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Messages - Mazuo

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46
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 25, 2014, 04:48:54 PM »
I like the blue better myself, but it'd be nice if variants could show up in stations if that's possible.

47
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 14, 2014, 06:57:13 PM »
I actually wasn't aware of the line about joining Blackrock on character creation since I was loading an old save, but tried it myself and no luck either.  I don't expect the Imaginos regenerative hull to be selectable anyway, but that targeting suite and assault fitting I've just never seen available.

48
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 14, 2014, 02:18:27 PM »
It's the Eschaton superfreighter.  One of my new favorites for the capacity, good overall defense and having such a good look to match with a Blackrock fleet so I can dump the Atlas.  As for the hullmods, just running the latest dev version that was linked in this thread, I don't see them as available either.

49
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 13, 2014, 03:49:56 PM »
Oh god, can't wait to see it hit some unfortunate frigate.

50
Mods / Re: [0.6.2a] Hiigaran Descendants v1.1.0
« on: January 22, 2014, 09:10:32 PM »
Tried this out for a few hours and I'd say it made a generally positive impression.  The ship art is nice and the variety that exists is great.  Small energy could really use something other than the pulsar beam as an option though.  Not really sure why the Kava has the Accelerated Ammo Feeder, wouldn't Fast Missile Racks make a lot more sense?

Got the Koshiir battlecruiser and enjoying it.  The Singularity cannon is quite powerful, but I would say it doesn't seem to match its description perfectly.  Firing once a second doesn't feel like it's needing to charge, so I'd suggest either using the charge system with it and a slow recharge rate or just a slower firing rate.

51
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 20, 2014, 08:12:15 PM »
No shield?  I'm intrigued.  I really want to see the new hullmods in action too.

52
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 17, 2014, 12:59:39 AM »
Why must you tempt us so?   :P

Really need all this new stuff to play with.

53
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 09, 2014, 02:08:33 PM »
I assume I did as I usually check over all the ones I can find.  But it's been a little while since I played and can't be sure.  As for the shard weapon idea, I'll admit I like the tiny shard weapons or large cannons still firing a lot of small shards better just with their conceptually unstable payloads.  I guess what I took from the few notes on the phasic rounds made me think they're tough to create and keep from destabilizing.  If it's more just the former that they're a challenge to fabricate but they're quite stable sitting in an ammo hold, go for it.  Honestly, go for it anyway as I still just love a kinetic weapon with a random element of destruction to it.

You simply can't let kinetic rounds graze your hull when facing Blackrock.

While I'm remembering my last playthrough at all, I do recall I thought Fury torpedo damage might want to be lowered by anywhere from 10-25%.  Love the flux charge-up on them, but even a fully healthy ship with shields prepared can't really take one and not be crippled aside from very large ship classes.  Because they move as well as they do, I just think they should still pack a wallop, but more to ships whose defenses are already under duress, not so much to completely fresh vessels.  Big fan of the new buckshot animation you posted and I'll chime in too that I'm interested in seeing the deracinator optimization come in.  I never used the Karkinos as much as I wanted to as it seemed to suffer a lot from the distortions it created.  Plus as I'll talk about below, I let the AI run the show a lot of times and it is not very hesitant about teleporting next to ships in its own fleet.  Ideally I'd like it to consider those ramifications, but can understand if it's not a priority.

As for AI issues mentioned a couple pages back, I'll admit I'm one of the very few that doesn't really like piloting ships in Starsector and really lets the fleet run on autopilot with direction here and there.  The Nevermores are great at it and while Desdinovas sometimes suicide charge, I think it fits with their firepower and tempermental nature.  The only ships I can remember at the moment having issues in Blackrock were the Kuramaja not understanding how to use its interdictor which I believe has been adjusted and somewhat poor performance from the various carriers.  Even when sufficient weapons were placed on them to destroy an inferior target, they have a tendency to just choose to run and since they don't really have the speed to get away, it doesn't make for a great strategy.  Looking forward to the next patch.

54
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: December 08, 2013, 03:53:03 AM »
Great news to hear.  Been checking on this probably daily for a while now.  Really enjoy this mod, keep up the good work.

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