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Messages - Warnoise

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1
Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: March 30, 2023, 04:18:59 PM »
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.

It does not afaik; According to my experience it performs better than the vulcan for the same OP of 4, 500 frag dps vs 300 frag dps but 250 range vs 550; there is also the chain hit mechanic. Numbers from memory.

You missed a very crucial point: one is scatter damage and the other is concentrated damage.

2
Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: March 14, 2023, 05:56:48 PM »
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...

It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.

I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.

My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.

The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?

Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.

Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.

"the weapon when combined with a CERTAIN modded hullmod on a CERTAIN modded ship becomes broken so it's balanced!1!1!1"

What kind of logic is this lol

I played a playthrough using only ED ships while playing around with ED weapons. I don't know what broken mods you playing with so if you gonna speak balance compare the weapon to its vanilla counterparts rather than other op mods or some crap. What you saying applies to almost every weapon in the game (op or not) so let's not open that can of worms.

That being said, the shieldbrealer is a 450 range weapon that needs 20 op. I tried it with extended magazine because otherwise the ammo runs out way too quickly. So count around 30 op on a capital to use this weapon. I tried it on the bullmastiff because it has the means to get close pretty quickly. You not only have to be literally at point blank range to do full damage with it, you also have to hit a capital ship or something to do full damage because the scatter is so huge that most of the bullets don't hit the target. Its performance was extremely lackluster in a late game battle against remnants.

In the end I ditched that weapon and went for storm needler instead. In close quarters I need a weapon that put constant pressure on the shield to not let the target shield tank missiles and armor shred weapon, not a weapon that runs out of ammo in the middle of the engagement while being right close to the enemy.

3
Mods / Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« on: March 11, 2023, 11:54:16 PM »
That post was intended to go on the Diable thread. My bad.
Diable also has been consistently buffed over the years since the big rework of April 2020 that significantly changed the faction feel (and admittedly was imperfect balance-wise, thus the regular buffs). Same as ORA. I work my balancing upwards, starting from the bottom and buffing things only were needed up to the point a faction feels right, but a lot of people can't get past their first impressions from years ago.

Additionally, the Vanilla game changed a LOT too, and it can take time to identify where to catch up.

The fact there is a meme about my way of balancing doesn't make it true. I constantly get diametrically opposed feedback about Diable, that it is OP according those who play it with it, that it is Underpowered according those that just complain about the update from years ago, or are using a lot of mods of... varying balance paradigms. I personally think Diable is almost there: the ships are very slightly under the line, the weapons are a bit over it, and the Wanzers are fine but somewhat frustrating to use, and that's why they will receive particular attention in the next update.

Buffing upwards is the right thing to do imo. Keep it up, you're doing a good job!

4
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: March 10, 2023, 05:23:43 AM »
Thank you for the update! amazing work! Thanks to you Kadur are very fun to play with. I am now playing a kadur only playthrough and this is my second attempt *after the updates) and let me tell you ude you managed to make this faction very fun!

5
i dont know why but either th ai doesnt know how to use these ships properly or their ship loadout is bad. because every time i see them fight they always end up gettnig demolished by anything above a trash pirate fleet.

6
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: March 06, 2023, 01:45:37 AM »
did anyone manage to defeat the legion bounty?

7
Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: March 04, 2023, 10:16:57 AM »
One of the best ship mods I've ever played with. The ships are so fun and their design is beautiful. I just wish there were more weapons but the mod is still great!

Edit: some ED shipyard weapons need some buff imo.

Like for example the mega shield breaker. I wish the ammo limit is dropped because it significantly drop its dps. Considering its range it should be a killer weapon.

Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.

Heavy grapeshot cannon also needs a slight buff. Considering its damage scatter over an area, it takes a long time to eat through armor. It's good as a fighter repellent though

Even as a fighter screen it isn't good due to its low damage. I think it needs a buff in dmg

8
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: March 04, 2023, 07:01:04 AM »
Hi I have a couple of questions:

1-What are the requirements to spawn caliph bounty?
2-Where can I find the new secret ship mentioned in the latest patch? I explored the whole universe but I couldn't find it

9
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: March 01, 2023, 09:31:03 AM »
I played a pather playthrough using this mod and Nexelerin and it was a blast!


10
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: February 26, 2023, 05:06:27 AM »
hi will factions build new industries and upgrade their colonies with orbital stations with this mod?

11
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: February 25, 2023, 10:22:55 AM »
I like the balance changes in the latest patch. Finally now I feel I can challenge late game armies (haven't tried big ordos yet). However I think the Eagle and the Falcon AI can't handle the ship system since they seem to boost randomly and end up dead 99% of the time.

Also please adjust the prophet ship system AI because it just spams the boost whenever it's ready which always makes it either end up dead or killing it's friends by ramming them.



Also am I the only one who noticed that Sunbird AI is a bit strange? Even though I only equip it with pd and Missiles, it loves facehugging the enemy and die. I wish it would just stay missile range and just throw missiles from a safe distance

12
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 28, 2022, 06:34:49 PM »
Quote from: Timid
My success was using Solar Shielding or Shield Shunting them.  ;) Kadur ships aren't really built to fight vs Ordo fleets (ordos can phase out and outmanuever most of kadur's ship system) but otherwise Kadur carriers have some success as opposed to Ordo carriers.

If a faction doesn't have the capability to defeat an ordo doesn't that make it underpowered? Considering ordos are supposed to be late game challenge I believe they are a good evaluation for whether a fleet is balanced or not.

Now to be honest kadur ships have nothing substantial to make up for their shield stats and manoeuvrability debuff (which are both one of the most important stats in fleet battles). It'd be great if kadur ships in general get more ordinance points or better flux stats.

Because adding heavy armor on top of their already abysmal manoeuvrability turns them into sitting bricks.

Anyway this is just my first impression, I will keep testing them with different builds and see what they really are capable of.

13
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 28, 2022, 05:32:51 AM »
Did anyone manage to defeat am Ordo with a kadur ships only fleet?

The shield stats hurt way too much to be honest...


14
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: September 20, 2022, 11:29:59 PM »
I've never played with xhan tech ship but I saw them fighting a remnant fleet and they absolutely got decimated by a fleet that is almost half their dp.

One Radiant almost soloed a whole fleet worth of xhan tech ships :/

Are they as weak as they seemed?

15
Mods / Re: [0.95.1a] Blue - Extratential Lanestate Union (0.8.1a-RC2) Mod
« on: September 20, 2022, 05:20:06 AM »
Hi, are there plans to nerf the Gadolinite? For 60DP the thing is tanker than a star fortress. And the AI sometime attacks with 5 of those....

It can go all the way up to 8250 armor which is insane, my fleet almost ran out of Cr just after killing 1 of them

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