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Messages - hydremajor

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16
Mods / Re: [0.95a] The Asteroid ship pack 1.3c
« on: October 30, 2021, 12:35:35 PM »
Just a thought but, being made of litteral rock, shouldn't they be harder to detect with sensors ?

I mean if a fleet of thoses ships were to just go slow in a asteroid belt, wouldn't they be nigh invisible since its rocks next to more rocks ?

Heck running silent should make them nigh invisible unless a fleet litterally comes within sneezing range

just thought them having a lower than average sensor signature would just make sense

unless thats already in ?

17
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 20, 2021, 08:07:28 AM »
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....

There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so

Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital?  Or even TWO!?  Aleste is wonderful for that, and when you dock at carrier they get reloaded.

Yeah I know and have it but its only for the vanilla weapons and any more missile weapon added just feels incredibly wrong because you suddenly have to guess wich missiles reload and wich don't

Now there IS a mod out there that makes it so some of its added missiles on racks fire everything at once but reload at a rate of 1 missile per 5 seconds or something along thoses lines

Even comes with a version of the Pilum missiles that AREN'T insultingly bad

now with a bit of tuning on the weapons I'm sure this could be great on the vanilla weapons, I'd have done it myself if I knew how to do that

Basically makes the missiles into charge weapons, you can spam them at low ammo for quick albeit low damage OR if you can hold it in you can have a much more destructive burst of damage....

18
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 18, 2021, 04:02:41 AM »
....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....

19
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 15, 2021, 04:58:48 AM »
I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo

the thing is the watchdog is trying to be a ballistic alternative to the sunder and frankly I'm not sure its possible to do

by design ballistic weapons are built to specialise and excel in certain roles

the only way a ballistic weapon could try to hold up against the sunder in that role is if it was a sort of storm needler with frag damage, it would build hardflux slowly and be a massive threat if it hit a part with no armor, the fire rate would naturally force the mech's flux to go up albeit not all at once....

but at that point the Watchdog becomes "just a bigger garegga"

same problem if you swap the Hellbores for Devastators or HAGs, it turns into a bigger garegga


....Maybe homemade Mjolnirs ?
less flux and long range ? base the stats loosely on the hellbore and change the damage type from HE to energy ? and from there fine tune the thing ?

OR Homemade Devastators
except here instead of being full-auto, thoses have a shotgun firing pattern where all three barrels fire at once ?

20
Modding / how to edit weapons ?
« on: October 14, 2021, 04:54:57 AM »
just wanna make my own version of reloadable vanilla missiles, how would one go about doing that ?

21
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 14, 2021, 03:04:39 AM »
The way I view the pilotable Strike craft goes as such

GunHazard: PD escort, assign as a body guard to ships with insufficient PD

Aleste: Flanker/Interceptor, can hit fast and hard but its lackluster defenses means drawn out engagements are a death sentence, best used to pursue cargo ships and fuel tankers

Leynos: Heavy Escort, can swing above its weight class and overwhelm frigates/destroyers with some amount of ease, for best effect: deploy with another unit to flank target

EinHander: multi-role fighter, customisable weapon mount on the weapon funnel allows it to field a surprising amount of firepower while keeping it from building up flux when theses fire, only defensive measures are armor and a phase cloak, direct combat ill-advised, should ALWAYS engage when supported by a friendly unit or more

Watchdog: currently ineffective, intended role is to be a hellbore-based gun carrier not unlike the Sunder, currently its flux buildup renders the ship nigh-unusable in its intended role, this problem is compounded by the ship's "siege mode" that doubles fire rate, further crippling the unit's lackluster at best flux dissipation not to mention poor PD, add to that the unit is intended to complement its Hellbores with two medium/light ballistics and the unit redlines its flux in a single salvo of all its weapons, the flux shunt added to it does very little to alleviate its flux problems

Altagrave: Heavy escort, packs enough firepower to be a threat to just about anything, weapons loadout versatile enough to either flank around a target with torpedoes or field suppressive weapons to keep shields up, system can send ennemy ordinance right back to sender, providing a nigh perfect defense against missiles, no effect on strike craft

and that sums up my experiences so far

22
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 11, 2021, 12:19:35 PM »
so how are things going ?

