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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 - Albreo

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136
This is getting better and better. Thanks a bunch.

They are now properly protecting their planet agaisnt raid, invasion and such which is good to see. The scavenger is a nice addition although they didn't pose much of a threat to my road to capital. I did see a raid of 9 fleets retreating with out action which is a bit strange.

But still, I think the amount of invasion per month right now is too excessive. Planets change hands too quick and break the immersion. Before the player even has enough strength to take on some of the faction, the entire sector is already a wreck with each system having a rainbow color in case of abundance faction mods. Some of these lone planets in mess up system don't even have patrol and easy for the taking as the one that has is owned by other faction and doesn't contribute to protection at all.


I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.

Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.

They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.

137
I think that missiles are underpowered. They have less strike damage and less sustained damage compared to normal weapons.

I also think that the Wings Spectre&Phantom Phase is overpowered.
Nothing can be compared to it. They are easily obtained and are by far the best choices on any ship. Archean order stuff seems to be ultra-strong.

Missiles are pretty dam strong in this mod, I'm not joking. You also have an unlimited number of it which in vanilla you don't.

Sustain damage means nothing if you can't face hugging the enemy ship, only a zero flux weapon can do that. The purpose of missiles is to fill in what your weapon can't do enough. For example, you equip your ship with full ballistic cannons then have an explosive missile to pair with it or Thunderbolt missile pair with energy weapon because energy didn't do a good enough job hitting shield or Shock Storm which can blow out shield in one go and pair it with Explosive main weapons. Don't expect much for a small missile to kill things, those can only deal with frigate but from a medium mount and up its pack a punch. You also have ultimate frigate deleter as a form of Hivemind Orb launcher which is best for all-round support.

The fighter and bomber will be changing in the next patch.

138
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I've also learned that I need to be very, very careful about some hullmod synergies. I made Front Shield Emitter unequip-able with Concentrated Shield Emitter OR Stabilized Shields and I made Concentrated Shield Emitter unequip-able with Front Shield Emitter OR Hardened Shields. This was after I stacked the later combo on a flux-free Paragon and it became an unstoppable deity of death on the battlefield...

Yes, that combo waited so long to be nerfed.

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In general flux free assault weapons are a mod feature, but I'm starting to come around to the idea that large weapons either need to generate some flux or have significant damage/range drawbacks to not make capital ships too strong. It doesn't seem to be as big an issue on ships smaller than capitals though maybe I just haven't tested it enough. However I noticed that simply replacing the Onslaught's Devastator for a Mark IX made it perform considerably better because it could always fire an armor breaking weapon alongside its railguns.
Both the Mark IX and the Razor Tri-Beam have had a healthy whack with the nerf bat as a result. I am also adding minor flux costs to longer ranged assault weapons like the Excaliber Cannon and Photon Cannon line of weapons like I did with the Railgun line of weapons.

Yep, flux free is always superior. That's why I'm very skeptical about it. I wouldn't mind flux free large weapons but their DPS can't be on par with the one that generates flux.

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Finally, to further solidify the idea of designations as a balancing mechanism, I've been tossing around the idea of giving destroyers the same benefits that frigates get against missiles, fighters and the same speed mechanics. I felt that this really gave frigates new life in the later stages of the game and I think it could help destroyers too. In that same vein of thinking, I will probably reduce the 0-flux speed boost of capitals to 40 down from 80. Why? To prevent non-flux builds from maintaining the speed to chase down and eliminate targets far too quickly. The 0-flux Paragon took down three Eagles without its flux getting above the threshold to loose its boost because the Eagles could not leverage their positioning to pressure the unshielded portion that is supposed to be the weakness of Concentrated Shield Emitter.

I also want you to nerf the Helmsmanship zero flux speed boost threshold to 25% from 34%

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I'm going to have to keep things relatively simple right now due to time constraints. So, for example, I can't remember if it was you or basileus who commented on the lack of a true armor breaking energy weapon. That is one of the gaps that I intend to tackle. The Phase Beam/Atronarch Beam/Terminator Beam already do this very well due to duration changes and a dps buff to the Terminator Beam specifically, but I'd like to make a projectile-based weapon an option as well.

That's me, I guess, but I want one for medium mount slot more. Also for the Terminator Beam, can it be tweak some how for AI to not waste it on the shield when the only large weapon it has is Terminator Beam. I don't think the Onslaught waste it too much, only occasionally. Mostly it was used as it intends purpose.

