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Messages - Hazard

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16
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 12, 2018, 12:29:20 PM »
Just the Unsung alone makes Neutrino a must-have faction. Great job!

17
This is neat, nice job.  :)

The player is already OP as hell... this sounds unnecessary

I'm curious, why did you feel the need to point this out? Does the existence of this mod somehow negatively affect your own enjoyment of Starsector?

18
Modding / Re: [WIP] United Aurora Federation
« on: April 19, 2018, 11:55:58 AM »
Looking good! Can't wait to try out the test release.

19
Modding / Re: [WIP] United Aurora Federation
« on: March 13, 2018, 06:15:14 AM »
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)

20
Mods / Re: (0.8.1a) Shadowyards Reconstruction Authority 0.6.1.2a
« on: June 29, 2017, 12:09:17 PM »
Looks like CEPC still has a green hit effect, despite the new projectile color.

21
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC2.2)
« on: June 25, 2017, 11:09:47 AM »
Is the Antiproton Beam working correctly? The beam does a weird sweeping motion on its own after firing and it seems to be really weak considering how slow the fire rate is.

22
Modding / Re: [WIP] Auroran Shipyard
« on: June 23, 2017, 06:28:48 AM »
The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.

Edit: Just saw the AI variant, that's very impressive as well. Can't wait to get my hands on them. :)

23
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: June 22, 2017, 03:30:47 PM »
The setting-conclusion to Reynold's Revelation Space series is arguably pretty depressing, but I'd say quite a lot less so than Blindsight.

Going on a bit of a tangent here, but eh; I always thought the Greenfly and its implications were one big, annoying, cheap asspull to deliberately end it all on a grim and gloomy note. Doom and despair for the sake of doom and despair. I'm not sure how much Reynolds explores or explains the Greenfly in his novellas, since I've only read summaries of them, but based on those and the main books the whole thing just comes so completely out of the left field that I can't help but feel aggravated by it.

Hum, point is probably that Reynolds' writing can be pretty irritating at times, and hopefully Starsector doesn't end in a similar way. Or something.

24
Mods / Re: [0.8.1a] Diable Avionics 1.84RC4 (19/06/2017)
« on: June 22, 2017, 02:10:00 PM »
Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs, Please stop finding bugs...

:-X

...Mmmmmhh, I think there's a wee little bug with the Uhlan Siege Laser's hardpoint version. On the refit screen, it looks normal, but in combat the barrel is mostly retracted inside the red turret/housing. Firing the weapon causes the barrel to recoil even further back, disappearing completely for a moment after third shot.

25
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.2
« on: June 21, 2017, 06:46:00 AM »
Derp. Seems my brain glitched out and I forgot that the numbers in the description are taken directly from weapon_data.csv. All's as well as can be then, I suppose.

26
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.2
« on: June 21, 2017, 05:34:06 AM »
It seems to fire two shots at once, one from both barrel clusters. Of course, doubling the shots/minute to 2400 would work as well. Currently the Hailfire has the same ROF and damage as a Vulcan, but with twice the DPS which looks a bit odd at a quick glance.

27
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.2
« on: June 21, 2017, 01:44:52 AM »
Is there a small error in the Hailfire Chaingun description? Shouldn't it have twice the Vulcan Cannon's damage, so 25x2 instead of only 25?

28
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 17, 2017, 06:23:29 PM »
A tiny thing that popped to my mind: will the heavy and light autocannons get new sprites at some point? There's nothing wrong with them per se, but if you compare them to the machine gun family, it's a little bit funny when you notice that the barrels are either very similar in size (light versions), or larger on the machine gun (heavy versions). ;)

29
Suggestions / Re: Sabot Missiles
« on: June 17, 2017, 04:35:48 PM »
They used to deal even more damage to armor before 0.8, when each missile had a single, harder hitting warhead. I think they're fine now.

30
Mods / Re: [0.8.1a] Diable Avionics 1.84RC3 (16/06/2017)
« on: June 17, 2017, 04:48:05 AM »
Warlusts are a bit weird. I have a Pandemonium going against the simulator Onslaught. Panda gets into PD range (which is quite respectable with ITU + Dampened Mounts) and opens up. Warlusts, even though they have that nominal max support range of 2500, simply hover around the middle of the dreadnought, not doing anything unless I get even closer, when their sniper blasters can reach the enemy without them having to move forward one bit.

Maybe that's just how the support fighter AI is in general, and I suppose Warlusts work well as point-defense platforms, but if that's their intended role, I'd argue the sniper classification is a bit misleading. A "sniper blaster" in a fighter makes me think of close support/assault role, instead of strict fighter/frigate defense.

Edit: Uh, I take it Strifes and Warlusts having base replacement time of 0 seconds and Frosts 1 second is not intended.

Edit 2: Scratch that, I think the Wanzer Servicing Gantry is affecting things weirdly. After starting the game, everything seems to be fine, replacement times are what they should be. I start a simulator fight, things work normally, I end the fight, back to the refit screen. Now the replacement times are screwed up, 5 seconds for Strifes for example. Going back to campaign map or loading a save doesn't fix it, and in combat the replacement times are as absurdly fast as the stats claim. Game needs to be restarted to bring the fighter stats back to normal.

Edit 3: So looks like running a simulator fight, waiting for the wanzers to deploy, and then quitting back to the refit screen reduces their replacement time. Subsequent fights reduce the time further, until it is zero. This persists for all wanzer wings of the used types, even if they're installed on carriers without the Wanzer Servicing Gantry.

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