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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 - Titann

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1
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: October 11, 2022, 09:18:07 AM »
This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
That Mad Lad, declaring that he can take you at 0% readiness. Such a Boss.  8)

He did take out my fleet with %0 readiness lol. Blackhole also removes your CR super fast, i didnt even realized that all of my ships reduced to 0 CR in 2 minute. Bad thing is Cataclysm can use all of his weapons/shields with %0 but not mobile because of %0 CR and my fleet cant do anything so he takes them out one by one. I need super alpha strike fleet to take out Catacylsm before my fleet hit to %0 CR so i have to prepare carefully

3
Alrighty then. So, Gabloc, I am still working on the mod, I just don't have a lot of time to put into it these days; it is not abandoned. I'm largely held up on the content side of things as I am just too busy with other projects to sit down and come up with assets.

As for Titann's post well... it seems pretty obvious you're frustrated by the general mobility of the faction. So, in order: it is true that the Skadi is pretty fast for a capital ship, but it is also fairly OP starved in comparison to the Astral and the Legion, at least in the current public release, and the standard versions ship system at least doesn't really stand out. The Charybdis is only really fast because of it's ship system; without that it'd be stuck with an otherwise moderately above average baseline speed. Generally, though I'd need more information to be sure, it sounds like you might be poorly set up to actually fight them, since it seems like you're not able to pin them down.

As far as your comment on the frigates goes, I will say that I find your contention that you'd need super-frigates to deal with them to be a pretty significant overstatement. Most of them are not particularly exceptional, with the rather obvious exceptions of the Shamash and Ninurta. Also, as an aside, none of the frigates have cruiser amounts of loiter time. Three of them (the Enlil, the Inanna, and the pirate Southpaw) reach destroyer levels of CR, but these ships also are either awkward messes (the Inanna, which is basically a sideways Brawler) or arguably don't really benefit much from having 300 seconds of combat readiness to begin with (the Enlil and Southpaw are both fragile enough to make that somewhat risky.) It's also noteworthy that this flight time is not particularly unusual even for vanilla frigates, as the Brawler and Vanguard both have 300 second deployment times, and the Monitor 360 seconds, though I'd say only the Monitor really benefits from being able to stick on field for so long just because of how good a speed bump it is. All the rest of the SRA's frigates have pretty typical peak CR times of between 120 to 240 seconds.

Finally, comparing the SRA to the Templar seems highly questionable to me. They are, flatly, just not on that level. They might situationally be very hard to fight if you lack a similar level of mobility or enough numbers to bog them down, but they simply don't have that level of punch or durability, and their mobility isn't enough to make up for the difference.
it seems more like a case of not understanding your enemy to me. its hard to really take any of that criticism seriously without knowing what you're using to fight them with.

frankly shadowyards requiring actual change in strategy to fight rather than the usual 'do everything' fleet composition / ship loadouts is a very good thing if you ask me

Tbh There is not that much of problem fighting them. Like i said i only had problem with Skadi and Charybdis because they dont act like Carrier. Of course Skadi is more like Battlecarrier with its offensive weaponary but atleast its not fast. Just compare Charybdis with Frontline Cruisers, you will see Charybdis will go for killing spree because of its Too high flux capacity, Can easly go faster than most Destroyers, Too much tanking capabilities on its Shield, Mediocre Hull/Armor and has access to Large Energy and Medium Energy weaponary as well as 2 Carrier Bay it can equip Bombers to deal extra damage. I mean why you use other shadowyard cruisers when Charybdis does better than any of them? So i basically call that ship Super Cruiser-Carrier instead of "Strike Carrier" because it doesnt act like "Strike Carriers" so it basically got wrong classification.

Edit: I think Charybdis should be way more expensive ship and much more rare to have it "balanced"

4
Mods / Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
« on: October 02, 2022, 02:33:36 PM »
Saker seems too strong, it does too much damage vs shield and its super efficient with its 0.3 flux/dmg, yeah its got 900 flux/second but most ships able to fire that long enough to do enough damage vs ships that rely on shields. Accuracy dont really matter against big ships, i think It shouldnt beat storm needler. Idea is cool but its just too strong

5
Mods / Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
« on: September 30, 2022, 02:57:14 PM »
Hey great work with the mod!
Hello there, happy to hear you are enjoying the mod.
I found an issue or not i don't know maybe it is intended but Basilisk got huge impact effect when hitting target
Well it is an intended feature. I figured that since it was an explosive triple barrel weapon, it would have some oomph. Are you finding it distracting or an issue? Perhaps I should go over the descriptions I have for the explosive weapons and include something to that effect.

