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Messages - hydremajor

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31
Suggestions / Re: New perk/skill: experimental shipwriting
« on: October 01, 2021, 10:08:43 AM »
so what....Bonus skills obtained by having full sets ?

32
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: October 01, 2021, 09:32:48 AM »
what are you peoples saying ?

There's already pirate fleets running around with Cataphracts

I've seen Leynos, Gunhazard, and Garrega used by them, thing is they ain't very smart when using them and tend to get deleted instantly the second they try to go on the offensive...

Also pilotable strike crafts seem pretty stubborn when it comes to going back to the carrier when they are damaged or running low on CR, they just refuse to do it ...

33
Suggestions / Re: New perk/skill: experimental shipwriting
« on: October 01, 2021, 09:15:12 AM »
I'm saying it would be FUN

Are you saying it WOULDN'T be ?

Or are you saying that running the risk of having "useless" hullmods (don't tell me Insulated Engine Assembly is "useful") forced on your ships permanantly for the potential reward of otherwise impossible ship setups wouldn't be thrilling and POTENTIALLY give a new unsuspected use for certain hullmods ?

just imagine a buffalo getting a free built in Converted Hangar that you can then reasonnably complement with a Expanded Deck Crew, sure the ship is jank as can be but now its taken on a weird life of its own....

34
Suggestions / New perk/skill: experimental shipwriting
« on: October 01, 2021, 06:53:25 AM »
Ability to turn D-mods into built in mods depending on the D-mods on the ship
each D-mod may have multiple candidates for replacement as long as it involves a similar part of the ship

For example, Compromised Hull changes to Reinforced Bulkheads

another example is

Degraded Engines converts to Auxiliary Thrusters, Augmented Drive Field or Insulated Engine Assembly and you only get one of thoses

adds a bit of "high roller" playstyle where using junkers is a game of luck that can turn a junker into a ship capable of rivalling dedicated warships

at the same time poses a possible problem wherein certain mods you do not want on this ship may be added as part of RNG

objective of this making players using this playstyle to "endure" using "suboptimal" hullmods while also providing a very real chance to make a ship into an absolute powerhouse regardless of tech level or intended purpose

35
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: September 26, 2021, 12:38:12 PM »
Regarding the Watchdog situation I may have a suggestion

What about swapping the type of the mounts on it ?

Make the small ones ballistics (and widen their arcs a bit, maybe go up to 45 degrees ?) and make the mediums universals so we can pack some long range beams or missiles ?

This should be less taxing on the Watchdog's flux stat while slightly bolstering its PD with the small ballistics ?

36
Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 25, 2021, 01:28:48 PM »
Oooooh mod with only ship hulls !

Please do consider, if you plan to add weapons, to make the weapons and ship hulls their own separate mods for ease of customisation

37
Suggestions / Multiple mod activation states
« on: September 24, 2021, 09:49:08 AM »
Really just a simple way to enable only a part of a mod

for example have a mod only have its ship hulls be added or only have its weapons added

is that possible without too much annoyances or is that just not happening ?

38
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: September 24, 2021, 08:43:19 AM »
altagrave spawns in with them. but they aren't swappable..for now

Oh....

Does that mean we might get a wingcom pack that lets us have an escort of our own and rearm them ?

frankly the absolute best part of this mod is how customisable everything is, the only somewhat dissappointing mech in the bunch is the Watchdog

that thing just can't handle its Hellbores whatsoever, adding 2 medium ballistics on top is just asking for problems....

39
Modding / Re: [0.95a] Another random SWP
« on: September 22, 2021, 10:24:44 AM »
any plans to make all the vanilla missile launchers behave like the ones in this mod ?
Its litterally what I want out of missile weapons....

40
Suggestions / Battle groups/Squadrons
« on: September 21, 2021, 11:37:11 AM »
Simply put the ability to make squads

A Battlegroup can have 6 slots
The lead ship (must be Cruiser sized or bigger) counts for one

ships added to a battlegroup have their slot value going as such

Frigate = 1
Destroyer = 2
Cruiser = 3

So you can have for example

A legion lead ship (value of 1)

and 5 Wolf/Hounds for escorts ( 5 X 1 + 1 = 6)
or
a Gryphon and a Hammerhead (3 + 2 + 1 = 6)

Each ship's DP value is added to the total value of the battlegroup but each "slot" used grants a 10% DP reduction with the exception of the lead ship, for a maximum of 50%

Battlegroup as such gains in raw destructive power, however you also trade away the ability to give orders to individual ships, ships in a battlegroup will actively act to assist the lead ship, be it by providing PD, harassing its current target and synchronizing use of its ordinance with the lead ship for maximum effect (escort wolves fire their sabots while a paragon suppresses a target's shields with HILs)

Intent:
Make it so our fleet feels like an actual fleet and not just a bunch of rednecks in space
Also introduces building ships for specific purposes in group combat instead of defaulting to "the best" layouts

Just about NONE of the ship customisation is built around having ships use actual teamwork and covering eachother with their differing loadouts to meet different problems, while this is heavy handed, at the very least it'd be entertainning to try to have a sort of squad mechanic to see how ships bounce off eachother in a teamwork sense

41
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: September 21, 2021, 07:00:14 AM »
Any chance you could split the ships and weapons in separate packages for thoses of us who just want one or the other but not both ?

42
General Discussion / Re: Holes in the Low tech lineup
« on: September 18, 2021, 08:32:54 AM »
And then there's me that wants a Atlas Mk3 that's just got its cargo holds replaced by entire belts of small missiles

I DO mean belts, like 40 small missile mounts total to spam swarmers like an absolute champ...

43
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: September 17, 2021, 03:05:34 PM »
Hmmm here's a thought

there was once upon a time a freeware game called "Liberation Army" its basically a REALLY barebones version of gundam...

while not pretty, the game did have ONE thing going for itself

the SHEER QUANTITIES of mobs on screen

https://www.youtube.com/watch?v=YbShvbq7clM

like I said its VERY barebones, but the whole "respawning from carriers" thing reminded me of that...


44
I think what that means is that you get some damage reduction in combat ?

so basically the damage you should take is reduced by a flat 50 on all instances but can't go lower than 1 ?

45
General Discussion / Do we really need Fragmentation damage ?
« on: September 13, 2021, 11:28:51 PM »
I mean thats a damage type thats supposedly specialised in shooting Strike crafts and Missiles down, but I'm gonna be honest, however much armor thoses have is enough to just not care whatsoever about vulcans or Flak cannons

You'd have more luck converting Assault Guns into PD, sure the accuracy's bad but you only need 1 or 2 hits to land to stop oncoming missiles and make short work of strike vessels

This leaves Flak Cannons whose lack of fire rate prove underwhelming at best in a PD role

finally we get the Locust launchers who are mostly used to saturate PD, overwhelm shields through sheer spam, overwhelm strike craft armor through sheer spam, and shred Hull after armor is peeled

And then we have PD weapons like Swarmers and Devastator cannons who are given HE damage and are honestly pretty good in PD but also have extra utility through the HE allowing them to engage targets larger than than their intended role...


So the question is, since nobody uses Frag damage weapons for their intended purpose and would rather spam light machine guns because of the extra utility in added hard flux damage to shields, why keep frag damage in the first place ?
Not to mention they are a minority as far as damage types are concerned

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