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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - xzardas

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So I'm looking to add some new factions to my game and this one looks good and appears to blend well with the theme of the sector, my question is it balanced?  in the past when I've played I've added factions that were just insanely op
HMI is pretty well balanced, it does not even have any weapons that become stupid strong when used on other ships, Locomotive can be broken but this can be said about any player controled ship.

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Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.1
« on: June 16, 2021, 01:44:18 PM »
Is it possible to build another one of those yourself? Or is the whole point that, even with a commission and 100/100, VIC isn't about to license out their biggest resource?

That's exactly the point, they're not going to give away their most precious technology without a fight :p

Then they will get a fight

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Mods / Re: Cebby Ship Pack [V 1.1.1]
« on: June 15, 2021, 07:31:44 AM »
I personaly like to have overpowered flagship, if AI can have 20 alpha core officers in single fleet why I can't have something nice?

And for 90DP even wyvern nest with my "modifications" is not nearly as overpowered as it looks.
I removed 2 fighter bays and added 100 more OP for da guns, and reduced shield eficiency to 0.8(0.6 is bit to much), still it needs front shield and stabilised shields to even run shield generator and reduced maneuverability to 1/3 of original values.
Still as with any single ship it will fail if overrun and since all its dps is concentrated at the front fast foes can be tricky to deal with, ship has size of an spacestation so dodging anything is not an option forcing you to take good pd weapons on most small slots.
With 5 pulse lasers and expanded mags it was able to tear radiant apart while maxing its own flux, if there is more ships wyvern nest will overload or be forced to tank.

My "test sample" is typical pirate invasion fleet with capitals, wyvern nest dealt a lot(a lot) of damage but eventualy got overrun and died to missle spam(curse you ventures with pilums!).
Meanwhile GH onslaught from tahlan shipworks for 40DP was able to tear down whole fleet and lost only 80% of hp, mostly due to my bad piloting.
Paradusa and wyvern wing both have bit to much flux disipation in my opinion(500 less maybe?) but they are sufficiently slow and immobile to force them into tanking whole fleet at once and dying.
Epitomes have silly shield efficiency but considering DP cost even carrier with fortresshield(witch is pure troll mode btw) is not that op since it is to slow to kite anything and gets flooded with so many ships that its bombers are not able to survive it, with 0.6 shield eficiency they would be totaly balanced.
And they are designated as carriers and not battle_carriers,  AI needs to know to get into battle and not stay away.

On the other hand there are ships like cathedral from SWP, hell this ship is realy OP with double layer shielding and infinite missle spam.
These are kind of ships that should be unique, perfect flagship but only one in the fleet.

And why you are suprised? those are good fricking ships!

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Mods / Re: Cebby Ship Pack
« on: June 14, 2021, 06:37:41 AM »
Version 1.1.1 has been psuhed. Even tho it doesn't add new content ATM it repalces mines for plasma jets on wyvern nest.

I would love if some capable pilot would be able to take those ships for a spin as my piloting skills are very, very bad and play Starsesctor from tactical viev mostly like RTS.

Short answer: YES.

Long answer: Ohhhh yessss!
I never seen space station able to outmanuver a cruiser, until now.
Especialy with all fighter bays loaded with khopesh and maybe 2 sparks and all synergy slots with sabots and cyclone reaper.
That hammer barage is bit of an eyesore on such beutifull ship, cyclone maybe? for pure memes.

Now when I had some time to think about it:
Maneuverability is way to high, even before plasma jets it was way to much.
Taking it down to onslaught lvl will still be super maneuvrable due to plasma jets.

Mjiolnirs are nice but they are more of an pew pew guns
So I was thinking what would happen if I could mount anything in 5 frontal slots.
Then I looked at Volkov Industries Vodyanoy Plasma Miniguns TM
i call this setup Wyvern_breath

Extra silly with Za_warudo ship system from Tahlan Shipworks Izanami cruiser..

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Mods / Re: Cebby Ship Pack
« on: June 14, 2021, 12:04:40 AM »
Version 1.1.1 has been psuhed. Even tho it doesn't add new content ATM it repalces mines for plasma jets on wyvern nest.

I would love if some capable pilot would be able to take those ships for a spin as my piloting skills are very, very bad and play Starsesctor from tactical viev mostly like RTS.

Short answer: YES.

Long answer: Ohhhh yessss!
I never seen space station able to outmanuver a cruiser, until now.
Especialy with all fighter bays loaded with khopesh and maybe 2 sparks and all synergy slots with sabots and cyclone reaper.
That hammer barage is bit of an eyesore on such beutifull ship, cyclone maybe? for pure memes.

