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Messages - Thorveim

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Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Ah, I'll see what I can do about the crash part
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it

no worries I didn't get it.. but it DOES appear in the codex like a darn landmine

And yeah the cruisers look better (though the Provisioner is probably the worst of the whole bunch.. it's like it's engines and the rest of it's hull belong to 2 different games!) but overall I get the same feel over all of them... their sprites don't give as much as an impression of volume as the rest of the game, giving me a vibe of "flying caucer with edges" instead of something less flat :p (and it affects some weapons too, main culprit being heavy railcannon probably because it's size makes it more obvious). I'm no artist so sadly i have no idea how sprite makers pull it off. Wish i did :/

and thanks for that crash machine being gone! :) Can't wait for the update release so i don't have to live in fear of my mouse ever hovering over that monster anymore :p

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Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 22, 2021, 08:12:34 AM »
Don't use it then

Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.

Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/

No, I'm saying if the weapon doesn't work out for you, don't use it. It is good enough as it is, though, being an extreme-range option that has good enough efficiency to still be capable at closer ranges and upper-range armour pen for a kinetic weapon. If I buff its armour pen and/or dps, I have to nerf the efficiency and then it just turns into a Gauss reskin. Range is an incredibly powerful stat for a weapon, but if you don't value it, that's on you. I can't make every gun please everyone. If a weapon doesn't work for you, don't use it. If you think the Gauss is just flat out better, use a Gauss.

I get what you mean here. Tis just my opinion after all, and may be on me for being such a capital ship fanatic for which the extra range isn't as important as long as its long enough, they are too slow to dictate range after all... or at least STAY at range when their ability is all about rushing foward anyway. And also, being an armor tanker meaning I don't really use flux for defense and have more available for offense :p I tend to see more range as less valuable starting at 900 (under 700 being too short.. all these values are before the mandatory integrated targetting module mind you); beyond that the advantage tends to just be having the first volley rather than a lasting edge in the firefight

(I chose to make a slight edit to the stats myself actually... bumped damage to 420, makes it reach 300 dps, definitely more at home against armor and even more efficient than it used to be (1 flux/damage), but not as good a brawler still as the Alteria, and not as armor wrecking as the gauss either, who also comes a bit ahead in dps to make its extra flux use more worth it... but more importantly it feels like a better place for the Styrix's higher OP cost :) What can i say, i just love the looks of the gun too much NOT to try and use it ^^ )

but its interesting that you see it as a gauss competitor and me more as an alteria competitor (both styrix and alteria being kinetics on the long end of the range stick and having similar profiles when it comes to flux efficiency.. gauss feels a lil separate with its "all in 1 shot" nature) Could explain our different points of view in the end :)

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Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 22, 2021, 02:39:17 AM »
Don't use it then

Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.

Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/

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Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 21, 2021, 11:59:29 AM »
It's got 1200 range and far superior efficiency compared to the Gauss. It really doesn't need to be any stronger. Stop trying to use it like a Mk9

The weapon isn't bad at all when taken in a vacuum... just overpriced in my opinion when the Alteria has way more kinetic damage output for cheaper to fit.. 400 dps vs 250 (286 against hull and armor if we take max possible energy damage on every shot, and its not like the Alteria  does a lot less per shot damage against armor).. guess it falls down to how much other weapons tax your flux in your overall fit or how much you want that extra 200 range. Overall I'd price them the same or slightly cheaper for the Styrix (or hell, maybe it's the Alteria that's overtuned with its damage output, no idea... but comparing the two makes me feel like something isn't right between these two) As for the comparison with the gauss.. if you can take the flux cost, it's just flat out better than the styrix, both in term of DPS and per shot damage (which means the Gauss deals with armor way better)... for cheaper to fit.

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Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 21, 2021, 08:24:29 AM »
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )

is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
Alteria is objectively superior, and the bass shots are god-tier. Maybe increase the Styrix's burst, while more or less maintaining the flux cost (in your end, lest Nia roasts me).

Bass doesn't sound like a gun I found yet.. must keep searching then! (unless it goes by another name in game, which eludes me still)

and yeah, maybe give the Styrix more punch... especially against armor I'd say: think it's niche could be as a kinetic weapon that still punches armor hard thanks to extra explosive/energy damage, but is outclassed in term of pure kinetic. just an idea though. But yeah, 2 more points for almost half the DPS and less per-shot damage.. it hurts on a gun so fancy

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Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 21, 2021, 07:30:30 AM »
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )

is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?

