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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - hydremajor

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61
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 15, 2021, 02:54:45 PM »
Hull - Gunhazard
Hullmods - FlusxNetwork + FluxGenerator(morehullmods mod) if i use Blitz Railgun =  game crush T_T

do you mean to say crash ?

62
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 09, 2021, 11:38:25 AM »
You could put the valkhazard there

I'd rather be more interrested in colonizing the planet and having huge ruins to dig through and get the blueprints for the entire mod's lineup....

63
Sunders would be rather depressing to use, unshielded..

Eh

Beams do have one singular advantage and thats range and the sunder DOES have access to HIL wich would probably be the dominant beam weapon because of its HE damage plus in a no-shield meta EMP beams are a huge threat regardless of armor

My point is the Sunder would be a proper glass cannon, as long as it can hit something before getting hit itself it would be fine and with beam weapons he'd have pretty good odds of that

64
Nah, Omens go splat without shields. It would definitely be a beam meta because shields are the hard counter to beams.

Until you realise ships that CAN mount beams get eviscerated by anything dealing HE in seconds flat

I imagine heavily arnored ships with HE weapons would comletely dominate.

Likewise stuff like the Onslaught or Dominator (for our example) would get eviscerated by torpedoes as now they are COMPLETELY dependant on their flak screen and once armor gets peeled even a vulcan is gonna a big problem

the only thing that would be a pain to deal with would be phase ships but thats relatively nothing new

Although you'd see Paragons drop like they're atlases because they couldn't get out of the way of HE damage so there's that

It would be a evasion meta mostly focused on either mobility systems or MASS EMP spam

65
I don't imagine Starsector would be particularly fun without flux.

dunno, did you try playing starsector but there's no shields for any ship ?

I imagine it turns into a completely different ball game as frigates become VASTLY more valuable and capitals/cruisers would be little more than a waste of ressources....

66
A way of getting rid of flux is introducing a wing commander-esque quadrant shield system, wether thats possible or not with modding alone is a complete mystery

Makes it so flux is really only a heat mechanic that slows weapon fire and gets rid of overloads completely wich is probably what the OP hates about this

67
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 05, 2021, 07:51:55 AM »
That's NEW Meshan, the mission where you fight over the original Meshan seems to imply Tri-Tach glassed the planet (it's literally a Volcanic wasteland).

Maybe its a hook for something else later on ?

like a new faction with different mechs or something ?

68
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 04, 2021, 02:15:45 PM »
Weird question but, is Meshan actually in the map? The history of the AASV makes a big deal about the Battle of Meshan and the mission heavily implies the place was glassed, but if you try to find it in the sector, there's no planet called Meshan. Of course this has no bearing on gameplay, but I'm the kind of dude who nerds way too much over lore so it kind of bothers me that its not there.

Well there's the system where you can buy the mechs proper that I believe is called meshan and there's only one planet

69
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 04, 2021, 03:32:04 AM »
So what's up ?

70
Mods / Re: [0.95a] The Asteroid ship pack 1.3c
« on: October 31, 2021, 06:54:22 AM »
If I knew how to change ship sensor signatures I would have done it ages ago.

Can't you just make it a built in hullmod that reduces sensor profile ?

71
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 ?

72
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....

73
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....

74
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 ?

75
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 ?

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