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Messages - hydremajor

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406
General Discussion / Re: Graviton Beam Balance
« on: June 07, 2012, 12:16:33 AM »
you guys keep saying Graviton Eagles can take on ship of their own sizes but I CAN ASSURE YOU absolutely NO Eagles used by the A.I. ATM can beat a Apogee...

Why ?

Because eagle can just keep on spamming his gravitons all he wants he's never going to even dent the Apogee's flux at all and even less if the Apogee has even just stabilised shields

If anything, all he'll accomplish is get a plasma cannon to the face


407
Modding / Re: Needin' help
« on: June 06, 2012, 02:03:31 AM »
Oooops...

Thought I first posted in modding but then actually posted in suggestion and in the end remade my post thinking it hadn't registered properly or something...

Gonna put the answer here and just leave THIS thread (in modding) up so other peoples can ask for help too regarding modding

If someone could please erase the one in suggestion forum it would much appreciated

Anyhow, the answer:

You load the conquest.ship file into this

http://fractalsoftworks.com/forum/index.php?topic=375.msg3058#msg3058

and have a party. What you're trying to do won't take long at all to accomplish. Enjoy yourself.

408
Suggestions / Needin' help
« on: June 06, 2012, 12:19:33 AM »
Wanna change the front Large mount of the conquest to universals, how do I do that ?

409
Modding / Needin' help
« on: June 06, 2012, 12:07:49 AM »
I wanted to see how much of a difference it would make to have universal mounts on the front of the conquest instead of large missiles but since no mod actually does that I was wondering what I'd need to do to fiddle with the ship myself ?

Sorry but thoses frontal missile mounts make absolutely no sense to me, I can understand the side ones but not the frontal missile mounts....

410
General Discussion / Re: Paragon Load outs
« on: June 06, 2012, 12:03:10 AM »
Mauler hammerhead with 4 alternating pulse lasers, looks badass when firing....Can't handle firing both maulers AND pulse lasers for long though...Plus does reasonnably good against fighters for some reason....

Wish there was a simulation mode where I could try a new conquest loadout....

411
General Discussion / About fighter refitting
« on: June 04, 2012, 12:52:36 AM »
Alright so just hear me out here before jumping to conclusions

The issue here is that some fighter wings eat ridiculous amounts of supplies to be repaired

The main example I'd point out here are the Gladius (or was it ?) wings
I lost one of the fighters in the wing and to replace it the carrier used up "37 ressources" !

This is NUTS
that seems WAY too much to replace just ONE fighter, with that much you can nearly build a freaking hound should you repair it from 1HP and 0 armor !

Gladiuses are not that amazing to begin with but if they are such supplies blackholes on top of that, there's virtually NO POINT AT ALL to use thoses over even Talons

I'm just saying that using more than 10 ressources to produce/summon/reincarnate ONE fighter is overkill unless you're expected to use something like a maximum of two wings in wich case talons, or wasps in worst case, can happily just steamroll over em....

I'm not against the fact that fighters consume supplies for repairing sessions
It seems legit to me
Maybe add it alongside the 50% damage thingy so you can turn on and off if you fancy it
BUT FOR GOD'S SAKE make the bigger fighters wings not THAT ridiculously costly in supplies...

412
Suggestions / Re: SPACE MONSTERS! :)
« on: June 03, 2012, 01:31:26 PM »
Do you REALLY want to gives peoples a reason to call this game a "SPAZ ripoff" ?

Is that REALLY what you want ?