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Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 21, 2021, 04:40:18 AM »
I shouldn't have said anything. I'm making small adjustments and now everyone will expect 6 large turrets and the 0.91 Hyperion teleporter system...

To be fair you mentioned changes that are "different", so I doubt anyone is expecting more large slots. I'd sure take that teleporter though...

no worries, i think the number of turrets rn can be fine.. tis just OP for fitting that feels tight :p The actual slots seem good to me. and DAMN i wouldn't want a swap to its ability.. sure its no revenant blink, but the extra flux dissipation and turn rate it offers are both godsends :)

And hey, as I said it might not need a lot  to go from its current "good on paper but so many drawbacks it falls hard into impractical territory to the point of being awkward to use compared to, say, the paragon for the same high DP cost" to just "good" :) So small adjustments may be all it needs :) and hey I'm just happy it's being looked at in the end ^^

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Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 20, 2021, 02:37:59 AM »
well,good to see that changes are being made based on what seem to be collective ship bullying feedback

from what i guess,if you say "different",i suppose you will just remove some of the weaponry pile it has to have the intended role of battle cv?(and not confuse people who tries to fully outfit it and runs in to issues)as i havent seen anyone point at it yet,but this also might be wrong on this

Will have to wait and see... Seems like maybe a new integrated hullmod. Removing slots... Didnt the pandemonium go through that before already? Think it used to have 4 large slots. And wanting to use it in a more direct combat role makes sense: its too slow to keep its distances, and the only diable ships with more than 1 large slot (if we ignore the cruiser with 2 of them... But if im right its impossible to get rn out of cheats, as it was made to appear in another mod which isnt updated for 9.5)

9
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)

10
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 16, 2021, 02:59:12 AM »
Im overall very puzzled by the Pandemonium... I get what you wanted to go for with it (a very big ships with heavy drawbacks, even its lore you added points to that ship basically being a show of force more than a practical weapon) but... Its just feels awkward. It doesnt have the OP for a full weapon suite and wanzers at the same time without giving up a lot of hullmods and maybe even flux radiators. Its reasonably durable armor wise (paragon level), but doesnt want to armor tank because guns break all the time even with armored turrets. It has mobility with its ability, but the cooldown and flux dissipation it offers means you wanna keep it for when it might already be too late... that and its needed if you want the full facing firepower (as the heavy turrets overlap in a very narrow arc, and the shield itself only covers the nose... The shape of the ship not helping in that case)... all of that for a ship that can't really be deployed multiple times in a row on top as it loses a mountain of CR at every engagement.

Overall I want to love this ship, but I have a hard time seeing it beat my XIV Onslaught, which is much cheaper to deploy and less vulnerable to flanking to boot, which is saying something. I dont think it needs much of a buff (even just not having its guns break to a stiff breeze might be enough, though I can see higher armor or more OP/OP discounts on weapons or fighters/wanzers may work too) but I feel it needs something to be worth its paragon deployment cost (and drain on your supplies on every use)... and I have a very hard time seeing it compete with the Paragon while it has the same deployment cost.

Also dont know if its intentional... But the 0 op wall drone counts as a wanzer for some reason for the purpose of the wanzer servicing gantry :p

Lastly... Saw somewhere a diable supercapital, apparently existing as an expansion... Where can it be found, if its still somewhere? (think it was the ironstorm juggernaut)

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Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: May 15, 2021, 05:29:57 AM »
The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..
None of the bosses are salvageable for good reasons (although the last one's escort ships are regardless of skills). The rewards are the extremely powerful weapons you can get, and the satisfaction of having removed a great threat from the universe. If you can beat all of them, what else there is to do anyway? They could be considered a victory condition.

That being said, I am working on an additional incentive to beat those bosses as early as possible.
[/quote]

Oh yeah i agree that if you beat those you essentially beat the game... but they look like they would be fun to mess around with regardless :p

as for beating them early.. i don't think thats possible without some really cheesy tactics ^^

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Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: May 14, 2021, 05:48:34 PM »
The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..

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