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Messages - Alphascrub

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121
Mods / Re: [0.7.2a] Autonomous Ships 0.2.0
« on: March 16, 2016, 03:55:15 PM »
I'd love a hullmod that would restrict my ships from blowing their missile loads into fighters and frigates.

I would second this tired of seeing my ships waste harpoons and larger missiles on fighters and such.

122
General Discussion / Dealing with fighters & bombers
« on: March 16, 2016, 02:15:23 PM »
So I'm unsure if it s the mods I'm running (currently exerlins with multiple mod factions) or just changes to logistics but there seems to alot more fighters and bombers running around in fleets (over 25 bombers/ fighters in the last battle I had not including my own). While I'm OK (hell i think its great)with this I'm just curious how others have been combating this.

Personally I've found PD escort frigates to be the best but I'm wondering what ships and loadouts do other players use to fight the swarms. Personally I'm using a brdy weevil armed An Argus PD medium, particle Lance's and shard gun hullmods focus on shields and operating time.

Sorry for any formatting or spelling errors on phone ATM.

123
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 16, 2016, 11:39:49 AM »
I just discovered the missile boat Asura... It's great! 4x darts, 2x Achilles pods, 1 large missile launcher of your choice, expanded missile racks and eccm package.

Pretty expensive missile boat.

124
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 16, 2016, 11:32:41 AM »
Ok who made the ships have broken fits on them and some of these ships that were made I swear they last the damn mind when they thought they were a good idea...the start is damn near impossible..you have to have the right spawns and the right ships available on the black market or the broken fits will *** on you..like the Venom X Class....so common and when you see it it goes so fast its impossible to hit...*** the pilots wouldnt be able to control that. I shouldnt have to come here saying that something is crossing the line....testing and common sense is not hard...btw did I mention they are all part of the Kite Club....all of their damn ships are fast Kiting anti flux ships....whats the point in even flying anything else if everyone is part of the kite club?

Venom X's peak time is like 2s, you just have to avoid it for a little before it breaks down.

It also cant handle any sort of concentrated fire or large bursts. Space shotgun type weaponry do quite well vs this thing.

125
Suggestions / Re: Phase Mechanics - Double - 5x Accel -> Time Slow
« on: March 15, 2016, 03:30:57 PM »
I'm perfectly fine with phase ships atm. Now I just want a line of phase hunter ships. Not phase ships that hunt things no, ships that are made hunt down phase ship and eliminate them. Complete with special abilities to make those pesky phase ships have a hard life. Like something that makes the hunter ship drop his shields but in return forces the phase ship out of phase or causes them to gain massive amounts of flux while in phase. Another option would be a ship like the Omen being able use its IMP Emitter on phased ships... Just imagine it a little afflitor wondering around driving you crazy until your omen frigate shows up and flips the Imp on... Hell it doesn't even have to bring the ship out of phase... just disabling it and forcing it to flee would be enough.

Come to think of it I wonder how effective a Kurmaraja battle-cruiser from BRD might be at tackling you pesky phase ships. I will have to see.

126
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 14, 2016, 05:41:00 PM »
After visiting a dozen planets, the only place that gives them in my game seems to be Freeport. Then again, I never visited any Hegemony or Diktat worlds, only modded factions and Tri Tachyon.

Speaking of Tachyon, is it possible to tweak their stations to only sell their ships? I get kind of bummed each time I go to one of their station and only 3 out of 10 ships they sell are actually part of their faction.

I think some of the more dangerous bounties wont pop up immediately and getting those said bounties might require a certain reputation with a faction? Like I'm pretty sure you cant be at war with a faction and still receive bounty money from them. 

127
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 14, 2016, 05:37:07 PM »


Well...

In other news, crap sketch of Cetonia redesign


Tend to sneakily draw these at work

I like how it looks very similar to the Eschaton super-freighter. You can see the design jump in either direction and it keeps things well themed. Also if you decide to make a smaller frigate sized freighter again it would probably be pretty easy for you to downsize the look yet again and still get something that looks very Blackrock. Also I'm pretty jealous that you can draw something on a crappy piece of notebook paper that makes most artwork I've ever done look like preschool scribbles.

obviously the system would need to have major drawbacks, yeah. it can't be something you can just spam whenever (which is actually true for the vast majority of ship systems). but i don't think it necessarily means the frigate needs to be three times as expensive as others, that depends entirely on what the system actually does, how powerful it can be, and what limitations it has -- not to mention the basic stats of the ship itself.