The beam point defense weapons also defeat the fighter buff this mod provides a bit, not sure how can it be deal with. It's already expensive to field in.

139
That's ok I guess. I wouldn't want the stock variants to be the best possible loadout. That would take the fun out of players to experiment with mix & match themself. And don't forget to include all of them as test ships, I'm lacking target practice.

Anyway, now down to business.

I'm adding a few new weapons alongside the new wings in order to fill in a few more roles (mostly for energy weapons) but I also wanted to add some Remnant-only weapons - including a legendary. I wanted to post this so that if anyone has any requests on the theme/functionality of these weapons they can post their ideas here. :)

If not, I'll come up with them myself no worries. (I'm also obviously going to be adding even more once I get access to these new effects. I'm very excited to delve more deeply into those at a later date!)

Here are some options.

From other mods
- Projectile weapon with soft homing capability.
- Beam weapon with secondary delay explosion.
- Weapon effectiveness scales with flux levels.

- Large long range anti-matter projectile weapon.
- Slow moving projectile with a huge hitbox.
- Tractor beam weapon.

Crazy stuff
- One-hit-kill beam weapon with super long wind up time and visible tracer during charge up, anchoring the ship, fixed mount build in weapon, pierce through ships, infinite range, non dropable. Obviously requires a new ship.
- Nanite swarm missile launcher. Generate cloud of persistent EMP aoe damage at hit location.
- Phase bomb teleporter in missile mount.
- Weapon that can damage phasing ship.
- Jamming crystal shard missile that rips fighter recovery rate.

140
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Ah thanks again for the video! I will do my best to learn from it and make any necessary changes - especially since its hard for me to test late game officer scenarios I really appreciate the demonstration of how those battles look.

I'm glad to help. If there're any paticular factions you want to see, you can request.

For all the AI change, I would wait for Alex to complete what he wants to implement to negate Capital only fleet. I do disagree with the new skill point system somewhat as there're fewer options and a bit force into only a small pool of initial skill. And the story point, I already imagine myself abusing it already lol.

I can probably help with some variant adjustment if you want but I don't know what factions can and can't use which weapons. Also have zero coding skill.

141
Another video with NO SPEED UP this time.

https://www.youtube.com/watch?v=UJbEFU1Qh2I

Do you think the Tyrant's DP cost should be raised?  That's one approach to balancing it without nerfing it as a player ship.

With a smaller battle size, you can use a proportionally smaller fleet and still get outnumbered.

Tyrant DP... maybe it should? I'm not too sure as this ship can have a very very wide performance range depending on the user customization. It can be an utter crap run away from everything to a berserk ship that disregards your command. It can be dealt with easily with fighters swarm often time. I think someone did complain about how frustrating it is. As it will be a lot harder to find in the future patch, it might as well stay a bit special. The normal loadout performance of Tyrant apart form this exception Zero flux build should be more in line with Paragon, that's 40 against 38 DP, alas with no better test ship than Tachlance Paragon I can't say much but Tyrant is stronger in 1v1 (even Onslaught is stronger than that Paragon with correct mods lol). If consider nerfing it, I would go for its zero flux speed boost and Armored weapon mount for that massive 20% armor boost.

For battle size, yes, it will be proportional but you actually get a lot more breathing room for your ships. The enemy reinforcement will come in trickle, so you can deal with the front in a more manageable manner. But in a massive battle situation, the instant the ship is down, ships at the back that piled up can immediately replace its position and you will have no time to vent flux but be pushed back. The number of fighter and bomber that can engage you double or triple. Also, as the ship pile will be very dense, the risk is increased immensely as you can be gang without notice if you have low battle awareness.

142
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: September 18, 2020, 10:18:37 AM »
I did transform a Cyrovolcanic into Water World. But instead of aquatic culture, I can build a farm on it instead.

143
Yeah the speedup mod screws up the game. Not only the AI, but you also get projectiles jumping over shields or their targets. Missiles and strikecraft skipping through PD, shots through shields or deeper into armor messing with the damage distribution. Basically, don't use it if you want a legit fight.

It is indeed but it's more of a double edge increasing risk on both sides (even some of my ships got torped all over the hull). I wouldn't consider it as cheating unless someone really intended to exploit from that. At x2, it's barely noticeable but more than that, if the CPU can't keep up, some missile will even stop functioning. But as I already know the outcome of the battle at heart, I wouldn't care much. For a usual fair fight, I will have to slow down to micro a bit.

