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Messages - Screech9791

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16
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 15, 2022, 06:36:24 AM »
Don't code while drunk, kids.
instructions unclear, accidentally kitbashed random crap into two onslaughts

17
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 15, 2022, 06:06:16 AM »
by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?
Reading isn't your strong suit, is it?
holy *** all I did was ask what he had against mayasura that made him add that faction’s hulls to the nerf list (alongside doritos)
calm down

18
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 15, 2022, 05:52:17 AM »
by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?

19
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
« on: April 06, 2022, 08:08:54 PM »
2 second warmup, 400 energy DPS + 1200 EMP DPS, 3 second cooldown after a second of firing for 12 OP - approximately 63 DPS and 200 EMP DPS per 6 second firing cycle
Which is actually kinda weak compared to an ion beam, so I guess 400 frag DPS might help improve its performance against unshielded ships

20
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
« on: April 06, 2022, 05:51:34 PM »
Why does the (medium slot 15 OP) phase emitter have slightly less DPS than a tachyon lance and 13.5x the EMP DPS with only 80 flux/second

did you accidentally hit the 0 key too many times

name              rarity  Value Range DPS    EMP   Energy/Sec      Chargeup Burst size

Tachyon Lance   0.5   8000   1000    1500  1000       2000          0.5          1
Phase Emitter         10000    900      300   7000        80            6         0       

These are the relevant stat differences between the two weapons. The PE costs 2k more than the TL. The phase emitter is a minimal damage/high EMP weapon whereas the Tac Lance is the opposite. Tac lance does 5x the damage with a burst effect and PE does 7 x the EMP, no burst. The reason I have the energy cost so low is that I put in a 6 second delay between firing where the Tac lance only has half a second.

The case could be made to increase the energy budget but I hope this helps illustrate my reasoning.
I was referring to sustained DPS for the Tachyon Lance.
Still, dealing 7000 EMP damage per second on a medium weapon is guaranteed to disable a few main weapons and engines if the shields go down for even a second, and the 300 DPS is going to overwhelm ships without enough flux vents.
Even with the 6 second charge up, there's no limit to how long the beam can be sustained, so the charging period doesn't really make it balanced as you can just have the phase emitter fire uninterrupted, disabling weapons as soon as they go back online.

The cost isn't a valid balancing factor either because you could either buy a phase emitter (300 DPS 7000 EMP DPS) for 10k or buy 4 ion beams (combined 200 DPS 1600 EMP DPS) for 10k total.

21
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
« on: April 06, 2022, 09:08:24 AM »
Why does the (medium slot 15 OP) phase emitter have slightly less DPS than a tachyon lance and 13.5x the EMP DPS with only 80 flux/second

did you accidentally hit the 0 key too many times

22
Mods / Re: Machina Void Shipyards v. 0.53
« on: March 30, 2022, 08:37:05 PM »
Fun mod, and the fighter craft are especially impressive in combat. I did notice that one ship type (Bona combat freighter) has a hullmod called Simplified Maintenance Protocols, which reduces supply costs by a flat 6, bringing it down to 0. Unsure if that's intentional, it would be effectively free besides fuel to amass a fleet of these.
Crew members have a 10¢/month upkeep per crewman. So you’d still have some logistical overhead, and there’s also repairs & CR recovery.

23
I think grinders are meant to be somewhat lackluster, no?   since you are basically throwing rocks :D
You're mistaking grinders for rockchuckers/avalaunchers. Grinders shoot sparks everywhere and are basically shittier vulcans.
Among the list of suggestions I've been thinking about, I guess having a frigate missile/torpedo boat would be cool, with plenty of small missile/composite slots, as the current other frigate missile boat (the Snaggletooth) is closer to "2 1/2 Carcharos SRMs + 1 composite slot" and only 7.5 OP equivalent in built ins doesn't really sound that great for an allegedly missile focused ship.

24
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
« on: March 10, 2022, 08:40:53 AM »
Also, I don’t think drone guns are meant to be purchasable in markets

25
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: March 07, 2022, 03:12:45 PM »
So, I made an update to this mod for personal use, and its got everything working now except the custom dialog for just the factions in the rules.csv. (The dialog just uses game defaults for now, I can't find the problem there for the life of me, but that's a little off topic)

It's pretty stable and worth sharing.

However, I don't think I can pass it out without Mendonca's permission, so I'm asking here.

Apologies in advance for meddling in your mod

Apologies for the threadcromancy, just checking if you ever released this version? I'd love to play with it but I'm not sure Mendonca is around anymore.
Around a month ago Mendonca replied to a PM I sent him asking if he was still around and if the mod would be updated, and he said that he still cared about the mod but currently didn’t have the time to update Junk Pirates to work for 0.95.X because of IRL concerns.
He’s still around, just busy.

26
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: March 04, 2022, 09:14:31 PM »

I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system.  But I’m not entirely clear on the exact details of that interaction.

Don't bother using Nex. Apparently Nex rebalanced vanilla ships to be on par with other mods. This mod is already underpowered in vanilla standard. Yeah, it's best just start a new vanilla game.
Where the hell did you get that? I really don’t remember nexelerin changing vanilla ship stats.

27
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
« on: March 03, 2022, 09:34:40 AM »
I guess I am misunderstanding your concern, my bad. Are you referring to the Planet Buster or the large mount Planet Buster?

I felt that since it is a single player game that by giving players that choice it may increase their enjoyment but would not effect anyone other player's balance like a multiplayer version would.
I've only used the small version, and I have very little reason to use other HE missiles if I have access to something way stronger for the same OP cost, as it's effectively 4 Atropos torpedoes in one slot for 4 ordnance points, and it stacks with expanded missile racks.

I'm not saying that you should embrace the discord mod mafia's balancing method of nerfing everything because they don't want their donut steel OC faction to be called overpowered when it slightly overperforms in a tournament, but I'd also like my modded weapons to not be so overpowered that there's no point in using anything from other mods.

Maybe you can just nerf the weapon to have 3 missiles instead of 4 and have the OP cost increased by 1, and it won't be game breakingly powerful while still being worth using.

28
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
« on: March 03, 2022, 07:06:47 AM »
I don’t think the 9 second cooldown will mean much when one or two torpedoes launched simultaneously will kill anything smaller than a light cruiser or destroyer. Probably the only things that can resist a salvo are HMI junker ships with thousands of hull points. Oh, and their high speed & health makes them very resistant to point defense.

I should also add that these planet buster torpedoes are from the same mod that has a *** ton of small composite slots on their frigates and destroyers.

29
Brighton definitely needs better access to military grade weapons, and especially missiles. Only having hammers, single mount Atropos torpedoes, and dual mount harpoons/sabots is not a good thing for a missile focused faction. Maybe you could give their markets and fleets more blueprints, especially for military grade weapons. About the only genuinely useful weapons I can get from their legal markets are mining blasters, railguns, and possibly dual mount hammers.

30
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
« on: March 02, 2022, 05:20:41 PM »
Planet buster torpedoes have twice the damage of Harpoon missiles and the speed + damage of Hammer torpedoes, and only cost 4 OP.

I think there's a reason Atropos torpedoes don't have triple mount options.

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