23
General Discussion / Re: What do you hope to see in 1.0?
« on: October 11, 2021, 10:19:51 AM »

3. more ways to "destroy commodities"

Can't you just target the traders going to and fro a certain system ? that'll starve them out pretty quick though you'd have to deal with the escorts, bring enough storage to steal the leftovers and do all that while remaining anonymous wich is impossible as far as I know since everyone in the sector magically knows about everything you do

24
General Discussion / Re: A list of myths and misconceptions
« on: October 09, 2021, 08:36:30 AM »
The game is fun without mods

25
General Discussion / Re: What do you hope to see in 1.0?
« on: October 09, 2021, 01:52:10 AM »
a set of story quests per faction that can be joined plus multiple storylines that can be started dependent of how the players runs their own faction

like a storyline that starts if the player attempts peaceful co-existance with the AI cores

Storylines that start if the player attempts to climb the ladder in a faction

a lovecraftian horror quest where the player goes on a huge tear and starts genociding planets by the score to conquer them and put them under the control of some sort of AI core hivemind

or even a set of quests where if the players stays away from joining a faction but still goes around kicking ass and taking names then eventually a member of a faction would take interrest in them, maybe to use them to carry out nefarious deeds or just recruit them....

and each major questline completed would give us access to a sort of "supership" obtained as a "post-game" reward and themed around the questline

something utterly and completely busted that could wipe out entire factions by itself, why not ? getting to it was the hard part, now all thats left to it is kick back and enjoy the fruits of one's toil

maybe add in a "freeplay" mode where one can spawn into the open world with whatver they want and then just goes around messing about...

26
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 12:15:27 PM »
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...

Still gotta live long enough or be maneuverable enough to drop the enemy's shields in order to do any significant EMP damage. How do you go about doing this?

Simple flanking maneuver, not a single ship in this game is built to fight by itself, bigger numbers win any encounters if the A.I. is faced with 2 ships with EMP weapons and is taken in a pincer attack no amount of shield blinking is gonna bail it out of it

thats the hard-counter to ANY ship except maybe the paragon and even then its DP cost allows you to easily have it fight your entire fleet while its more or less by itself comparatively

Further this mod STRONGLY emphasizes what I describe as "hive doctrine", the bulk of your fleet is strike crafts with a single carrier in the field to tend to them anything beyond that is a flanking ship or a bodyguard for the Hive

The Altagrave fills out theses roles with its system and weapons loadout, it either keeps a ship's attention while a faster ship just runs up the side and if said ship shifts focus EMPs will teach him thats a mistake

Further variants of the Altagrave shifts that role ever so slightly, grenades prove a massive threat since they can detonate once they slip past the side of a ship and damage them with the blast, the missile variant is more of a flanker built to take a swing at a ship busy with someone else

Anyways thats how I use it, no doubt someone's gonna mouth off anytime soon and say I'm doing it but I don't care....

27
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 10:44:46 AM »
I use the altagrave as a pressure machine, slap on some EMP weapons and suddenly ships have to pick who they die to...

28
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: October 04, 2021, 05:08:52 AM »
Hm here's a thought

with the whole "damper field instead of shields" deal, does that mean there'll be ways to add more effects to defenses of ships ?

Like say, someone feels like making the Damper fields not disable weapons and give a speed boost, would a modder be able to get to that or is the system just not built for that ?

29
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 04, 2021, 04:07:48 AM »
Here's a thought

call it a "bolt of inspiration" if you will...

What if the hegemony mechs had 4 armed mechs ?

and by that I mean building their mechs with 2 pairs of arms each with their dedicated purpose

the first pair would function like normal, hold a gun, ami and shoot

the second pair could be built for melee attacks like what one of the kingdom of terra ships has going on ? maybe have the ship perform a sort of "forward dash" to close in with the melee attack and have that be tied to the ship's system

maybe add some extra flavor to thoses by changing the damage type of the punches ?

so one mech would have EMP coils for knuckle dusters that would knock out systems on direct hits for example

Or even fists with built in guns that fire when swinging, like bomber bays activating mid punch to throw out a volley of bomblets

something that I don't know if possible and could be cool is putting physical shields on the melee arms so that while they are just sitting still they still hold purpose by providing a bit of the ship you could willingly expose to damage so you now have a extra defensive option and using the flux shield or physical shield

Sorry if that being obnoxious but I just felt like talking about that idea...

30
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« on: October 03, 2021, 08:34:23 AM »
So I know its a nitpick

but could you please put the carrier core descriptions in the same order as the image showing them off ingame in the first post ?

was reading them and got confused thinking I had missed some....

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