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Note: I see that you are using the combat speed up mod, and just be aware that it can make the AI a little wonky since things are going so fast and the AI can't take opportunity of certain windows (like shield flickering) as easily when that is active (per Alex iirc). I know that it would be pretty impossible to show all the content you did without it, but just keep that in mind as far as combat results since the game is not really meant to go that fast. For instance, I think some of those battles might have been a bit tougher otherwise - and I think I can visually see certain ships survive longer during some points where the battle seems to be going at a more normal pace. You have a lot of endgame experience though, so if you have played a lot without it on and that is not the case in your opinion let me know.

I did intermittently secretly crank the speed up to x8 sometime when there's nothing to worry about. Lol, sorry. The video was only intended to report the problem of Radiant teleport suicide. Other than that, it was just me having some fun. If you are interested in a long tough fight, I might be able to arrange some. All my ship was designed to be able to 1v1 standard Paragon at leisure, even my Onslaught can do it with almost no damage no captain. The Tyrants were designed to be able to solo 5+ capitals at once cosider how fast and cheating it is. If you look at the battle report that I sometimes showed, a single Tyrant can contribute up to 33%, that's 1/3 of the battle, not consider that I have 4 of the same copies, so, what I show is more subtle but I did post one on my Tyrant build. And to answer your question, I usually paly with x2 in a tough battle and that won't mess with the combat much.

Oh and I play with max 500 DP. Lower than that and I won't get out numbered much and can even cheese some hard battle. But only with 500DP in this mod that has the lag though. In other moded games, it wasn't even this laggy.

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I agree that gunships need to be faster and I've made some of them faster already. Thanks for the number I'll try and adjust a few on the slow side and scale the rest up even more.

I saw some gunship, actually Trident, that slow and has very slow acceleration. It can't stop in time and has to fly through a capital ship without being able to fire at it.

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I added ~8 or so more wings - including the first Legendary wing - the Apocrypha - which is unattached to a faction and can't be found in markets. It has to be found as a Legendary blueprint or, eventually, salvaged from a boss bounty that uses them - which would be an endgame thing. Players are likely to not even see one in a play-through so finding the blueprint should be special.

Do make it very cheaty for the hardship it worth.

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Tachyon Lance already has some changes. Hopefully it will make the AI a bit better with it. From the video, part of the issue it's bad is the jump from the Radiant putting it immediately under fire since the Radiant is trying to attack the enemy ship's engines. Since I'm changing that up already, that might help too on the primary ship that uses it. I honestly think the weapon is pretty good on a Malevolent or - in the next update - the Executor since that ship's flux stats have been buffed and it will likely have some more OP.

I actually put one on my Malevolent. One is the most the capital ship should use. Two, it starts to not look so good on flux. And no, the Radiant jump was not contributed much by the Tachlance. It's just pure 1v3, 1v5. It can not keep up, in any situation, from ganging without proper small ships support and can't get itself out either as teleport is on cooldown.

144
https://www.youtube.com/watch?v=_3jX3i79SUc

End game showcase with random core sector, pirate commission. The commission wide bounty payout should be bumped up a lot for pirate since I can't do normal bounties for they are all friendly. Getting paid 10,000 for an entire fleet is hardly sufficient for the repair cost but high tier weapon drops do sell for a lump sum.

Radiant suicide teleport should be delayed or have 2 charges at the start or instantly deploy shield and Brillant teleport ability should be changed to something else altogether. The teleport ability making it too hard to chase and kill fast Brilliant without OP ship like Tyrant.

Weapons that do require some nerf: Small Phase cannon, it has a characteristic of a long range burst weapon while flux free and I think it the best of all small weapons. So we should nerf it, too useful. Tri-Beam is too damn strong in a large number.

Weapons that would like some love: Tachyon Lance needs a rework, it's a suicide beam. Small Shattercell Cannon, unreliable performance in dealing with crafts also expensive. Three pulse cannons' green small bullet does not look threatening enough despite 250 damage each and might as well turn one into a proper burst weapon. Eclipse Cannon's flux cost should compromise between flux free phase cannon and Apocalypse Cannon at around 0.7-0.8 flux/damage, other weapons in the medium energy are way better option. Mining blaster is utterly OP expensive for its performance given. Terminator beam should be downgraded to medium mount. It's in no way a good large weapon and buffing it wouldn't look good on Onslaught XIV.

