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Messages - Chaos Farseer

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91
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 01, 2014, 01:37:15 PM »
I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.
That's what motivated me to cover it in PD in the first place. I'd suggest you try it out with more shredders; perhaps that will solve your missile problem. You could also try giving it the Omni-Shield Emitter to cover it during torpedo runs.

92
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 31, 2014, 04:23:37 PM »
First post by a fairly long-time observer over here. I'd like to open up by saying that Blackrock is my favorite mod by far, and it's lots of fun playing around with the uniqueness of each ship. Specifically, the Karkinos is my new best friend.

Now, I was trying to show a friend that the Onslaught kills everything in front of it, and I decided to fight it with the Karkinos and not use the Deracinator. Problem was, the Onslaught got annihilated. Since then I've been trying to see how far the Karkinos can go, and after a few hours of testing I built a variant which has defeated every vanilla ship 1v1 without teleporting and without character skills.
2 Ironweaver Cannons on the inner mounts
2 Solenoid Cannons on the outer mounts
2 Gale Cannons on the medium universals
2 Sunfire PDEs on the medium energy mounts
Small universals empty
All remaining mounts filled with the biggest PD weapons available (4 Shredder Batteries, 2 Argus Particle Beams, 6 Shredders)
Heavy Armor
10 Capacitors, 16 Vents
This setup also allows the player to almost ignore all missiles entirely (except Sabots, for some reason) and slaughter fighters.
Btw, the Paragon was the hardest to beat reliably. All of the default variants lost to the Onslaught due to a lack of PD (again, no teleporting). Doom takes forever.

Point of the story is, though, that the Karkinos can take on every vanilla ship and win, without teleporting. As much of a joy it is to use in its current state, I suspect it might be a bit overpowered.
I just wanted to bring this up. Whether or not you modify it is up to you. Good day!

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