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Messages - hydremajor

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391
Pretty much as the name implies

Have the ability to make weapons capable of creating a gravity wells wich would pull in nearby ships and missiles and/or damage affected targets over time, could also be used for a sort of "heal area" later useable by resupply ships

Concerning scripted encounters:

The idea would be to have certain fight/events be scripted during fights, mid-fight story events you could call em

392
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 26, 2012, 11:16:23 PM »
To be honest I'm not quite sure I'm liking the idea that only the Omen has the EMP blast thingy for two reasons

1: They are a pain to get

2: Unless its EMP attack is strong enough to knock out a destroyer/cruiser or spammable like no tomorrow, they'll still have a ridiculously low potential compared to any other ship in the game...

Side note: the ability to exchange ship systems would be much appreciated such as:

Hound can upgrade to active flares BUT it would have somesort of drawback, more flux, actual OP used for upgrade or slower recharge....That kinda thing...

However it would be daft to have all ships capable of having all systems (Burn Drive on an Odysee would be stupid) wich is why I propose to limit certain systems to certain Tech levels to prevent ridiculous things from happening...

393
General Discussion / SPAMbot attacks
« on: June 26, 2012, 09:48:40 PM »
It would appear the forum is target of some spambots trying to advertise their crap desperately

I just want this to be a simple note to warn new peoples and un-aware users of the forum that if you DO find a topic that makes little sense or just none at all, please report it immidiately to the forum admins for actions to be taken, hence preventing the forum to be filled with SPAMbot trash/spam

Thank you and have a nice day...

394
Suggestions / Re: Burst Missile Rack
« on: June 23, 2012, 02:27:41 AM »
Another solution would be to have it as a hull mod that would automatically fill your missile slots with a special weapon

Macro Missile
OP: N/A (provided through Hullmod)
Range: 500-ish
Damage: 15
DPS: 600-ish (full salvo damage)
Damage type: N/A (100% damage on everything)
Salvo/minute:0.3 (3 minutes to get full salvo ready)

Macross Massacre styled but each missiles would need nothing short of low damage per impact and fairly long reload time

395
General Discussion / Re: Um.... midlines...
« on: June 20, 2012, 02:47:36 AM »
If you can't one-hit or at least severly cripple a frigate with a large weapon in one shot, whatever its type is, then its a damn BAD weapon, frigates are SUPPOSED to get one-hitted by larges otherwise there's no point even using large weapons to begin with, if my Wolf could just shrug off MK9s do you think I'd even BOTHER taking an apogee ? HELL NO I'd have my fleet made entirely of wolves and tempests and spam the living sh*t out of everything like you'd spam Talons to utterly wreck anything thats smaller than cruisers

What I'm saying is that weapons that can't do sh*t to ships its SUPPOSEDLY made to fight

Large weapons = mainly for cruisers and Capitals since they have high armor/shields and hull thus requiring advanced firepower to destroy

Large weapons that are impotent at even AFFECTING ships bigger than a destroyer are BAD, try overloading a Onslaught using tachyons, try to all you want you won't make it happen, if anything tachyon would be better being given H.E. damage and switched to strike weaponry because the only thing they do remotely well against is armor, they barely even do anything to shields...

What next ?

Frigates that swim in Heavy needlers ?

Onslaughts bathing in hellbores ?!

396
Suggestions / Re: Flux Vents & Dissipation
« on: June 19, 2012, 01:40:38 AM »
IF there is to be change it would have to be equal for all ships, you could ask Alex for vents to have their effect doubled since capacitors have had their effect doubled. That would already help at lot.

Having them have a added +50% efficiency would be fine to me, double-ing it is a tad too much


I completely disagree - I field an Odyssey (no tachyon lances, they are just too gamebreaking to be fun)

"Gamebreaking" ?

You didn't even try the things after they were nerfed through ground did you ?

Long story short: full Tachyon Paragons can't overload basic Onslaught designs to save their hides, it is a threat to lighter ships, that I admit, but anything the same size the paragon will just laugh it off, hell you'd be better off making a full Phase Beam Paragon for it to ACTUALLY raise the flux of the target ships

397
General Discussion / Re: Um.... midlines...
« on: June 19, 2012, 01:24:02 AM »
I think you guys got it wrong about the Conquest

Its main and sole advantage is the fact that he can actually fire for much more extended amounts of time than an Onslaught thats going to overload itself in roughly 2 seconds of sustained fire flat

The Flux Dissipation on the conquest is made in such way that you can dish fairly considerable amounts of specialised damage continuously so long as you use only one of your broadsides, wich, to be fair, is the only reason you'd want to use a broadside ship like a Conquest or Odysee

Both thoses ships can dish out considerable amounts of sustained damage, save for the Odysee since there's really no actually reliable energy weapon and they all suck for the most part, unless you go full pulse, even then the damage output is subpar and even Tachyon lances hardly do sh*t to onslaughts because of its cooldown time...

