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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - DanJSC

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Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.2(WIP)
« on: July 17, 2017, 05:51:13 PM »
This, for some reason makes me want to have a diverse fleet of buffalos.. Just buffalos, but filling all the roles in a fleet.

2
I'm super hyped for when we can finally try these out in a campaign setting. I'd been playing world of warships for a bit a month or two ago and it made me crave the slow, durable battleship type (W/ Long range, slow projectiles, lots of hardpoints etc.) ships which aren't quite in starsector yet, nothing beyond fortress shield at least. It's weird, it made me miss the Patrian Principate mod, and only after that it made me realise that i really liked this mod. You're doing good work, i'm excited to see how this mod turns out!

3
Mods / Re: [0.7.2a] The Knights Templar 0.9.7b
« on: May 11, 2017, 03:48:33 PM »
I wonder how these will stack up against [REDACTED] fleets.
Templars will absolutely crush them.

Won't even be close. Even for the [REDACTED] you know what.

4
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: May 05, 2017, 01:42:02 AM »
I managed to find the hullmod the gundams have, the hullmod that gives 50% maneouvrability for 0 op

5
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 04, 2017, 02:58:42 AM »
On a different note, though i think it's something with the base game's fighter ai rather than the strife's, the reserve deployment strife won't use hold your ground since it's so focused on circling around the main one.

I gunna keep trying to get a feel for the strife though, it may just be something that takes time.
Can't do much about that to be honest, there's a reason why they are single Wanzer wings. I was thinking about adding a small damage reduction at some point, not sure why it didn't made it. Maybe it was the time constraint to release early this week. Will take a second look. (also, Strifes really work better in teams)
[/quote]

Maybe like a mini damper field effect along with their "Hold Your Ground" ability, that seems to be where mine keep dying, since they're suddenly stationary they can take a ton of fire that would usually be missing them.

6
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 03, 2017, 07:15:58 PM »
They make shortwork of heavy fighters and frigates/light destroyers. Great finishers too since they dish out 1000 frag dps when using their system.

I can't seem to make them work well, the valiant versatile (which certainly lives up to it's name) seems to do so much more for only 4 more op and with wingman (Two with the drover) as well as shields. Maybe if the strife could turn faster in hold your ground mode or became tankier during it. In fights i've been having enemy fighters whizz right past them when they hold their ground and they can't manoeuvre to shoot them, or a frigate will just shoot them and they die. It seems like their success is reliant on their thunderbolt missiles hitting and i've had a few times where they've fired one behind me and had it hit me. The valiant needs none of that and is able to consistantly fight entire fleets at the moment, (Granted i've been using a frost escort with them on a drover, so additional sustain) even [REDACTED] ones with potent pd and assault potential.

On a different note, though i think it's something with the base game's fighter ai rather than the strife's, the reserve deployment strife won't use hold your ground since it's so focused on circling around the main one.

I gunna keep trying to get a feel for the strife though, it may just be something that takes time.

7
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 03, 2017, 01:48:41 AM »
Really like the Strife, but struggling to find the proper use for it.

8
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« on: May 01, 2017, 11:53:35 AM »
The MC Hammer mission got even more satisfying with this update, now that ships can break apart when you kill them.

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Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 30, 2017, 07:45:23 AM »
I wonder, is the blade a weapon that can be used to slash in front of them outside of the ship system? (Maybe a lightning quick slash animation to prevent animation issues with said system if they use it right after) Maybe having them slashing away at fighters that get too close could be interesting, maybe even missiles? Probably not doing enough damage to fully destroy harpoons but swatting lighter missiles like the swarmer, i'm not sure how it'd actually look though.

10
Mods / Re: [0.8a] The Silent Armada (Demo) v0.10
« on: April 29, 2017, 08:59:30 PM »
Ended up getting insulated engines early on, that and the grounded armour mod makes it quite difficult to spot you when you've gone dark, very useful if you're doing analysis missions in a few small ships.

11
Mods / Re: [0.8a] Unknown Skies v0.1 (26/04/2017)
« on: April 29, 2017, 09:42:10 AM »
Just thought I'd let you know, this mod doesn't play well with Lightshow (black screen after loading) and the Portrait Pack (causes a Fatal:null error for some reason).

I had this too, it seemed like it was shadowyards when i did it. What fixed it was doing the old 64bit java thing and enabling more something, ram probably. I'm using portrait pack too, not getting that problem though.

If it's not mod specific, it may be something to do with the base game?

12
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 02:04:49 PM »
Putting the shadow, in Shadowyards.

13
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« on: April 27, 2017, 03:37:55 AM »
The Infinite range and what looks like additional 1.1x speed is pretty hilarious, like vulcan fire from talons going forever. Though, it's fun to test fighters in sniping roles with the bugged range, the Skinwalker seems to be the the most accurate sniper so far, that and the new Xyphos wing's never ending beam.

14
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
« on: April 26, 2017, 11:17:04 AM »
Only one group seemed to have the SNT wolf above 1. Combat Small, every meaning they were popping up alot, even far away from the central sectors as small ambush groups. Maybe may a D version for the pirates, with a weaker drone, maybe not a terminator but something relatively worthwhile, like a modified gladius or something.

15
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
« on: April 26, 2017, 07:26:43 AM »
The SNT wolf is making me rage, every pirate group i run into that's bigger than 2 ships has 2 or more of these. They're more common than the (D) wolf! It's not a bad ship imo, and i'd be fine with how scary strong the Terminator drones were if i wasn't fighting 2-3 of them every fight. What do i need to change to make the ship much rarer in pirate fleets?

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