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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Cruis.In

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16
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 06:23:29 PM »
hey yes I mixed them up sorry. THe lyons doesnt impress me at all. Its probably because its armament is less impressive because it has 2 fighter bays, but yes the fighters and gunboats are not very good, so its gimpy them.

i am struggling now in late game against large hegemony fleets. Dont know if my tactics are bad, or im outgunned, but yeah I might need to get a non faction ship to complete. like onslaught. Our battle line is missing a tanker. If the AI was better, and my heavier ships stuck together on the battle line to pool Point defense, shield power and firepower then it would be better. but when you lookg a heavy cruiser is off chasing a frigate, and you have 2 battleships escorted by cruisers baring down on your battlecruiser and its destroyer escort.

not impressed by the alastair its hull and armor are bad, and it fluxes out really fast. I put two pellet canons on it but they draw 2800 per shot...thats 5600 flux just for two shots...this ship doesnt have the flux to handle large weapons. and its slow, so it has no redeeming qualities like the Mcnamara, the ability to go fast and get out of trouble.

one against one i can barely beat an onslaught in simulation with it,, but the AI battle line always seems to be well put together more so than my AI pilots.

here is afleet which pummeled me.



My fleet is

One arsenal ship
2 Alastair
4 MacNamara
2 Lyons
2 Kings
1 Hawke
3 Victoria
1 Osmond
3 Walsh
9x fighter wings assorted.

I think looking at it I am outgunned. I have 2 BC, 4 heavy cruisers and and 4 cruisers. on my battle line. Both my BC needed to deal with one onslaught and he has two. then he has like 2 battlecarriers, so its almost like 4 battleships. then my heavy cruisers are taken by the battlecarriers, which leaves my 4 cruisers to deal with his destroyer and cruiser spam. my battle limit is set to 550. wonder if i could bring in ALL how i would do lol. ill try that.

ive tried setting 5ships to follow my mcnamara around and flank,doesnt work out. those battleships put out so much firepower, and long range nothing can stand up in front of it too long

my range advantage of this faction is out the window in this fight, cant break tank from range, cant flank, and cant go in toe to toe.  I do think their fleet massively outguns me, but I have a hard time thinking what I could add to make up for it. the alastairs dont do well. So bringing in 4 of them in one they would get outflanked. If my ships could take down some ships and trade evenly then i feel eventualy i could win the fight, but i dont trade evenly, cant get their capitals killed. and moving in for a kill on a cruiser, they get immediately supported by his heavy ships...

17
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 01:39:02 PM »
Here is my experience...

McNamara...awesome heavy cruiser. build in ITU and heavy armor. 5x bulldog autocanon, 2x Pellet Gun and 4 missiles of your choice . 30/30
tactic: its overload engines helps it get in position for a quick strike on an exposed enemy. The 5 bulldogs are low flux a shot and really help the pellet guns pound the shields, and then fire missiles once enemy is reaching flux. The Pellet guns are a must, they really hit hard. Needs a frigate escort to protect its flank from fighters, hits on engines will cause problems.

My fit fluxes out fast with shields up, but with your range and 1300 armor u can take some hits while finishing opponents.

King Class: Very happy with this one over the Hawke carrier. Surprised by your bad luck with it. Fitting: 28/24, Heavy armor/ITU built in. 2x Pellet gun on the sides. Medium Combat Laser (keep enemy flux high) two missiles of your choice, I use 2x breach. 1x bulldog auto cannon in the center. Bullpup auto canon on the front small ballistic.  Duke Gunboat and Jack combat drone for fighters. It holds its own well.

Victoria...oh baby love these strong. I hate the reid destroyers. Victoria fit: Targeting unit and upscaled shield core built in. 20/20. 2x Micropellet gun on wings, 2x light macine gun and 2x light mortar and medium combat laser in the middle. could change for a bulldog autocannon. Ive found the victoria works best with the lesser flux heavy weapons tho. the one with the light mortar and light machine gun has 472 flux disspation and 557 flux/sec for weapons. absolutely controls other destroyers or cruisers. good fire support for your heavy hitters to help overload heavier ships shields.

2nd Victoria fit with story weapons: change light machine guns for 2x rupture canons. change light mortar for 2x bullpup autocanon.

Good range on this ship added siege canon. I love having 6 destroyers and 3 frigates in my fleet volleying those things.

I use the Walsh frigate because of the siege canon, but the Reid heavy frigate is cool too.

Hope this helps. Try my King fit and victoria.

Havent got the alistair yet, still looking, where did you get yours?