413
Graviton beam is hilarious... if you can get 2 or 3 pointing on your enemy, his ship is rendered useless and you can just pound away (every gravtiton beam gives your ship a 150 flux dissipation advantage over your opponent)

Yeah but here's the thing

That flux dissipation works AGAINST you

The idea of energy weapons is to ride the flux levels as high as possible while avoiding overload to maximise damage

That "soft flux" is a major problem since its actual flux that can dissipate even if one's shields are up

whereas kinetic damage deals "hard flux"
This kind of flux cannot be dissipated with your shields up and require to either vent or juggle through your weapons at max range possible
its the most annoying type of flux to deal with

Its two completely different worlds to sum it up simply

Gravitons are supposedly made to breach through shields but for that to happen you'd need to have the ennemy ship go full-*** with his weapons (usually on YOUR own shields) and next to no AI ship build uses weak energy weapons (here's a shocker, no AI build uses graviton I'm fairly sure save for the wolf perhaps)

To be quite honest I've been itching to see how a Wolf with mining blaster or even heavy blaster would do....And yet I'm not really fond of thoses Flux heavy weapons, so REALLY ITS TO THAT POINT....

personaly I think Burst PD do TOO MUCH damage to ships like frigates and destroyers

I mean:

I play Forlorn Hope with a custom Paragon design and breezes right through it
(score still indicates 50% even though I took no hull damage or any armor damage even noticeable)

Believe it or not my paragon has only 4 burst PDs mediums and yet half my frags were from thoses one-upping lasher classes on their own....

Also could the autopulse lasers be brought back to what they used to be ?

That new energy cell thing they put on it was a crippling nerf if anything, don't even want to touch a Odysee myself anymore cuz of that...

Beam weapons are only there so the enemy is forced to keep their sheilds up whilst the rest of the fleet fires at the ship. They are not used for being the only weapons to attack a ship.

You do realise you just said beam weapons are virtually useless right ?

Plus, tell that to Apogees, Paragons and Sunders...

Also as a side note, I was actually right when I mis-phrased something

Plasma cannons DO generate 1k flux per SHOT LEAVING THE BARREL

If you don't believe me make an apogee with max vents and fire a salvo of plasma cannon, enjoy your 3k+ flux spike...

414
Also most heavy low-tech ships have really crappy shield efficiencies, it's a waste of flux to use the shields much on an Onslaught or Dominator. You'll chew on their armor for a long time.

Hellbore Conquest says hi

About the Ion cannon:
It pains me to say it but this weapon, damage wise, is utterly useless, the only point of using that weapon would only be to abuse flameouts like a shameless ***, there's nothing more to it, slap them on a tempest and butt-savage just about any ship that can't turn fast enough OR has a FRONT type shield...even if the engines kick back online you can bust em instantly, that weapon is absurdly useless to anything with a OMNI shield though...

About the Gravition beam:
Now first it doesn't have "a kick to it" as someone said its just that the beam knocked out the engines of the fighter, and as much I dislike saying it, he got HORRIBLY nerfed since last version, I DON'T KNOW HOW, but now it is pretty much an oversized pee-shooter, Burst PDs do more damage than that when they are NOT SUPPOSED TO, PD weapons are here to take out FIGHTERS and MISSILES, not FRIGATES and DESTROYERS, I'd recommend taking Phase beams instead seeing how pathetic the Graviton's damage output became or even freaking pulse lasers if your ship can stomach the flux of it...

About Fragmentation damage:
Its the damage of the freaking PDs, what'd you expect ? thermo-nuclear explosions ? its made to hit small and lightly armored targets if a PD weapon could take out frigates I'd flip a table over it since it ain't SUPPOSED to do anything of the sort....

About Energy Damage:
If what someone said is true and energy damage REALLY IS only 50% on armor then you just said yourself Mjolnir cannons are sh*t for THEIR damage type is energy AND I remember Alex saying they don't benefit from the Flux buff, just saying, I don't use thoses buggers myself anyways so I couldn't care less to be honest...Hell I don't even know if plasma cannons even get that buff...

415
Suggestions / Re: Thrusters should not slow a ship down
« on: May 31, 2012, 08:54:26 AM »
The only problem I have with that is that is doesn't make too much sense from a logical viewpoint. How does simply raising a defensive shield or firing weapons somehow reduce my current speed by a significant amount? Shields I could explain away if we were in an atmosphere of some short (drag and effective surface area stuff), but the weapon part still wouldn't make sense.

Actually the gun part is the one that would make the most sense due to the recoil generated by firing the weapons.....Well at least when it comes to ballistics...I mean DID YOU SEE the size of a damn Hellbore cannon ?