Energy weapon lacks more variety for large projectile weapons at the moment, maybe in a form of new remnant weapon. Apocalypse Cannon has to always fire in alternative mode to save AI from suicide.

Fighters that would like some love: most of the midline craft should have a small shield added. In a large fight, crafts with no shield just become potatoes. Less bullet for all projectile fighter my CPU can't handle it. There seem to be certain crafts that cause a lot of lag probably projectile or missile one. Wasp and Spectre are super potatoes, expensive potatoes. With new range reduction, it may be useful once more. I would hope for interceptor to only protect their own ship some what. Flash bomber is quite strong but at 30 OP no one can field it properly. Trident and Claw bomber are just bad. Goliath is great at tanking but DPS is underwhelming.

145
For your weaponless mounts and PD cost issue. What I do feel during my loadout considerations are:

1) A very expensive PD, I wouldn't consider it at all if a PD will cost more than 15-20 points. Even a 10-15 one, I'm skeptical to put it on, unless absolutely necessary, when normal solution can't keep up with. More PD all around, most of the time, better than a single large slow firing PD.

2) Mount less. When the mounting angle is absolutely awkward, like the one on Tyrant, I concluded that it should be skipped as Tyrant can rotate fast enough to always face first. If there is a cheap PD I might consider putting it there. In other mods, they have some weapons with minor homing ability.

3) Too much dependent on hull mods. Like I do. Probably more of a player playstyle.

4) A lot of times, more weapons are useless since you don't have enough flux to fire anyway. I'm still skeptical with zero flux weapons in this mod as it really makes some weapon the first choice. Maybe, it should only be reserve for PD weapons only.

Possible changes:

1. An actually build in hull mod that increases the effectiveness of PD range and accuracy for certain ships, carriers, etc.

2. Reduce the cost of most PD or what you suggested more cheap PD options. So, the player is tempted to put whatever on the remaining spots. But more PD also means, another time, rebalancing fighter.

3. I have played a few mods with OP reduction and I don't think it that useful, like the one in Rim World Alliance that reduces some energy weapon OP/increase beam weapon OP. It might influence PD choice a bit but by that time I will already have a favorite weapon set up that I don't care how much it cost unless it's a huge discount like -10.

Edit:

4. Now that I woke up. I think, a problem with not enough OP on carrier can be fix a bit with a dedicated hull mod that reduce OP. Someting in line with a "Heavy Hangar" on capital carrier that reduce the cost of Fighter and Bomber by a lot. "Medium Hangar" for all destroyer & up carriers that reduce cost of Fighter and Bomber moderately. Lastly "Light Hangar" for frigate carrier that reduce cost of fighter slightly. All non carrier will make do with only intercepter or face steep OP price. Might also lower intercepter cost a bit as well.


Again, I don't think you should focus on all these minor balance. More weapon variety might fix it. More capital ships might balance it. I'm still lacking in bomber choice, and armor piercing for energy weapon mount, wink wink.

Fragmentation weapon can still make do, just don't make it crazy like everyone else that is cheap to fire and still has DPS in thousand. It's a good shield suppression option to pepper ships with thin armor and force them to hold the shield up.

There is a minor adjustment required for Phantom bomber. The projectile time out too early in some circumstance, espescially on big target like Onslaught, where it has to circle quite a radius. If the ship is not actually facing the bomber direction, on one side, the bombs have to circle further but time out before it reach the target's engine. You may let it be like that, I don't mind much.

146
I don't think Tyrant is weak against ballistic at all. The few trouble I find against are fighter>>>homming torp/Tachlance. The rest can be easily evaded by AI. I release four of my test ships above and it can wipe two full-size Hegemony invasion fleets in a single 500DP battle, full autopilot, with minimal damage taken. No amount of ballistic can stop it.

For cobra, it's already OP enough. I even think about asking for some damage nerfed. It, alone, already has ample shield suppressive power when deploying in large numbers. Zero flux weapons can do the deed of piercing a shield. So, it's just a matter of loadout. AD has the best ship line up in the game, albeit lack in variety.

Hivemind orb is bugged at the moment FYI.

I think we agree on most points, but we're talking about different things.

You're discussing balance with regards to player designed ships.  I'm discussing balance between AI factions--sticking with the hulls and weapons they have available and the fleets they actually field.

I also agree with you that the Consortium probably has the best hulls.  I view that as compensation for the fact that their fleet doesn't gel.