Oh the Osmond I fit for range. heavy plasma driver, pelletgun, 2x bullpup canon, 2x rod mrm, 2x bongo ciws, ITU built in. Havent built in second mod yet. Probably armor maybe. Love the web, decimate groups of fighters. but the victoria is superior.


18
Mods / Re: [0.95.1a] Nexerelin v0.10.4 "Dissonance" (update 2022-01-29)
« on: January 29, 2022, 12:08:09 PM »
is this ok to update on an existing save?

19
Modding / Presenting the USS DEFIANT
« on: January 29, 2022, 11:28:13 AM »
Note: addship defiant_variant or addship defiant_hidden (loads a fully fitted ship with pulse phasers and photo torpedoes, but has the hard point graphics hidden, like in star trek the weapons are built in.)







Hi everyone, this is my first venture into releasing a "mod".

I have taken the libery of adding the cool ship from Deep Space Nine, the USS Defiant.

The Defiant was a prototype starship designed and built with one purpose, to fight and defeat the Borg. It is a small heavily armored warship with no science labs, no crew comforts and packed with firepower. Early testing revealed the Defiant was overgunned and overpowered for a ship its size and when the ship was tested at full capacity it almost tore itself apart. For this reason it was mothballed. However, some Starfleet engineers have since sought to correct those issues and commission the Defiant to help Starfleet face ever growing threats such as the Dominion.

Change Log:
Spoiler
didn't want to make it annoying to use so changed some things with supplies etc...

-Supply/Month changed to 15 ( was 30)
-CR to deploy now 15
-CR recovery/day: 4 (was 2)
-Fuel = 80 (was 100)
-Fuel/ LY = 4 (was 10)
-Cargo = 50 (was 20)

-Pulse phasers firing rate/delay increased to 0.25 ( was 0.22)
-Photon torpedo speed increased to 1000 (was 800)
-Pulse phasers range increased to 700 (was 600)
-Photon torpedo does explosive damage (200% to armor) was kinetic before and that was an error, was never meant to be an anti-shield weapon.
-Increased acceleration to 80 from 60.

-decreased the volume of pulse phasers

I've tested with a level 15 character. There's been no major fighting buffs apart from a slight increase to pulse phaser range, and acceleration and the correct torpedo damage type applied. The logisticsl side of the ship's fuel/cargo has been modified to be less strigent.
[close]


Technical Specs:
Spoiler
Weapons:-
1) Pulse Phasers:  the ship is equipped with 4 pulse phasers which draw directly from the warp core (flux capacitor) and pack a wallop (4x medium energy slot)
Forward facing, 5 degree arc of fire.

2) Two Photon Torpedo launchers. Fast moving non-tracking projectiles. The Defiant carries 20 torpedoes total. 10 loaded into each tube. (2x medium missile)

3) One 360 phaser array.

Speed:
The Defiant has a top speed of 150 and is highly maneuverable, complimenting her forward facing weapons

Ablative Armor:
Heavy ablative armor is built into the hull which is degraded as it receives weapons fire (heavy armor and reinforced bulkheads built in mods)
(first federation ship to have ablative armor in lore)

Shields:
The Defiant has weak shields, and isn't meant to hang around in a fire fight. (upkeep, and shield/damge 1.0)

Tactics:

The Defiant's weapons are all forward facing and have no ability to lock targets beyond a 5 degree cone of fire. With the Defiant's high speed and maneuverability, it is designed around devastating hit and run (strafing tactics) on larger targets of opportunity, it does outclass other ships in its class. A quick strafing run with shields up, offloading pulse phaser fire into the target and finishing it off or damaging it with photon torpedoes is its preferred method. However, with limited torpedoes, the Defiant firepower is severely reduced once its compliment expires. Dropping shields at the right moment, to transfer more power to weapons is effective, as the Defiant can take fire on its armor, while trying to finish a target.

Maintenance issues:
Because of its numerous engineering issues, the defiant requires high monthly maintenance. Additionally, the Defiant requires significant maintenance after a fight (recovers CR @ 2% a day).
The longer the Defiant is engaged in combat, the more apparent these malfunctions become (combat readiness prone to drop fast in combat)

Range:
The Defiant was not built as a long range exploration ship as is traditional with starfleet. Therefore the Defiant must rely on constant deuterium resupply (LY range: 10) Fuel: 100 capacity.
Max  warp speed = 18.