The blasted thing's HUGE and yet the ship feels no blow-back whatsoever, HELL even the ships you actually target don't feel the actual impact on that thing and keep on floating around as if it was just a mosquito smashing itself on the windshields

The bit that makes little sense is HOW can you actually fire your guns while accelerating, the blow-back added to the actual acceleration would add some extra strain on the turret mounts, hull and the gun themselves

416
Suggestions / Re: Thrusters should not slow a ship down
« on: May 31, 2012, 12:51:53 AM »
In short

"Why am I loosing momentum from raising shields/firing wapons ?"

True, this makes little to NO sense at all

And the fact you can drift at max speed with your shields up and weapons going all out makes even LESS sense...

417
Suggestions / some new weapon ideas
« on: May 30, 2012, 05:06:48 AM »
Just throwing this out here

Bomb Catapults:

That LITERALLY what the title implies, the catapults would have two types

-Magnetic powered:
More precise but has slower firing, H.E. railgun in other words only bulkier bullet

-Kinetic powered:
bombs would act like grenades strapped to a spinner, the spinner would rev up at very high speed, and when reaching maximum speed the bombs would be released in a chaotic wall of explosives
Requires to charge up in order to fire farther

MIRV cannon:
Fires a spear covered in bombs, during travle the spear looses its bombs on the way creating a barrage of slow moving mines

Try to think up new ideas of weapon mechanics not yet in the game....

EDIT:

"Fisherman" shield disruptor:

Although not damaging armor or hull, this device fires four pods linked together with a net, upon hitting a shield the net sticks to the shield and will start short circuiting the ship's shield controls, effectively resulting in the target ship being unable to turn off their shields, the flux dissipation of the target will also suffer from the shielding systems going haywire

"Killer Whale" Shield buster cannon

An oversized kinetic gun firing giant spear-shaped projectiles, the projectiles are heavily reinforced and are basically kinetic amplifiers coated in armor, in effect, what this means is that the projectile will punch through shields provoking absolutely ruinous amounts of damage, the spear is however targettable by PD weapons due to its sheer size...

"Moby ***" flanker cannon

A cannon based on the same propultion method as the "Killer Whale", this cannon's projectile is however much different in that it is a tactical warhead with an extremely powerful set of magnetic devices covering it, as a result the projectile will be able to home in on nearby ennemy ships, allowing it to orbit around ships allowing them to move around the ennemy shields and hit them from the sides or behind....

418
Modding / I'm gonna sound stupid but TO HELL WITH IT
« on: May 24, 2012, 12:15:31 PM »
Here's the idea

I was wondering if someone could make a hack or something to spawn items in the shops so I can BUY the damn gear I want...

Yeah, sounds dumb put like that but right now whenever I play its only to wait for a damn supply fleet to deliver whatever I'd need

Let it be spare weapons to outfit the few millions of enforcers I have rotting away in my storage or my other main ships

OR have it be spare talon fighter wings to replace thoses I could eventually loose from time to time...

I have a few TONS of dough I just CAN'T find what I want to spend it on, wich, when you think about it, is ***...

419
Suggestions / Re: Drone/robotic crew
« on: May 24, 2012, 11:40:57 AM »
Robotic crew? Hah.

Terminators.


Nuff said

Funny fact:

I wanted to add modularity to the Pros so we could use this sort of crew as replacement for marines to board other ships...

So yeah...Basically a crew of terminators...That you can use as marines to board sh*t...

420
Suggestions / Drone/robotic crew
« on: May 23, 2012, 11:50:22 PM »
...I mean by that an actual hullmod or some shazz like that

Pros:

- EXTREMELY cheap crew
- All ship stats remain at 100%
- Slightly more resistant than human crew, lower death toll related to hull damage
(they ain't needing to breath, they are bloody tin cans !)

Cons:

- Crew does not level up
(or requires the player to spec up in a stat in particular to have thoses guys power up)
- Even through level ups the robotic crew will not equal in quality elite human crew
- Crew needs to be produced using supplies
(major problem for carrier fleets as the supplies are VITAL to thoses)

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