium missile slot it is literally more effective to mount a small messenger rem rather than a medium because of the recharging ammo.

After testing them, i think the medium one is actually in kind of a good position. But the small one is completely busted. If you're gonna keep the recharging ammo, it shouldnt be 3 rounds every 1 second, it should maybe be 5 rounds every 30 seconds and its reserve capacity halved from 60 to 30. Perhaps even increase its refire delay to reduce its DPS.
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Shogouki

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #712 on: April 06, 2024, 03:03:29 PM »

back after trying out the messengers. Holy *** these things are broken.
Yeah uh... why do the small ones get regen and the big ones dont? They both have the homing, and the smalls even have the same effective fire rate as the mediums(i mounted a small and a medium on linked firemode, the medium fires about 5 missiles by the time the small fires its second volley). If you have a medium missile slot it is literally more effective to mount a small messenger rem rather than a medium because of the recharging ammo.

After testing them, i think the medium one is actually in kind of a good position. But the small one is completely busted. If you're gonna keep the recharging ammo, it shouldnt be 3 rounds every 1 second, it should maybe be 5 rounds every 30 seconds and its reserve capacity halved from 60 to 30. Perhaps even increase its refire delay to reduce its DPS.

I'd say halve the DPS, reduce the regen to nothing faster than one every second or two, and add a flux generation while ammo is being regenerated so anytime they're not full you're not going to get a zero flux boost kind of like the VIC launchers.
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Killsode

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #713 on: April 06, 2024, 09:46:16 PM »

Oh also, the remnant LR-PD laser is just uh... bad? Its just an LR-PD laser but worse for 100 more range???
Both the Remnant PD weapons have extremely terrible recharge rates. PD-rem does have better burst DPS than the Burst-PD but uh, it takes 10 seconds to reload its 8 charges. Meaning that it does absolutely nothing for 10 seconds. I'm not sure either of these lasers are worthwhile in the slightest anymore, even if you S-mod expanded magazines.
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ilikegoodfood

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #714 on: April 08, 2024, 04:47:35 AM »

I have a very minor formatting request, born of starting a Draco Group game without remembering that they are hostile with basically everyone:

Could you please, in HMI_Supervillians/data/config/exerilinFactionConfig folder, add the following line to both draco.json and fang.json:
Code
"difficultyString":"hard",
This line causes Nexerilin to display the factions as Draco Group (hard) and Fang Society (hard) respectively in the faction selection screen.

Also, would you please consider adding neutral default relationship values and positive max relationship values for Draco Group and the following modded factions?
Tri-Tachyon Special Circumstance ('TTSC')
No Such Org ('no_such_org')

Furthermore, Draco Group cannot hold positive relations with the Cabal. 
This may be intentional, but it does make operating in or near Tritachyon systems more frustrating, as the Cabal will randomly chase you down.

Thank you very much for the excellent mod.
« Last Edit: April 10, 2024, 08:27:34 AM by ilikegoodfood »
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Stormy Fairweather

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #715 on: April 12, 2024, 02:20:18 PM »

just a heads up for the author, but the hegemony.faction has an extra } which prevents it from using the hmi ships it is supposed to, as well as not outlawing red water, quantum liquid, and nanites.
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DeltaEpsilon

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #716 on: April 15, 2024, 03:21:48 AM »

They say a picture is worth a thousand words.
2 Messenger rockets, Shade (P), Paragon 1v1, ECCM and Missile Spec.

20 second fight, outranging Paragon
https://mega.nz/file/6w1VXKDQ#lsY5SIHyHr_vrktmesxV-qnoVdHh2qTas-2jyC7G8Wo

1 minute fight, closer range, at least giving it a chance
https://mega.nz/file/C58ynQCQ#mCEZqOX6jLJfCqlrkd-ls-ouBGxWbT8JX7fbHQHRLVM

This works for literally everything short of specific modded capitals or ships fitted with enough PD to down an elephant. Onslaught? Dead in 15 seconds. Redacted capital? Takes utter ages, but it can be done. Invictus? Ditto, it's not even funny.
« Last Edit: April 15, 2024, 03:37:50 AM by DeltaEpsilon »
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Shogouki

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #717 on: April 15, 2024, 01:31:23 PM »

Spoiler
They say a picture is worth a thousand words.
2 Messenger rockets, Shade (P), Paragon 1v1, ECCM and Missile Spec.

20 second fight, outranging Paragon
https://mega.nz/file/6w1VXKDQ#lsY5SIHyHr_vrktmesxV-qnoVdHh2qTas-2jyC7G8Wo

1 minute fight, closer range, at least giving it a chance
https://mega.nz/file/C58ynQCQ#mCEZqOX6jLJfCqlrkd-ls-ouBGxWbT8JX7fbHQHRLVM

This works for literally everything short of specific modded capitals or ships fitted with enough PD to down an elephant. Onslaught? Dead in 15 seconds. Redacted capital? Takes utter ages, but it can be done. Invictus? Ditto, it's not even funny.
[close]

I honestly think it must have been a typo somewhere in that weapons stats.  Like accidentally giving it too many per burst and too fast a rate of fire or something.
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Coil

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #718 on: April 15, 2024, 09:56:42 PM »

They say a picture is worth a thousand words.
2 Messenger rockets, Shade (P), Paragon 1v1, ECCM and Missile Spec.

20 second fight, outranging Paragon
https://mega.nz/file/6w1VXKDQ#lsY5SIHyHr_vrktmesxV-qnoVdHh2qTas-2jyC7G8Wo

1 minute fight, closer range, at least giving it a chance
https://mega.nz/file/C58ynQCQ#mCEZqOX6jLJfCqlrkd-ls-ouBGxWbT8JX7fbHQHRLVM

This works for literally everything short of specific modded capitals or ships fitted with enough PD to down an elephant. Onslaught? Dead in 15 seconds. Redacted capital? Takes utter ages, but it can be done. Invictus? Ditto, it's not even funny.

Ok, yeah that illustrates the problem pretty well...
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ApolloStarsector

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Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #719 on: April 25, 2024, 03:55:51 PM »

Thanks for this amazing mod. I'm having a lot of fun playing with pretty much just this and the other essentials. It's cool to extract huge amounts of each planet's minerals as I stop by. It's helped to make the nexerelin spacerdebt more fun. The wacky ships, like the barber or locomotive, are just plain fun.
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