Cargo:
The Defiant has no cargo bay and supplies are stashed all over crew quarters like submarines of old during war time. (Cargo capacity: 20)
[close]


Download: https://drive.google.com/file/d/10KkiyBT7tsqaFQXbA01HoVJUX8awjoLJ/view?usp=sharing

Future plans:
Spoiler
Tweak the weapon graphics because they are borrowed from the base star sector weapon graphics, so the explosion and effects of the photon torpedo do not suit.
Refine the bounding box in case it isn't so good. (no issues so far)

Take feedback.
[close]

Testing:
Spoiler
using its torpedoes I found it capable of destroying cruiser and maybe battlecruiser sized ships. Without torpedoes it cannot stand up to larger ships. Therefore its hit and run tactics on targets of opportunity come in. E.g. your forces have a bs or bc almost fluxed out? Charge in with Defiant and unload torpedoes. Basically do not expend your torpedo load on one target if you have a long fight ahead. Venting is your friend when you can. Don't be afraid to take hits on armor, in other words, lower shields, to keep hammering a target, and hold fire(x) raise shields while you use your better speed to get out of range. Shields won't take much fire while you are firing. Pulse phasers are power hungry.

Defiant needs good piloting and careful tactics. Its weapons are basically dumb fire, cannot track and cannot turn and can only fire ahead, so you will miss precious shots if you do not aim well.

Defiant is very vulnerable to fighters. Best to retreat from enemy range and just shoot them down.
[close]

20
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 27, 2022, 08:52:45 PM »
hi sir, can i add this mod to an existing save?

21
Suggestions / distress call suggestion
« on: January 24, 2022, 05:02:49 PM »
Hi, love the game.

could you add something where by you can respond and say you are responding to a distress call, like the notice you get when a fleet is responding to you and how far it is.

so if you click, say (respond button) in intel when you click the distress call, the distressEE will have an exclamation mark.

thanks.

Got a patreon for continued dev?

22
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 24, 2022, 06:40:11 AM »
Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage

lowtech, midline, and ballistics did pretty much get overall buffs recently, and many mods havent quite caught up yet, for instance the bullpup autocannon is a slightly worse light assault gun now, when before it had a range advantage to make up for the slightly worse flux and damage

In fact I find the bullup slightly better than the assault gun because it doesn't use as much flux/sec even if it deal less dps but more damages per shot, its easier to put them on a ship and it hit better on target where you really need explosiv damages to crack the nuts, on very hight armor target they really work better but indeed on shield or hull they are inferior.


The bullpup takes alot more to fire tho and i noticed this in comparis with the light assault gun. not much better.

Quote
-Macnamara  OH BOY is it a "good" one, at first look like a super bad eagle... 25DP for THIS!? terrible flux/cap ,armor is meh speed look meh. But the beauty of this ship lies in two things...
its 7 med size mount frontal gun arc and its subsytem, yes you cannot just frontaly duck it out with any ship of the same price or costlier (Dominator Aurora Champion) but everything below you will cry tear of blood as you rush them overload them and fry their system with your subsystem. Its like having a very agile Cruiser EMP ship.
Also can be used as a line ship with a less attack oriented loadout, but where the fun in that? Combo well with the Victoria for the bonus damages making the mp frying that much more dangerous or Reis for wolfpacking target. is it a ship that autowin its engagements? no! is it fun to use? yes! Is it adaptable? yes! Is it really a good cruiser? hm... well... it depend what IS a good cruiser...it cannot fight high dp cost cruiser and struggle vs capitals... but with support from other ship it certainly can bring the big OOF that allow to cripple them the couple of seconds needed to ruin their day.
NB: for a strange reason this ship seem to get its engine shot all the time and by everything.

I know it wasn't just ME! This ship flames out if a fighter hits it with a strafing fun...something is very wrong, can something be done about engine HP or subsystem? why does it do this? no other ship in this faction fleet suffers with that. Is it a bug? I mean you charge in to use the tactic you said...take one hit on the engine (because bad shield coverage) and boom...spinning helplessly...

how do you fit your mcnamara and your reid? also which subsystem are you refering to on the mcnamara that fries their subsystems?

I am doing overall better as I find better components. But these ships arent brawlers. need range, and wait for opportunity, one slight miscalculation and they won't survive.

oh...and its unfortunate that you cant get these ships from your faction without multiple D-mods... i have found them sometimes in blackmarket or open market of other factions without d-mods because those factions made them. the unfortunate of being a nomad group is no nice forges.

23
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 22, 2022, 05:41:22 PM »
my mcnamara keeps flaming out when hit lol...then it dies. because it just spins forever while the enemy closes in and pummels it. not encountering this with any other ship, and it isnt the engine ability...just takes a hit because you know its shield coverage is bad and missiles or flanking ships send in a shot and then BAM flameout..