Thank you for the feedback, a bit more clarity and we can fine tune it.

oh okay i just thought weird to see fast firing small caliber with 20x15 damage do that big impact effect

6
Mods / Re: [0.95.1a]Carter's Freetraders - V 0.8 - 09/27/22
« on: September 30, 2022, 12:22:15 PM »
Hey great work with the mod!
I found an issue or not i don't know maybe it is intended but Basilisk got huge impact effect when hitting target

7
Mods / Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« on: September 30, 2022, 11:11:30 AM »
This mod probably got one of most overpowered ships i ever seen. Skadi Carrier can hold 5 cruiser at the same time. Charybdis is like its faster than Destroyers/Frigates with Cruiser Firepower / Attack Carrier firepower its basically super overpowered compared to any other Carriers. Not even talking about these Carriers  super fast speed + speedy boi systems + super tanky shields + high flux capacity, super fast venting, shadowyard weapons literally give them big advantage.

I think you should rebalance those Carriers, they are more dangerous than anything shadowyards put it to space

Edit:
what is mughal particle lance and why it does tons of damage to both shield and armor?
Edit 2:
Shadowyards Frigates also problematic you need super frigates to encounter them and that is not that enough aswell
Also why frigates got cruiser level peak time?
Is this intended? Feels like Templar level faction here

8
Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: September 27, 2022, 12:36:34 PM »
Do ai fleets get these hullmods/bonuses, when i checked their loadout they didnt have them or is it player only?

9
Mods / Re: [0.95.1a] Hiver Swarm - V0.98 - 09/11/22
« on: September 14, 2022, 09:26:32 AM »
only thing i really wanna see about this mod is, unique ship sprites... is it planned? especially the reaper from mass effect... just wondering

10
Mods / Re: [0.95.1a] Starfarers Workshop 1.5.0
« on: July 15, 2022, 01:08:40 PM »
with mindcontrol system, i still dont know why there is no space zombies mod already. It will be very similar to SPAZ.

Very nice mod good work! Keep it up!

11
Suggestions / Re: Monitoring System character skill
« on: July 11, 2022, 04:28:15 PM »
id like to bump this thread, i believe having something like this will help player so much especially in large fights when we have to focus on our own ship. So we can easly keep an eye on important friendly/hostile ship status

12
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: June 11, 2022, 04:10:11 PM »
lots of people waiting for this mod, i want to create new playthrough but im watinig this mod for months lol, i hope it gets translated soon so we all finally start playing this mod

13
i was waiting a mod like this lol. Do you have any plans to make them Crisis event like in Stellaris? Like first they show up with small ships but more powerful ships appear as time goes on so they start attacking core worlds, capture systems, maybe factions also become allied with eachother to counter the hiver swarm. Even a buildable special super ship to make fighting easier with hiver swarm? (with a hullmod that increases its stats against hiver ships so it doesnt become op against everything)

Good stuff though i love it.

14
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0.6
« on: December 03, 2020, 08:34:10 AM »
Hi!

I was wondering, is it the Oberon Alien Battlecruiser  supposed to be capturable or ?
In my current save I have been unable to capture it, I have a save with only that ship left in the enemy fleet. And no matter how many times i try to kill it and capture it I never get the option even tho it says its just disabled and not destroyed.

Thanks for a great mod.

Boss ships are not capturable it is also not up to me i cant make them capturable because boss ships arent mine
They are also too strong in player hands and will make game very easy so if you dont want to have broken op ship it should stay like this.

I ve added unique ship skins for these HVBs so you can try to get them its possible to recover new ship skins that got special ship system and improved stats as reward.
The prototype Paragon look neat, i always love predecessor vs successor dynamic.

thanks for feedbacks also it means a lot

i am also very busy with RL stuff and cant find time to play games or work on this mod so if someone else wants to takeover the mod feel free to take care of it

15
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0.5
« on: October 01, 2020, 01:58:09 PM »
update 1.0.6

+changed HVB spawns now they spawn after you destroy a boss HVB
First spawn is always Oberon -> Ezekiel -> Crystal -> Ultron -> Zeus -> Zero -> Super Zero
+Ship sprites now look better than before (atleast, sorry i dont know how to make sprite)


should be save compatible

this update will prevent HVB to spawn more than 1 in your early game so it should be ok now.

this is kind of a late fix, sorry that i ve been busy with RL. Im not sure when ill continue adding new HVBs but ill try to update the mod if something big happens

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