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Mods / Re: Cebby Ship Pack
« on: June 10, 2021, 05:00:02 AM »
Honestly i was thinking about Burn Drive for Wyvern Nest in past when i was making that ship. I went with idea of mobile station insted with mien strike. Truth to be told it doesn't really fit idea of ship and idea of fleet mostly. As many of these vessels are made around "Hammer Tactic" burn drive would be fitting more and i will probably change it in next patch.

For naming thank you for taking this out to light, early in development i had that naming, but for some reason i can't recall a switched it otherway around.

Thank you for feedback. :3

Truth be told I'm the kind of guy that puts burn drives on anything, the bigger the better, especialy cathedral form SWP.

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Mods / Re: Cebby Ship Pack
« on: June 10, 2021, 03:42:07 AM »
Look at them guns!
I love wyvern nest this thing is just silly, speed is ok turn rate is holly hell! it turns like frigate.
and 4 miolnirs overloading your flux core in no time.
IT NEEDS BURN DRIVE!

Also consider puting your mod name at the begining of ship IDs
Cebby_Epitome
Cebby_Wyvern_Nest

instead of
Epitome_Cebby
Wyvern_Nest_Cebby
It makes finding these ships easier using console commands and is considered the right way to name things.

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Mods / Re: [0.95a] High Tech Expansion v1.4.4
« on: June 09, 2021, 11:52:46 PM »
Kneecapers are OP like hell for a small slot missle

Really now?
I stopped using them on anything but my own ship a while ago because the AI didn't seem able to handle them properly and they weren't really doing much for me or the enemy. I understand they've had some changes in recent updates but unless their behavior was changed I doubt anyone but the player will get much out of them.

it's not about single missle it's about sheer volume of them fleet of ships is able to fire, I was doing pirate run and puting kneecapers in any slot my trash frigate fleet have, at some point there was so many bomblets flying in all directions that AI was going haywire trying to figure out with way to turn, most ships dont have 360 shields and if single bomblet hits engines they go out, right into trash frigate swarm.
Hell at some point there was so many bomblets that hegemony dominator overloaded after first savlo, something completly imposible with salmanders.

And another very important factor is influence on enemy ship pathing, stoping enemy frigartes in place and pushing even large ships back making them clump up even more with makes kneecaper even deadlier.

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Mods / Re: [0.95a] Pirate Collection
« on: June 09, 2021, 10:20:53 AM »
It was the only logical conclusion.

I was laughing maniacaly while oneshoting frigates with quad gaus salvos

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Mods / Re: [0.95a] High Tech Expansion v1.4.4
« on: June 09, 2021, 09:33:47 AM »
After playing with your great mod for a while;
I love paintjob of IV battegroup shame there is no IV tempest couse it would look rad.
Kneecapers are OP like hell for a small slot missle, ability to shut down dominator with wolf in a single salvo from behind is bit to strong compared to salmander, and what those things do to unshielded ships is just disgusting, with one shot per 25s like salmander maybe but with 3 round mags those things are OP.

Incursion is rather weak for a capital, especialy 55 DP capital, slow, lumbering like paragon and even plasma burn does not help that much since ship usses energy weapons that are generaly weaker than balistics and lacks superior balistic PD of actual onslaught.
While onslaught is murder machine powered by pure redneck power and absolute hatred to anything in front of it, incurson does not have speed, mobility or armor Or even TPCs to rival actual onslaught, especialy that it costs 15 more DP to deploy and lacks superior survivability and range of a paragon or speed and mobility of and odyssey, it does not even have omni shield that is signature for high tech capitals, and less OP than onslaught despite not having balistic integration shaving 30DP from large slots, and it has less weapon slots.
Overall incursion feels like cheap onslaught imitation designed for pirates that for some reason ended up in TriTach fleets.

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Mods / Re: Midline Expansion (RC1) [0.95a]
« on: June 05, 2021, 12:40:26 AM »
I have to say this:

Harrier Missile Battlecruiser looks like its T-posing to assert battlefiled dominance.

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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: June 03, 2021, 12:59:16 AM »
Is bigger than any vanilla quest.
I gues waiting will be worth it.

13
HMI_Supervillains causes game to crash when loaded with Nexterlin.
Is this your mod causing it or I messed something in game files?

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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: May 23, 2021, 11:10:17 PM »
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.

Problem with integrating mods are copyright strikes, while it is completly legal (or simply ignored since no money can be made) for mods, when integrated into game becomes prime target for copyright strike.
It is simply not woth it to risk thousants(often much more) in fines for 3 pixels of copyrighted sprite that nobody remembered about.

"inspired by mod" on the other hand when sprites are made from scratch and can not be copyrighted is totaly fine

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