The Cobra is probably a good case and point of where our perspective diverge. 

The AC only field them on the Malevolent and the Nightreaver.  They field these ships in comparatively small numbers, and they're not particular DP efficient platforms for strike craft in the first place.  In the view of the cohesion and competency of the Consortium's Order of Battle, the torpedo bombers are undeniably underwhelming.  It's part of why the Consortium takes all of those amazing hulls and delivers such pedestrian results.  (If anything, it should be factions like the Traders Guild or SciCorps, which don't have elite capitals, in need of our love.)

Compare that with something like the Epiphany, which is a fantastic platform for bombers.  It only cost 11 DP.  It has four wings and a recall device.  If Tri Tachyon started loading all their epiphanies full of Cobras, it would be a very different story.  Much better economy of force.

As a player, can I exploit the cobra to make it OP?  Of course.  Does the Consortium use it well?  No.  Only their stations do, and that's because their stations can do what their fleet cannot: they can deal and receive flux in a sustained and efficient way.

Factions have identities and that's part of the balance equation.  There's no real point in trying to stop the player from putting on spandex and a cape.

If we let the Consortium do whatever they want and act like the player, then we can surely create a superpower.

But whatever, as long as there aren't hour long stalemates.  Tyrants are easy enough for a player to deal with.

I see what you are talking about. AI fleet loadout is the issue here, to keep up with the lore, and the fleet roster is lacking in many spots. Spewing out new ships is not that easy and we only have one modder doing it, so, he can only do so many things at once. Lol, but I do think new content should be prioritized over minor balancing.

I think we can buff up some small phase ships for Andamantine to be a bit threatening. Those ships firepower are very lacking anyway. I saw other mods have neat abilities, especially in Prv. Maybe, ability to deal EMP damage directly through the shield. Direct system disruption is a bit to OP. And Shattercell should be changed into fragmentation damage, now that I have thought about it. Fragmentation weapons from a few mods are not shabby at all, it can be pushed into some faction main weapon.

Hour-long stalemate is inevitable against a fast ship. Usually, capitals don't have this much speed and any other ship will try to retreat once all capital is wiped out. This happens too to other faction mods. What you can do is use Speed Up and set up an additional button to trigger extreme speed, for me, I have x2 and x4. When trigger both I will have x8, a bit flunky but did the job at cleaning up the battlefield. Or use fighter, you know, all phase ships hate fighter.

147
We started with a problem whereby one group of factions cannot kill Tyrants, so battles of equal fleets would reproducibly run to unreasonable lengths of time.

Now we are addressing a problem that Tyrants are too easy to kill, so we need to give the AC an even more defensive focus.  The trouble is this is also reproducible.

It seems clear to me that this is a double-sided problem.  Phase ships are hard countered by L Ballistic Anti-Armor weapons--in particular the Devastator Cannon.  (This goes double for giant phase ships with a giant hit box.)

Some factions use them routinely.  Others never.  Trying to balance the Tyrant will prove to be a Sisyphean task.

It's also going to be perilous to attempt because it's quite obvious many players are using the Tyrant and invested in its fate.

The better option might be to let it be the Hyperion of Battleships.  Leave it for the player, and have the AI rarely field it in practice.

The Consortium's problem isn't only the Tyrant, in any event.  The Carriers are similar.  Cobra wings are deadly to smaller ships, but not particular effective at big game hunting given the AC's overall composition.  Currently, the AC lacks either a reliable means to overload large enemies or the shield-piercing EMP needed to render capitals vulnerable to cobra strikes.  The only other viable strategy is to simply flood the zone.

Why don't they use Hivemind Orb Launchers?  It's their Legendary weapon.  Carriers are ideal platforms.  A preponderance of orbs and things like hurricane missiles would go a long way.  These would provide reliable, sustained damage plus open the door to big strikes from cobras and the phase ships.

The Consortium probably does need a new capital ship to replace the Tyrant.  It could be defensive in nature; however, it could alternatively be a glass cannon focused on long-ranged, indirect fire with things like the HMOL.  Maybe the Consortium eschews traditional ships of the line in favor of a philosophy of overwhelm or be overwhelmed.  Battles that are short and brutal.

I don't think Tyrant is weak against ballistic at all. The few trouble I find against are fighter>>>homming torp/Tachlance. The rest can be easily evaded by AI. I release four of my test ships above and it can wipe two full-size Hegemony invasion fleets in a single 500DP battle, full autopilot, with minimal damage taken. No amount of ballistic can stop it.

