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Messages - PreConceptor

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Another thing, there seems to be a lot of mismatches between deployment point cost and supply cost. Convention is that DP and supply use should be the same unless there's a specific edge case reason.

Also the Lancet's right small universal mount arc seems to be slightly misaligned towards the rear on all variants, either that or the left one is misaligned forward on the regular and XIV variant. Not sure whether they're supposed to be aligned slightly backwards or directly perpendicular to the centre line.

edit: another minor thing but the Halon Interceptor Mk1 description mentions it replaced the Pata, but the Tekko Cannon description says it was replaced by the Halon. Since the Tekko is a PD weapon and the Pata isn't I'm assuming the Halon description is meant to say Tekko instead of Pata.

Mods / Re: [0.96a] Pirate Mini Mod
« on: September 17, 2023, 08:42:19 AM »
Any chance you can add an option to not put the pirate hullmod on all the P ships so consistency can be maintained while using other mods that add pirate ships?

Or perhaps an option where all ships in the Pirate tech type get the hullmod added dynamically?

A couple of minor things I noticed:

Ionos and Paramerion fuel/ly is 3, more in line with cruisers than the 8 or 10 or more of capitals (the HMI Ionos is currently 10)

Lucern launchers don't have the 'Launcher' part capitalized like all other weapons

Thats it. Cool mod, love the vanilla-style versions of the faction ships. Makes the additions feel more natural.

Modding / Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« on: September 13, 2023, 12:35:34 PM »
You just had to do it. You just HAD to make hyperspace demons real.

Wasn't the Collapse enough?

Mods / Re: [0.96a] Amazigh's Ship Foundry v0.12
« on: July 06, 2023, 04:33:56 PM »
I think the Termite might need a slightly longer refire delay. It seems quite easy to overwhelm ships without good PD, which is most ships. Maybe a slightly shorter range too but less sure on that.

Seems like a lot of ships in the mod have a mismatch between supplies/month and deployment points, seemingly for no reason. Is there a reason?

Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 18, 2023, 04:28:24 PM »
I think the X-ray Pulse Laser could do with less efficiency

Modding / Re: [0.96a] Arulite Starworks v0.2b
« on: June 18, 2023, 02:17:55 PM »
Some balans feedback: Phalanx PDC has way too much dps, Rhino Cannon needs to cost more OP (24-28 range), Garuda DP probably needs to be more (45 maybe)

Modding / Suggestion for the Mod Index
« on: June 18, 2023, 07:22:41 AM »
It's difficult to tell when new mods are added or outdated mods are updated, especially with the Index as long as it is now. I'd like to suggest adding something to indicate when new mods are added or updated to the current game version, perhaps a big *NEW* between the version and mod name, that remains there for several weeks.

Maybe to make it easier for the curators of the Index so they don't have to keep track of how old every NEW mark is, they could all be removed at a set interval every 1 or 2 months?

Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 18, 2023, 03:11:41 AM »
Really liking the look of this

Some initial thoughts: the Exhortation is pretty neat but Diktat almost never uses carriers so I don’t know how much of a presence it will have. Aside from that, looking forward to trying this out more fully

Any chance you could add an option so when market queries are filtered by number of d-mods it uses the selected number as a maximum? Like you select 3 and it shows anything with 3 or less d-mods rather than only ones with 3?

Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: June 08, 2023, 10:27:52 AM »
Yeah thats exactly what I did, still crashes.

Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: June 04, 2023, 02:50:30 PM »
Altia noooooooo  :'(

At least I still got the Fennec

Thanks for the update! The hole in my modlist has been spackled.

Suggestions / Re: Phase Lance range buff?
« on: June 01, 2023, 09:19:36 AM »
I wonder if something like a fairly hefty reduction in flux cost might be sufficient. It does good burst damage already, I don't think that needs to change. But if it went to .8 or even .6 (instead of 1.2) flux/damage, then the anti-shield use would be more ok, and it'd get a boost as an anti-fighter option, and it would further be solidified as a low-flux option (that still has some punch) for a medium slot.

I like the flux cost reduction idea, probably no less than 0.8 tho

You could make this one also deal EMP damage, like a baby Tachyon Lance, with the same mechanics. EMP arcs that penetrate shields is actually a very interesting niche that brawler ships could use. Currently if you want that your only options are Ion Beam (long range, no damage) or TL. Especially interesting with HSA so the weapon could arc by itself

But I also like this idea

Can you argument for your choice then, what would 700 range exactly accomplish? On high tech ships you don't need that since it clashes with standard and strike ranges. Beam builds are also out of the question since then you're too short. Midline ships really don't want a "spend more flux than your opponents shields will even take" weapon. I'm just curious where do you see a 700 range Phase Lance making a difference.

You're right, the only thing it would synergize with in vanilla is Railguns and Needlers, which would be good on some ships but not many. Range buffing probably isn't the answer.

Suggestions / Re: Phase Lance range buff?
« on: June 01, 2023, 08:16:52 AM »
I would actually prefer it to get more direct damage without changing DPS. It is basically a melee range strike weapon, like AMBs. Better to make it better at that than buff other stats and have to either walk back, or remove the one thing it's still good at.
EDIT: Hell, make it do more damage and make it less flux efficient, kinda like a strike Heavy Blaster.

But its the same range as the Pulse Laser and Heavy Blaster, far from being 'melee range'. Why would any other stat need to be walked back if one small change makes it slightly more competitive with other options it has a hard time competing against right now?

If medium really needs a true point-blank strike weapon like the AMB, instead of shoehorning a beam into that role there should be a separate AMB analogue for medium.

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