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Messages - Agalyon

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31
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: January 09, 2021, 11:21:23 PM »
AI is pretty inconsistent, if it was more aggressive (especially in a frigate) it would probably jump in and get surrounded and one shot which it honestly does a lot anyway. I call it stage diving.

What might do what you're after is an aggressive officer, as they try to use all their weapons. IF that doesn't force it to switch out of fast mode then it might actually be on Tarts end, but I doubt it.

32
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 30, 2020, 06:17:28 AM »
I noticed that you pay slightly to have academies store your officers after training which shows up in the monthly report. So heres a funny idea, how about make the repair bays have a cost to store your ships? It could be 10 credits but it would show up with the location. I know its hacky, but I think its worth mentioning at least.

Great work overall though honestly, I love the mod. Everything feels so welcome and useful.

33
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 30, 2020, 04:07:30 AM »
Is there anyway we could have an intel tab showing what officers/ships/etc you have in other stations (or yours, since you could have several) academies and repair bays? Or if im blind and there is one, whats it called.

34
Mods / Re: [0.9.1a] Interstellar Imperium 2.2.3
« on: December 27, 2020, 02:18:16 AM »
Happy belated holidays DR, thanks for all the Christmas updates. The new changes look very cool, Scutums especially. Im glad fundaes got some more ammo too.

35
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« on: December 15, 2020, 11:09:21 AM »
Are the Nova and Onyx changes the part that isn't implemented on existing saves? Im excited to try the new ships, they seem really cool. Great name on the Adze too, very fitting.

36
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« on: December 13, 2020, 05:52:17 PM »
The download is broken I'm pretty sure

37
Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: December 07, 2020, 03:52:55 AM »
Do you think the Brighton hullmod for normal ships (not the scav/redacted) is maybe a bit too rough? Im a big fan of lowered logistic costs but the double flux + shield nerf together is really rough. I think if you want both of those are once it should probably be much lower of a change, to say nothing of all the other negatives.

That being said, great update overall. I'm happy to see Brighton getting all this new stuff, I loved their reconstruction ships and them getting even more fleshed out is great.

38
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.2
« on: December 07, 2020, 12:43:19 AM »
This new stuff (and changes) all looks awesome, I'm excited to try it. The frigate in particular is very interesting, thats a really neat idea. Thanks for adding bulkheads do the Scaramouche too.

As for built in vs modular weapons, I'm honestly pretty torn. I think if I had to pick a sufficiently interesting built in would take the cake as those are always awesome to play with and build around but tbh anything is nice.

39
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 29, 2020, 03:44:27 AM »
Real battle on my side, no officer, I started piloting it and switched to auto (retreated). No mods that affect officers or AI.

40
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 27, 2020, 02:45:02 PM »
Haha thats amazing, I was about to report the marksman CTD but you've already updated. Amazing work as always.

EDIT: Unfortunately it seems like it didn't quite work, I just got another CTD from the marksman.

Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.SKR_marksmanEffect.advance(SKR_marksmanEffect.java:87)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

41
General Discussion / Re: Conquest is bad - change my mind
« on: November 25, 2020, 05:51:11 PM »
Yes it absolutely is a polarizing loadout lol, thats exactly the kind of thing I'm talking about. Thats what people have been saying to do to make it hold up for most of the thread. Its very similar to what I've used in the past, tailor made to fight other capitals. I'm not saying its a bad thing to make inventive builds but how many other ships in the game use less than half of their weapon mounts to invest everything in shield strength and max vents and caps.

Thats what polarizing means, its minmaxed to fit a specific purpose. You don't have to go that far with the other capitals or other Midlines.

Doctrine is a just an aesthetic/fluff thing, not a serious set of rules for balance.
Doctrine isn't just fluff and its not a set of balancing rules either, its a win condition. Also I don't understand whats so confusing about comparing a ship to its doctrine. If its not going to follow it why have it at all even if its only lore. Every vanilla doctrine and modded faction is based around some kind of idea, something specific their ships do better than others they rely on to win fights. Again, you are welcome to just hand wave it all if it makes you feel better but it sounds more like you don't think they should exist at all.

I KNOW there's exceptions, no need to reiterate this again. My point about the Conquest is that if you were to make a Midline ship right now, most people would compare it to other Midline ships, use their basic statline, then make changes. There have clearly been some serious changes made to make the Conquest not OP, and IMO the Midline ships are already pretty individualized as SCC mentioned so its harder to gauge.

42
General Discussion / Re: Conquest is bad - change my mind
« on: November 25, 2020, 05:16:24 PM »
...
Definitely true. Stuff like this is probably why so many people are willing to throw down in favor of the Conquest, myself included. While it has a lot more pitfalls to get caught in, it avoids the common ones capitals have.

43
General Discussion / Re: Conquest is bad - change my mind
« on: November 25, 2020, 04:05:53 PM »
I did a quick search and I can't find the one I'm thinking of. Granted it would be at least years old now, it wasn't new, so lets just say I was wrong because I dont want to dig anymore. And yeah, that list looks super questionable.

The fixation on ship doctrine is because they do follow a trend, not the other way around. Every doctrine has a couple ships that go against it, but its not about the exact number of flux ratio on the shield. Also I don't get your examples at all, the lasher is perfectly fine in LowT, its a brawler with a damage boost and well above average armor. HighT ships aren't supposed to be fast, isn't that Midlines thing? The odyssey I'll give you, and its weird because of its extreme speed.

This whole thing about "just use a good loadout" seems to go in circles in this thread, but you've misunderstood what I'm saying. Obviously hitting random is bad, that doesn't need to be said. My point is that any polarizing ship needs a polarizing loadout, and the Conquest is one of them, much like a lot of the Midline doctrine. I definitely don't think it works well with generic loadouts because it gets crushed in trades due to its terrible shield like I talked about. I guess like the rest of this thread, everyone is going to think something different from their own experiences.

