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Mods / Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
« on: July 26, 2020, 09:52:58 AM »@Kaeladin:
Verge and Skye are getting some changes to make them more distinctive in their roles as battleline cruiser and skirmisher respectively.
The carrier thing is a vanilla issue, really. The Drover sets a ridiculous baseline for destroyer carriers where even in vanilla spamming Drovers will beat cruiser carriers in terms of sheer DP efficiency. I'm adjusting the DP values of Tress and Strand a bit for now which should improve things a bit.
That makes sense about the Drover piece; really looking forward to seeing your upcoming changes, and particularly the ones for differentiating the Verge and Skye!
I didn't comment about the weapons yet, but as far as the current discussion about large energies are concerned...I honestly think STS has some of the better (especially in player hands) large energies in the mainline (i.e. not a boss faction such as KT) modiverse in the Stitch and Ruffle. My only wish is that I could find them more often; they're so rare! I utilized the Stitch and Ruffle in a ton of Verge (pewpewpew!) + Skye builds, and in other cruisers, and was never disappointed. The Ruffle, in particular, is monstrously powerful at deleting ships when you have a skirmisher with the mobility of the Skye to get around shield arcs or to choose where to apply your enormous pewpew. I actively seek these two weapons out in every playthrough because I know they'll typically be in the running for what I put into my large energy slots; they occupy very different niches but do their respective jobs quite well.
I do think the Lace could use a little something. Its DPS is outstanding for its slot, but the low damage-per-hit + moderate range + how hot the gun runs means, to me, that in the times that I consider when I'd want to use it, a lot of ships would struggle to have the flux capacity to support the weapon if it's below cruiser class, while heavier ships will typically outfit for longer range engagements or PD with the exception of hunter-killer/skirmisher cruisers (which STS specializes in!). The heavy blaster also runs into this issue since it has even worse flux efficiency, but its relatively better armor-cracking ability means that the gun has a little more versatility. Ironically, the Lace has done excellent for me in a ship with energy-equivalent AAF (like the Brim or Verge) as it outputs monstrous DPS for those medium slots. But outside of those ship systems, I've had a bit of difficulty finding opportune times to put Laces in.
A quick clarification question about the Tousle; am I correct in thinking that it's really doing 5x100 (for the total 500 damage) per shot because the main round splits into 5? It's been a pretty fun weapon to use and I think it's definitely a solid 1k range KE, but assuming that's how the damage calculation works then I do wonder if it could use a slight boost given its 14OP cost.
Thanks so much!