EDIT:

Already tried to field a Venture, long story short if anything I consider it a fatter Gemini only its much easier to actually target...

398
Suggestions / Re: Flux Vents & Dissipation
« on: June 18, 2012, 01:29:36 PM »
Right now it's nigh impossible to maintain fire.

Go full vent on a conquest then use MK9s with maulers

Although its true that using anything other than thoses weapons I mentionned raises flux so ridiculously fast theres no point even thinking about fielding them...

don't even get me started on the Mjolnirs that are virtually pointless

And thats exactly WHY I don't play this game half as much as I used to before the Tachyon lance nerf

Because the game clearly advantages the use of ballistic weapons wich I absolute despise...

@Thaago

Thing is at the moment theres no real point to buy a capital ship aside of being a giant meatshield for the rest of the fleet seeing how impotent their flux management is

Unless you enjoy having to field it yourself because A.I. drives like a drunk blonde

399
General Discussion / Re: Um.... midlines...
« on: June 18, 2012, 10:55:10 AM »
Meh...In all honesty the only ships I like in the current gaame....There ain't a lot

Frigates :

Tempest: Pulse lasers and its ready to send hammerheads crying in a corner

Wolf: Fairly resilient, the A.I. has a tendency of being utterly useless using thoses

Destroyers :

Hammerhead : only destroyer I seriously consider fielding myself or let the A.I. field, its a very potent escorter but lacks range overall

Condor : cheap and simple carrier for fairly small price, absolutely worthless in combat, can't fend to save its life

Gemini : bit of an abomination, it is a potent fire support but barely has any OP to work with, only reasonnable use would be to field Hypers or Maulers depending on the hammerhead builds you put to protect it...

And this is about the totality of the ships I'd seriously consider using, the rest I couldn't give two craps about...

400
Modding / Re: The underpowered ships mod
« on: June 12, 2012, 05:02:26 AM »
@Starlight

Well the condor is fairly cheap and easy to obtain (in my opinion anyways) but its true that it is a bit of a contraint for what its main role on the field is: a flight deck that moves, its shouldn't be slated
"Fire Support" just because it can fire ONE poor vlooey of pilums but rather "Logistical Support" dedicated to Fighter support

The only problem is that the A.I. STILL tries to fight using it wich is an outright STUPID idea if anything, a damn carrier should hide behind beefier ships like good little boy and not try to be a *** meatshield...

IT COULD be easily fixed by giving damn standing orders to the ship but then again order-issuing system at the moment is anything BUT reliable...Or smart for that matter...

401
General Discussion / Re: New pic of an official WIP ship!
« on: June 10, 2012, 01:43:05 AM »
Phase ships are highly specialized ships that have some strange ability 'phase', whatever that will mean.

I'd put my money on the ability to "phase in, phase out"

Put simply Phasing in would grant you temporary invulnerability by rendering the ship and everything within it partly inexistant by slipping in the interstice beetween two dimensions resulting in not physically exist in neither of the dimensions, as a result nothing can achieve physical impact on the ship

402
Modding / Re: fiddled Conquest
« on: June 08, 2012, 10:45:16 PM »
That'd be OP. Especially the universals. We can now slap on a pair of tachyons and snipe on equal to a normal paragon.

You know what ?

Try it out and tell me how it fared

Even better, take a freakin' screenshot....

403
Modding / Re: fiddled Conquest
« on: June 08, 2012, 11:08:27 AM »
What did you do? It's pretty damn powerful as is.

- Changed the front medium energetic mount as a third  medium ballistic

- A Flux disspation buff of effectively 300 units

- A slight buff to max rotation speed of the ship

- Converted the frontal Large missile hardpoints to universals

- Raised the OP to 350

I wish I could've replaced one of the larges with two small energetics for enhanced PD coverage and keep only ONE large mount to put as a large universal but I couldn't twitch 'em bloody things without breaking the bloody game....Something about mount IDs ?

EDIT:

Forgot to mention I changed shield efficiency to 0.7

Thought I'd put a whole bunch of things i thought about and set things back to old stats depending on outcomes

404
Modding / fiddled Conquest
« on: June 08, 2012, 08:49:06 AM »
Touched up the conquest

Basically trying to give it the buff it needs

somewhat simplistic but I'm only trying things out

http://www.mediafire.com/?a0kb0rr51lkmctv

Download only contains the ship's files so make sure to back up your original Conquest.ship and Ship_data.CSV file before applying it

405
General Discussion / Re: Graviton Beam Balance
« on: June 08, 2012, 02:04:15 AM »
Funny fact

pulse lasers are better for the sheer fact they dish out hard flux, takes half an hour to kill anything but still better

To peoples who say the grav beam is just to add more flux strain: the thing works two ways, you put more flux strain on him but you take just about as much a strain on your own flux but on top of that you loose a perfectly potent medium energy weapon mount on wich I could put a pulse laser who'd at LEAST deal hard flux....

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