Yea the system would be a big deal. It would probably honestly make or break the ship. Honestly after thinking about it I feel like I asked to much. Base mantis is extremely flexible and can do pretty decent as a missile support ship. Its an interesting thing to study ship design philosophy with tho. Kind of made me think just how hard it could be to develop a balanced ship.

128
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 14, 2016, 11:00:29 AM »
Well I mean if you wanted a frigate that can regen missile ammo I reckon it would need a monster power core, so we're looking at double or triple the usual frigate pricetag for the same level of durability, a cooldown on the ability so you can't just spam torpedoes, a general lack of a supporting weapons, and finally a really high flux spike from using the ability that basically requires you to instantly vent afterwards.

In general I would be fine with all of that. That being said I didn't really think about torpedos, Thats a huge issue, last thing I want is a frigate that can end a destroyer or cruiser with torpedo staying power alone.

129
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: March 13, 2016, 10:31:09 PM »
Its ok if your late. As long as you bring something shinny.  ;D

130
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 13, 2016, 10:28:06 PM »
Not to be nitpicky, but is there really a need for a missile-oriented frigate? A Silverfish(-B), Weevil, or Mantis can perform that role without too much trouble. Their peak times aren't even a problem considering most missiles have limited ammo.

I've used the Mantis for missile based setups in the past. It works pretty well and for rockets (quills &/or annihilators) setups its special can almost act as additional velocity for a rocket. The real thing I guess I wouldn't mind seeing is a frigate designed with missiles/rockets in mind. Something that has a special ability that boost them directly. Like a BRD version of fast racks or maybe even a frigate that can burn CR to create new rockets/missiles or create massive amounts of flux to refill its missile/rocket reserves. Both of those idea are obviously very balance intensive so they should be noted with a grain of salt. Sorry all my post feel kind of pushy, and I don't want that. Will try to articulate better in the future.

131
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 13, 2016, 11:35:01 AM »
I can't do anything about this, you need to wait until SS+ is updated again if you want the new content with SS+. Note that BRDY will still run, it just won't spawn any of the stuff that came in 0.8.2

As for the slots, I'm pretty set on slot type/count for the frigs at this point, and don't want to bloat out the mod with variants either. The exception is if I make BRIA (elite subfaction) skins for certain ships.

I might make a missile-oriented frigate in the future, though.

It seems my assumptions have gotten away with me. Thank you for being patient with me and getting back to me so quickly.

Ship Bloat is also a pretty understandable reason as to why to many variants would be a bad thing. As for the missile orientated frigate I'm excited to see what you come up with.

132
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 12, 2016, 10:44:06 PM »
Alright Im failure. A terrible person. An annoying person. Please dont hate me but....

How is the BRDY compatibility patch for SS+ coming? I'm sorry I love your mod and I'm trying to play some single player SS+ and to be honest my universe is terribly drab with only 4 player factions especially when Blackrock isn't one of them.

On a less gushy annoying note I was wondering if Blackrock has any plans different hard-point fits on some its current ships. I really like how the silverfish has different setups even if some are civilian/none militaristic. I would really like to try some differently setups on a few ships. Like a locusts with a 2x small missiles slots for example (teh dart swarms), or a more combat focused weevil (this used to be called a Scarab I thought) bristling with small weapon mounts and more armor and less under-powered shield generator if this is still the case. You probably see what I'm getting at. I also completely understand if something like this isn't possible for balance/time constraints. No pressure just curious.

133
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: March 12, 2016, 09:27:40 AM »
I kinda like it as well, but doesnt it clash with Templars somewhat?
Ah, I forgot, their color probably is similar.  Templars are one of the few major mod factions I haven't included in a campaign yet.

Templar's are great for when you really want something that no matter what point int he game you are at is probably gonna keep your universe domination somewhat in check. Basically your fleet if your fleet is top dog, Templar is the dog catcher. Better yet, your the crocodile hunter, templars a *** stringray...*(gawd that felt to soon but it gets the point across, Rip crocodile hunter)

Ah, awesome I've kind of been waiting for your update to start a 0.7.2 game. I'll echo the sentiment above and say that your art fits starsector really well, and the faction with their added systems make a fun foil to the Tri-Tachs and the Diktat.

Keep up the great work =)

This is what I wait for as well.... well this a few other mods. I always go through spurts of this game and I need shadowyards before I can start a new one.

134
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 20, 2015, 01:43:22 AM »
Its the mods in this pack plus updates that keep me coming back to this game every few months. Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.

135
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 25, 2014, 11:14:28 PM »
what are the new features of this mod :)

There aren't any at the moment. Its not in ready .65 yet.

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