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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - IIE16 Yoshi

Pages: 1 ... 35 36 [37]
541
General Discussion / Re: Question about Mods
« on: May 13, 2012, 04:29:39 PM »
Omega's Minimash will flood your game with so many new ships, you probably won't know what to do with yourself. First time I did, I took my frigate off to do glorious battle with a Scarab, only to discover that it's a mobile weapons platform with an Autopulse Laser. Got wasted, being unable to get into range to do damage. Then I bought myself some Scarabs and found out they only use ballistic weaponry, the Autopulse Scarab being a variant on that. So much sadface. I love energy weapons, because so long as I don't go crazy with the flux usage, I have unlimited ammunition, which is awesome for drawn out fights. Then again, many of the ballistic weapons are quite nice, but have such low ammo that taking on more than a couple ships is just not going to happen, I'll run out of ammo before I kill them all. So I just go crazy with energy ships.

542
Modding / Re: give ships more "weight", suggestions?
« on: May 13, 2012, 04:21:27 PM »
If the AI can't move back as you get closer, I'm totally gonna take an Onslaught and just ram everything


'Let's go this way, really, REALLY fast. If something gets in our way, shoot it!'
 - SC2 Battlecruiser Captain

543
Modding / Re: A silly question...
« on: May 13, 2012, 04:15:03 PM »
not sure i understand your question.....

you asking to merge the supply cost to repair FIGHTER

with the regeneration of the PD burst

to create regenerative MISSILE?
I think he means that missile launchers should slowly consume supplies to rebuild missiles on the fly during combat. While I do love the regenerative missiles in the DSTech mod, I think allowing them to consume supples means that I'm basically gonna have to fly with a full load of supplies at all times, leaving nothing for lewt.

544
Modding / Re: give ships more "weight", suggestions?
« on: May 12, 2012, 08:23:31 PM »
I kinda like that idea, but, most cruisers and all the battleships feel very ponderous already. I love using battleships, but just getting into range of another ship is a challenge of it's own. Even worse when it's a ship implemented by a mod, and despite being 1.5x your size, still manages to move faster and just trolololos on the tip of weapons range.

545
Mods / Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
« on: May 12, 2012, 08:11:45 PM »
I think it's safe to say I'm addicted to these ships. Probably doesn't help that they're awesomely cheap and an entire fleet can be bought in 2-3 fights, but I digress. That Graviton Beam, I didn't even know it was possible to do that to ships. I'm REALLY liking the ability to get in there, hold a ship in place and let the frigates wreck it at their pleasure. It's also pretty hilarious sweeping it across missiles and fighters and watch them uselessly do donuts for several seconds before recovering. Then you can just sweep it back! Also, I'm not too sure whether the weapon is a part of this mod, or part of another, but there are rotary railguns that can be bought. Shoot the same cyan-colored pewpew as the other ships, but (big but...) it has REGENERATING AMMO! So much wub for whoever designed the guns to allow regeneration. Same with the torpedoes. I always hated mounting torpedoes to a ship, because of their one time use, mostly unguided nature, and the AI's habit of wasting a torpedo on a crippled ship, but, if a DSTech ship misfires their torpedoes, they simply have to wait a minute or so, and they'll be ready to shoot another. I LOVE IT!

On a constructive note, the Array missiles, the ones that spew forth untold tiny missiles, I think their guidance needs to be dampened somewhat. I'm regularly noticing that the missiles spin wildly out of control if not fired while looking directly at their target. Hell, they often manage to burn out all their fuel, having only traveled about 1/4 of the screen away from the ship that fired them.

546
Modding / Re: carrier graphics glitch
« on: May 12, 2012, 07:56:11 PM »
It would make for a properly sized hitbox.

Alternatively, you can fly a frigate with a hitbox barely bigger than a missile and play bullet hell with your enemies.

547
Mods / Re: Project Titan
« on: May 11, 2012, 06:16:54 PM »
So I can quite tell from your video. How exactly are doing weapons? Not visible at all? What about massive turrets?

Anyway, I did a thing. I'm just asking because I'm wondering if it needs weapon 'mounts' like a regular ship.

http://imgur.com/vMNXq

Getting more intricate is doable, this was just a quick 'what-do-you-think-of-the-idea' typeofing.

*has recently been playing several 5-hour long games with a friend on TA*
*clicks img*
*sees CORE world texture*
'Is that-? Nah, probably not'
*rest of img loads, CORE emblem appears*

YAY~

548
Modding / Re: Since we got nyan cat mod....
« on: May 11, 2012, 04:00:08 PM »
Nonsense, there is no such thing as too much pony.

549
Modding / Re: Since we got nyan cat mod....
« on: May 11, 2012, 03:26:35 PM »
Since we got Nyan Cat mod, My Little Ponies mod?

550
Mods / Re: DSTech Corp Fleet v0.1a - New Ships and Weapons -
« on: May 11, 2012, 02:55:55 PM »
I really like the look of those ships. Very clean cut and technical. Reminds me of the Caldari from EvE, or the Forerunners of Halo.

551
Modding / Re: give ships more "weight", suggestions?
« on: May 10, 2012, 02:56:55 PM »
So, what is it you're going for, here?

That 'why won't you turn faster, ship?!' feel that you get after jumping into a battleship in EvE Online after flying a cruiser for ages?

552
After finally managing to chase down a fleet of Antediluvians on Uomoz's modpack, I discovered 3 things. These ships are goddamn fast, spent a good 4-5 minutes trying to bump a fleet that was neutral. Their ships are TINY! And they seem unnaturally sturdy, too. I reloaded save and bumped another fleet and noticed even the frigates have around 400-500 armor, despite being about the size of a shuttle. They also seem to rely on speed and numbers to attack others, and they otherwise falter if they can't stack themselves against other combatants.

553
General Discussion / Re: Tachyon Lance vs. High Intensity Laser
« on: May 07, 2012, 11:43:57 AM »
That said, I still love having my Quad TL Paragon snipe suckers from the other side of the map ^_~ It's so fulfilling when you see an enemy frigate pop out of the FoW into the LoS of a one of your own frigates on the far side of the map during opening capture runs and 2 seconds later, it's dead from a TL slavo while your own friagte is on its merry way to the capture point the enemy frigate was heading for ^_^

The Omega, a modded ship, takes that to a whole new level. 10 large turrets, 5 on either side, pretty much guarentees no fighter or frigate harassment. As soon as fighters and frigates come into LoS of your own fighters, the Lances melt them. It's so nice seeing pirate armadas take on the Omega with it's 3-4 fighter wings, only to get into the fight and watch as the husks of many dead pirate frigates float past.

554
General Discussion / dem fighters
« on: February 28, 2012, 11:51:48 AM »
Although I've now changed to the Paragon, for quite a while, I'd been using the gun runners cruiser from that TT mod with a number of fighters tagging along. My god, how wonderfully evil those things are. Thunder Wings to distract a ship's gun, then daggers to drop a few torpedoes. It works such a treat. And with 2 dual flak cannons, and all small mounts running LRPD lasers, the ship is almost untouchable to enemy fighters and missiles.

555
General Discussion / Re: the ai in this game is really good.
« on: February 27, 2012, 01:00:00 AM »
The AI is damningly good. To the point, it's almost frustrating if your ship is just a wee bit slower. Because then they can, and will, pick the time to engage. Rather than simply mindlessly rushing at you all guns blazing.

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