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Messages - jupjupy

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31
Mods / Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« on: September 17, 2017, 09:35:00 PM »
I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.

As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.

Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.


32
Mods / Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
« on: September 04, 2017, 03:41:47 AM »
Grats on finally getting it to work, TrashMan.

My biggest complaint thus far is how absolutely worthless the Archangel's main gun turrets (the Judgement Days) are. They punch for 500 energy and 100 EMP, with 90 rounds. Sounds pretty good, except...

They explode like a flak cannon, dealing essentially no damage to most targets. At least, thats what I observe when firing at targets, the fireball of explosion is typically just a little bit away from the actual hull of the target. This is particularly evident in the Clash of Titans mission, where you can empty your entire clip of 90 x 5 rounds into the RSF ship and not even scratch its hull.

I'd probably suggest either not making it proxy fused or simply bumping up its damage and lowering shot count and fire rate.

I haven't played through the campaign yet, probably going to wait a bit before starting that up.

33
Suggestions / Making Carriers Cool(er)
« on: August 18, 2017, 07:21:37 PM »
So, as I'm sure all of us know, carriers in real life utilize catapult systems to launch their aircraft with a fair amount of starting velocity, due to the fact that it looks really damn cool practical reasons about take-off distance and the like.

In comparison, our current SS fighters slowly leave their fighter bays as if theyre headed out for a midnight stroll on a Saturday. How much cooler would they be if they shot out from their decks like as if each pilot was going through a hidden Gundam launch sequence?

My suggestion is, as such, have two types of fighter bays:
1.) As it currently is, for Converted Hangars, converted ships like the Condor, and certain lower-tech or non-militarised ships like the Venture. Maybe certain side decks or non-catapult equipped decks on military carriers as well.
2.) Another type that launches fighters along a set pathway, at a certain velocity (maybe some function of mass of the fighter and a constant).

Of course, there would be little practical reason to do this in space, but hey, rule of cool, right?


...
Actually, as for a practical reason, why not add in a 3rd command on the fighter orders (after Engage and Regroup): Dock? This would allow damaged fighters to repair (which they currently cannot) as well as rearming and protecting the fighters from any incoming fire. Even under Regroup I notice my jets getting plinked off because they strayed too close to the front of my carrier or such.

This would also give the militarized catapult decks an actual use, as they could fully launch a squadron faster or perhaps get them into direct combat more quickly due to the launch velocity.

(Also, its cool. Really.)

34
General Discussion / Re: Best PD guns
« on: August 06, 2017, 03:19:28 AM »
Rhon Laser.

There is no other equal for destroying missiles, fighters, ships, and armadas.

35
Modding / Re: [WIP] United Aurora Federation
« on: July 26, 2017, 02:33:30 AM »
Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.

Aw man, that ship is some sweet piece of artwork.

Seeing as we don't know much of the actual statistics or weapons, a military variant would likely have upgraded subsystems, maybe a slightly higher top speed and shield efficiency. An advanced variant might incorporate an entirely different ship system or an up-gunned energy PD system.

... I want one already.

36
Modding / Re: [WIP] United Aurora Federation
« on: July 22, 2017, 08:03:36 AM »
That Super-capital.... even the silhouette gives me the chills.

I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.

Much agreement here, thats one scary silhouette.

37
For what its worth, we already have a popup like this when attacking a non-hostile fleet: the game warns you that you will turn the relevant faction hostile if you do so.

I think this isnt a bad idea.

38
Modding / Re: [WIP] Auroran Shipyard
« on: June 25, 2017, 03:31:03 AM »
Very nice sprites! I love the striking, sci-fi sharpness of them!

Looking forward to what this faction has in store.

39
Suggestions / Re: Make making TC's easier
« on: June 25, 2017, 03:24:44 AM »
I'm no expert on how this works, but I support any endeavors by modders. Thanks for your hard work, TrashMan.

40
Mods / Re: [0.8.1a] Combat Chatter v1.7.2 (update 2017-06-18)
« on: June 20, 2017, 09:38:24 PM »
Heh, I was wondering why my ships were speaking like Icari and Ava, and then I remembered Histidine has a Sunrider display picture too.

41
Modding / Re: Missile Clips
« on: June 20, 2017, 09:06:52 AM »
I recall that one of the Photon Torpedo Launchers from the Neutrino Corp. mod reloads in batches of 10. The medium one, and not the advanced version, if I recall correctly.

42
Suggestions / Re: Automated Repair Unit
« on: June 20, 2017, 09:01:26 AM »
What about having the ARU mod repair up to a certain amount of armor? Say, 10% of the original amount, at maybe 0.25% per second.

So for armor blocks that have fallen below 10%, they regenerate very very slowly towards that number. Would limit their overall effectiveness by preventing you from healing your HP, but giving you a small "damage reduction" that takes time to fill back up.

The only ship I could see this being a problem on would be at worst the Onslaught, but even then... not really.

43
I feel like aptitudes ought to have a non mechanical bonus, like passive skill checks for story/RP purposes.  Like if you have Combat Aptitude 2, another dialog option becomes available in a hostage scenario where you shoot the captors before they can react.  Or something.

This actually sounds like a very good way of doing it. Like, using the skills in a sort of roleplaying way a la Bethesda games where having, say, a certain perk would give you a special choice.

44
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 17, 2017, 11:31:14 PM »
Ah, gotcha. Thanks guys.

EDIT: Also, got another bug where I fought a Neutrino bounty fleet with a Banshee Norn and defeated it. Didnt appear in the recoverable ships at first, but I salvaged the debris field and then two Banshee Norn's appeared for recovery.

Spoiler
[close]

45
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.1)
« on: June 17, 2017, 12:38:04 PM »
Anyone else notice that the Schwarzgeist (I'm pretty sure I'm spelling this wrongly) bombers seem to be literally invulnerable? I have shot at them over and over, from multiple ships at the same time, with heavy weaponry, and though I can't get through the very tiny shield, the ones that do hit the hull deal no damage. This is with like, heavy weapons like the Heavy Blaster and with missiles.

Never seemed to have this problem before.

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