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Mods / Re: [0.96a] Yuri Expedition v.3.0.2 || Faction Pack || Hotfix 12/27 [YRXP]
« on: March 07, 2024, 04:37:08 AM »
Any eta on 0.97 update?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.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 ...
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.
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 ...
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.
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.