44
General Discussion / Re: Conquest is bad - change my mind
« on: November 25, 2020, 02:57:19 PM »
Well, no, being midline has nothing to do with its "problems". In fact, the majority of midline ships perform well under AI control (except maybe Gryphon) since their systems are very forgiving and they have decent flux stats. I don't know what are you on about midline being bad, it's the one tech type which doesn't have many weak ships. Their shields are supposed to be mediocre, if they weren't, they'd just be better high tech.
I really don't agree with that, the ONLY thing forgiving about Midlines is their systems. Notice how the Sunder is one of the worst ships in vanilla, backed by tier lists of the forums and most players. It lacks a mobility system, and like the conquest has bad shields and paper thin armor. The actually good Midline ships either have forgiving systems and/or 0.8 shields.

Sure this is a general idea but obviously exceptions exist. Also midline is hardest to describe clearly since they're somewhere in the middle, duh. If every ship followed the doctrine faithfully, it would make for a very boring roster of ships.
This just feels like a cop out to me honestly. Most of the good Midline ships follow a doctrine, and the most questionable ones don't, like the Sunder and Conquest. Nearly every HighT and LowT ships follow their doctrine in the ways that matter.

Conquest having bad shields is the whole idea behind it, it's not made to go in and brawl like a battleship. Not even mentioning that the combo of speed + firepower + defense would be hilariously broken.
Again, this doesn't make much sense. You don't have to go in to get annihilated for having THAT bad of shields. If the average shield strength of Midline is either 0.8 or 1.0, the Conquest has nearly half the shield strength, and I'm pretty sure its actually the worst ratio in vanilla at 1.4. This isn't mechwarrior, you can't outrange by that wide of a margin for that to be acceptable especially with equally bad armor and hull. Not to mention the Paragon already has its own range mod built in. The built in mod for the Conquest facilities more guns not more range, which you HAVE to get close enough to actually use or there is no point mounting them all, hence all the people talking about asymmetric builds or it being player only because of the finesse required to do so without dying.

Also, if thats the idea behind it it doesn't even fit Midline well then. Like you said its an outlier, but what makes it an outlier also makes it so much worse.

Crap, SCC posted while I was typing lol.

It's similar to Sunder, in that better shields would make it too good at tanking, in addition to being excellent at dealing damage.
This is probably the crux of it. Like I speculated, the Conquest would probably go from bad to insane if it was buffed in the wrong way. Its probably one of those things that's always going to be on the razors edge (if it ever does get changed, which I doubt) between amazing and awful. I imagine it was nerfed during its creation into its current state to avoid being too good.

I think of midline as mostly specialists. Brawler %u2014 anti-big ship frigate. Centurion %u2014 brick. Vigilance %u2014 there to give you that medium missile. Hammerhead? I'd say it's a generalist, actually, but that's because shooting things is so handy. Sunder %u2014 glass cannon. Drover, Heron %u2014 dedicated carriers (though this is cheating a bit, since you don't have much of a choice when it comes to carriers). Gryphon spews missiles. Conquest combines good flux stats, good mobility, good weapons with bad shields. It's just Falcon and Eagle that are straightforward generalists (and Hammerhead, as I mentioned).
This is how I feel too, and its probably part of why Midline seems to be confusing to me. I've also wondered if it couldn't do with some more ships being added in vanilla to round it out a little. Probably unnecessary but its the category I'd like to see expanded on more. What I'm assuming the problem is is that because each ship is a generalist, the statline works better or worse differently in every case. It just so happens to be weird on some of them and great on others, and some of them even have to be tweaked quite a bit.

Regarding the shields and flux stats, I find that High and Low tech ships USUALLY (massive disclaimer here) dont need much in the way of hullmods or crazy loadouts while Midlines, due to each ship being somewhat its own beast, need to be fitted carefully or have their weaknesses covered with expensive hullmods. This takes away from their superior flux stats because those points could have been dumped into vents on a HighT for example, which narrows the advantage Midline is supposed to have with its doctrine.

After all, what good are guns if you can't use them? Just because it has good flux stats that offset its bad shields doesn't excuse it from also having to use that flux to fire, and if it CAN'T fire, it can't stop its shield from getting pushed by more defensive builds, creating a vicious circle.

45
General Discussion / Re: General Thoughts from a new player
« on: November 25, 2020, 02:19:59 PM »
I don't mind pirates and Heg basically creating asymmetrical gameplay, because at the end of the day I assume it would be much too hard for everyone to all have the same logistics troubles as you do at a technical level. That being said, it is kind of a constant reminder that everyone has unlimited resources to throw at you 24/7, and it never matters how devastating the losses you dole out to them are. I wouldn't mind playing wack a mole for a bit if Heg got a taste of true fear after being wiped out 5 times in a row, and either changed their plan or retreated for a while, you know, like a player might.

On that note (and I know there are some bugs regarding this that will be fixed) fighting in coronas or black holes doing essentially nothing to enemies feels really bad. If you have solar shielding and the supplies to last, chasing a guy through a star for a week not mattering because you have to deal with supplies and he doesn't really sucks. I know that's vaguely off topic, but it feels relevant given whats already been discussed.

A big part of me has just accepted the asymmetrical gameplay, and maybe I'm wrong for that, but I don't think it can be totally escaped. I do wish you could have some kind of meaningful damage done to factions without just glassing them. No one in their right mind would just keep feeding millions worth of ships into a grinder.

My token response to autosave: absolutely terrible idea, and not just because SS runs/saves poorly, which IMO it does. That being said, I'm a firm believer that having an option for something means everyone wins, which is always good. I would never use it but having it as a toggle is a good idea.

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