24
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 22, 2022, 11:17:01 AM »
Hi I like the faction story of this mod. I like the ship designs and I like the fact you have NOT over powered any of your ships like other mods Lol.

Unlike others I am playing as this faction so have access to all the ships so to speak.

(HOWEVER  :) ).

My experience thus far has been mixed. I am using the McNamara as my main ship. I find its engines flame out constantly...if this is a result of the use of the engine speed special thing, then well its pointless to use. Or is it being hit on the hull and the subsystems are very weak and prone to malfunction? I can't tell. But I often find myself spinning helpessly ALWAYS in critical moments. Very frustrating. Still can't pin down the cause.

I find the ships overload very fast, get high flux. They can't sustain much hits, while firing before overloading. So head on engagements is really not in. And I don't mean to use them in head on engagements, but sometimes you have to close distance with a single ship to deliver finishing blows and most lack the power to even do that. Finishing off ships from distance don't reallty work because most weapons aren't powerful enough. So long as an enemy has even a sliver of flux space, he can raise/drop shields from distance and keep going back, since it takes a while for the weapons to reach. Leaving closing the distance to finish a wounded foe the only option. Which opens you up to serious repercussions.

The lack of ANY heavy slot on the McNarama makes it to me not so much a heavy assault cruiser, but kind of like a tactical assault.

I find the Burke class a shining beacon. That single large gun...able to really work to the doctrine strengths. The burke class deals more trouble than the McNamara. Maybe I am using bad weapons shrug. But I try to find a balance of long distance but good damage. And some are anti shield and some anti armor.

The Hawk class, haven't used it enough to say.

Overall, I agree with what someone else said, that recently, the buffs received by low tech, the burn drive being able to cut out, better armor or polarized plating and special abilities, has thrown off SOME balance here.

As someone playing your guys who has access to most, maybe you can tell me to try various things and I can test to see if that helps, whether tactics or fittings and we can bring it back to balance?

Love your efforts. thanks!

Look forward to hearing others with a lot of experience with it. Current feedback, as old feedback might not be relevant to the recent game.

edit:

Ive been refitting the McNamara, seems a bit better than before. I am very happy with my fitting on the Victoria class, a surprise there. working nicely.

These ships need point defense though. With those small shield arcs, some powerful missiles slip in. So definite on the point defense. So I choose to go with PD arm emitter, a special thing added by some mod, so sure up PD lacking on ships which dont have point defense guns.

25
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 21, 2022, 09:57:06 AM »
whats some nice fittings you guys used on these ships?

read through the thread. like the one guys battle report of his campaign and difficulty faced. glass canons? bad hull...armor...shields...flux? boy i can see im going to be frustrated!

26
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 19, 2022, 11:06:18 PM »
nice ship designs will definite by using

27
Space stations are a nice stopgap between nothing and full fledged colonies. I wish the base game also did something like that.
The battle objectives are, in my opinion, the best part about this mod, mainly because they make passable and boring part of combat into meaningful and fun one! You can't really ignore objectives when they are shooting gauss slugs at you.

interested in this mod, could you give an example of what you mean here?

28
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: January 19, 2022, 10:45:39 PM »
i am coming back to starsector... could you help me understand the auto deploy shield thing? when you right click shields go up already. help thanks. looks good QOL stuff

29
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: April 14, 2019, 07:13:01 PM »
ok cool. Can't wait for blackrock to be playable again, I really had a hard time against these ships when starting back out, but ive got a lot more experience now in fitting/flying/and command :)

I seriously want to smash these guys.

30
Lol nice! This is so awesome and easy to follow. I added my ship to the game and it spawns in the fleets and it works perfectly. So once it is spawning in their fleets will I eventually see it on their market? This means I've done it right, right?

Also how about a step by step on adding a custom weapon?

I followed your steps for this, but pertaining to weapons, put them all where they needed to go, created the .wpn file .csv file for my weapons, but I am getting a null error. I suspect obviously it has to dowith pointing to graphic or sound files. Since in the ship editor when you edit the details you point the .ship file where to look for the ship graphic file. However, I didn't see this option when editing the details of the .wpn file.

So I am guessing it is looking for a weapon graphic or sound for my custom weapon and it isn't finding it.

I already used the editor to edit my variant and loaded in the weapons I made by adding a custom mod and my weapons showed up fine and I added them to the variant. So I figured out that part of the editor.

oh and just in case I wanted to build it at my colony, what blueprint does hegemony use? I can't remember the blueprints I found in game, I think I found one and can build up to battlecruisers, but I'd have to add my custom ship to the blueprint I found, to build it. Since I dont know the name o fthe one I found I'd edit all blueprints to include my ship.

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