For cobra, it's already OP enough. I even think about asking for some damage nerfed. It, alone, already has ample shield suppressive power when deploying in large numbers. Zero flux weapons can do the deed of piercing a shield. So, it's just a matter of loadout. AD has the best ship line up in the game, albeit lack in variety.

Hivemind orb is bugged at the moment FYI.

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Tyrant Guide Updated

Tyrant guide in decimating everything in the mod. You're required to have basic understanding of phase tech and basic fleet composition. Tyrant is weak against fighters of all sorts, so, you will need to have at least 2-3 carriers capable of support in any given battle. Tyrant can't tank anything, it's not design to hold the ground. You will need additional ships to act as frontline and let loose your Tyrants to do their things. The preferable front line ship is Paragon or zero flux ship. Captain has to be Aggressive or Reckless. Must have skills for captain are Defensive System, Helmsmanship, Power Grid Modulation, and Combat Endurance.

::Loadout::

Spoiler

1) [Ultimate] set up with mostly zero flux weapons. You can go Optic in this one no problem. Very very very effective against fighters. All weapons should be linked to a single auto fire group. Has total damage higher than a Hightech Star Fotress.


2) High DPS, shield piercing EMP build. Lack of burst capability but stable. Can support large swat of combat zone with Thunderbolt.


3) Snipe mode. Quite unreliable in overwhelming battle. Very high burst capability, murder thing very quick.


4) Shield piercing point-blank rocket pots. Melts armor with Gatling guns afterward.
[close]

::Combat Report::



A combined report of 10 Large [REDACTED] fleets at the maximum battle size. Always on Autopilot. No ship lost in combat.

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100% agreed. Iirc, the difference between having the jump and not having the jump was the single salvo you talk about. Without that exit strategy this ship only really engages anything when the target is distracted. Otherwise, it moves in until the first counter shot goes off, phases, and backs off.

Thing is, the higher alpha strike potential I give it for the AI, the more broken it is when in the player's hands. And it's already very broken.  :D

The idea of it being sort of countered by pocket battleships and battlecruisers is interesting. I'll probably have to wait for the changes to really do anything, but I'll keep that in mind. The lower jump range might make this possible since those types of vessels typically are pretty fast themselves, and it already will annihilate anything below a cruiser.

Really it could annihilate most cruisers too... but the AI just doesn't lol. In a straight front to front engagement it can still beat an Onslaught, Executor, etc, but it would take significant damage doing so, which is intended. The ideal strategy is to jump behind and attack the vulnerable engines, so if the AI can ever reliably pull that off the Tyrant will become a really intimidating AI ship.

Well, I always let the AI fly my Tyrants. You would need an officer at lest Aggressive with proper skill set (missile/defensive/amour damage reduction) to make it strong. Phasing is actually good with weapons that have long reloading time, burst or generate large amout of soft flux since when phasing you can still vent soft flux and also reload 4 times faster. So, tyrant with proper loadout can almost go 1v1 with Radient. The problem with AI at the moment is that it doesn't know how to phase to the back of the enemy ship. You will see it wiggles on top of another ship a lot, maybe because this ship is far lager than the nomal vanilla phase ship and some parameter is incompatible but phase ship AI is being updated in the next patch. So, that's also good to hear.

I think, if you let AD fleet Tyrant come preinstalled with an Aggressive-Reckless officer with at lest defensive skill it will be more of a simple threat. Reapers on it have to be set to fire all at once. If you think it's not sadistic enough, you can put my loadouts on. A Tyrant with full Thunderbolts can kill Radient easily

150
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: August 03, 2020, 12:42:56 AM »
I have been using this mod on a few playthroughs now. I usually use it to jump around systems, find my first atlas. And here is what I feel the mod is lacking a bit.

- When jump with cmd that system map still won't be accessible in the sector view map. I will have to jump out and in again for it to unlock.
- Suggest for Up arrow key to cycle between the previous cmd up to 5 cmd. Also a check for only working cmd to be recorded.
- cmd to override normal fleet speed to 20 and burn speed to 40
- cmd to turn on neutrino detector with no cost or skill. Not sure if anyone will be interested in using it lol.
- Reveal cmd has value added with 2mil which is a bit overkill when everything is limited by the game engine draw distance which is about 2 screens. This number causes the interdict pulse to lag the game severely.

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