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Messages - Screech9791

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31
Might as well farm post count in this thread by suggesting some more ship variants. Maybe one of the bumps will let this mod's creator know that 0.95.1 has come out 2 months ago.
I would like the following variants to be added for the KoT hammerhead so I see more caveman hammerheads than just ones with shotguns.
Overdriven
Head:
Assault Chaingun
Heavy Machine Gun
2 Light Dual Machine Guns
Safety Overrides
0 Flux Capacitors
15 Flux Vents

Tail:
2 Light Machine Guns
9 Flux Capacitors
10 Flux Vents
[close]
Draconic
Head:
2 Heckbore Cannons
2 Lava Belchers
2 Hammer-class Torpedoes
Unstable Injector
Heavy Armor
0 Flux Capacitors
16 Flux Vents

Tail:
1 Light Mortar
1 Light Autocannon
10 Flux Capacitors
10 Flux Vents
[close]

By the way, I find Grinders to be incredibly unreliable as point defense options and I always replace them with light machine guns or vulcan cannons.

32
Fun fact: the Very Limited Volume hullmod does not block Roider fighter clamps

have fun with your 5 fighter squads per hatchling frigate
NOT THE BEES
[close]

33
Mods / Re: [0.95.1a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: February 06, 2022, 06:33:02 PM »
Estarayos of any size have too much AoE distance and damage, making them insanely good when used as manually targeted point defense - I can wipe out entire fighter waves from fishkills/astrals/other modded supercarriers with ease using just a few of them mounted on a frigate/destroyer with advanced optics, especially when set to alternating. Missile-focused ships are also pwned by these weapons, and anything with narrow shields like the Conquest is *** when fighting against them.

They could be balanced by nerfing their AoE range, and making them have reduced damage against smaller targets. The minimum explosion range limitation is irrelevant when they can wipe out anything with less tank than a frigate effortlessly.

34
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
« on: February 05, 2022, 04:17:48 PM »
TY for the input. I think I'll be giving all the JYD hull mods a balance pass as part of 1.65.  I have received comments on the faraday cage and the fetch deck mods as well and I haven't really revisited any of them since I introduced them. I am leaning on adding the drawback on a mod rather than increasing the OP cost. I always envisioned the JYD hull mods as a way to spent left over OP when loading out a ship. I don't know about you but in the past I frequently found myself with 1-3 left over OP because I am not theory crafting but rather only installing weapons I salvage.

I too tend to sometimes have leftover OP that I can't fill in with hullmods, vents, or upgrading weapons, especially on shieldless ships that are flux stable after adding vents *COUGH COUGH HMI*, and having things to fill that in allows me to get slightly stronger ships without the annoying "2 Ordnance Points Remaining" notification whenever I check my ship list.

35
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
« on: February 05, 2022, 08:09:37 AM »
I think the 50% range boost for PD weapons made the pre-nerf asteroid breaker even more overpowered. I think a 30% range increase for PD weapons would make the PD pep hullmod more balanced.

36
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
« on: January 22, 2022, 03:03:14 PM »
-snip-
Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
This was before the AB dealt frag damage.

Also, for the pirate faction, name their ships after cats, with the capitals being named after big cats.

37
Suggestions / Re: A destroyer with a large missile mount.
« on: January 22, 2022, 09:39:08 AM »
But we already have such ship!

Spoiler
Colossus mk.II
[close]
That's a cruiser with a built in hammer barrage, a weapon guaranteed to not shoot any rockets directly where you aim.

38
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
« on: January 20, 2022, 05:50:29 PM »
I am unsure if this is intentional but asteroid breaker turrets have very high anti-shield DPS for their OP cost. If you mount 2 of them on an Adorable (which has an ability that doubles ballistic weapon fire rate), you get 1428 DPS against shields, and 2856 DPS if you also turn on the ammo feeder. If you mounted a third asteroid breaker on the Adorable's composite hardpoint, then you get an even higher 4284 DPS against shields. Did I mention that Safety Overrides can add even more fun?

39
Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.
PROTIP: If you don’t like the crashing, as a user you may want to edit their CSV entries so the flushpipe weapons have 5+ digit OP costs, SYSTEM tagging, and a 9999 warmup to prevent them from actually firing. That way, if they somehow generate anyways, they won’t be able to crash your game in time.

40
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.10
« on: January 12, 2022, 10:10:44 AM »
I haven't found any retrofitting lists yet so I'll compile my own for future reference, sorted by ship size. Base hulls in italics are from other mods, not counting variants.
Frigates
Cyclops: Hermes, Cerberus
Nolasher: Wayfarer
Pepperbox: Mudskipper, Mudskipper Mk.II
Roach: Scarab, Starlight Scarab
[close]
Destroyers
Bombard: Salvage Rig, Dominator
Aurochs: Omen, Buffalo
Condor: Tarsus, Firestorm
Cowboy: Nebula
Firestorm: Tarsus, Condor
Onager: Mule
[close]
Cruisers
Gambit: Venture
Ogrov: Colossus, Colossus Mk.II, Colossus Mk.III
Ranch: Starliner
Wrecker: Eagle, Falcon
[close]
Capitals
Argos: Prometheus, Prometheus Mk.II
Telamon: Atlas, Atlas Mk.II
[close]
Civilian
Jane: Dram, Phaeton
[close]

41
After the mod updates to 0.95.1 I want to see a frigate with several huge spears, spikes, and blades on the front and a burn drive. And give it a medium ballistic gun because why not?

If you can find some way to make a ship hull refitting system, it could maybe be used to give beaten up lashers/wolves/afflictors/other similar modded ships a new life by making them into ram frigates.

42
Mods / Re: [0.95.1a] RotcesRats v0.16
« on: January 09, 2022, 12:13:08 PM »
falconet mk.=s when, we need falconets with their narrow ends facing forwards like regular falcon wings

43
Suggestions / Re: Rugged Construction for Buffalo Mk II
« on: January 09, 2022, 12:03:06 PM »
The ship has a cool concept and I would like to see it get buffed so it's no longer made of wet tissue paper.

44
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.9
« on: December 19, 2021, 06:57:18 PM »
I would like to request being able to retrofit the Shepard-class Drone Tender (and possibly other variants added by mods) into a proper combat ship, and could there be compatibility with modded variants of existing refittable ships?
I got kinda dissapointed when I tried refitting a Luddic Path IED Phaeton from the Luddic Enhancement Mod only to realize the refitting menu doesn't count it as a Phaeton variant. It would be great to refit ships from other mods into similar Roider Union designs, and considering some other refits, I don't think it'll be that much of a hassle for Roider engineers to modify ships from other mods.

45
The ships in this mod are fun to play with but I would really appreciate if you could add destroyer/cruiser carrier starts for Nexerelin for when I want to swarm enemies with strike craft launched from rustbucket hangar bays with engines, without just starting with a capital ship.

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