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46
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 21, 2021, 02:23:50 PM »
So I was abusing testing out how the EM railgun works with SWP's nightwalker when time is at a standstill, and it's worse than when time is simply sped up. If you can activate Chrono boost, shoot, and then phase cloak right when the projectile makes contact with the ship you want deleted, it does just that. Deletes. I've had it rack up millions of damage. Though this does cause massive amounts of lag and an occasional crash. Basically anything that can slow time and equip it can abuse that weapon though.

47
while exploring i found some "experimental" ship blueprints. Can anyone explain me how to produce and make them part of my fleet?
Leaving those blueprints in "hull deconstructor"  is not working. i must be doing something wrong

thanx in advance

Those are not blueprints, they are forge templates. As the mod author did not explain it in the OP, I'm sure it was not intended for you to just be told some of the things, so I will just say this for now: Try a different type of ruins. There are several, not just the one. Each have a different function, some having to do with forge templates. If the author wants to tell you outright, I'm sure he will(or somebody who cares less about spoiling what was blurred out in the OP). Until then, have fun exploring/colonizing!

48
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 19, 2021, 09:05:24 AM »
I found a bit of an odd interaction with the EM Railgun(because it's my favorite and I use it as often as I can) and ships that can slow time. It does WAY too much damage. I do use several mods, but only one of which has a ship that can both slow time flow and mount the EM Railgun now that it's only Ballistic. When the time flow is slowed, it seems to de exponential damage. Destroying 2 segments from a station when angled properly or nuking a capital ship with a single shot. Whereas normally it would take about 3-4 because shields and such. I did multiple tests and it seems to be consistent.

49
Mods / Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« on: October 12, 2021, 05:43:09 PM »
This mod is very nice. I always like finding hidden variants(or hidden ships entirely) or just knowing how many variants there are in each mod. Also being able to test anything with whatever loadout you want.

+1 to my must-have mod list.

50
Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 11, 2021, 05:36:49 PM »
Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)

That's actually what I figured. Not complaining by any means.

I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.

51
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: October 07, 2021, 01:58:56 PM »
I don't mind that BRDY won't be updated in a long while. Everybody needs to walk away from things every now and again. We all have internal and external struggles. If you need to take a break, then do so. Here's to hoping it will be worked on at some point in the future, but take all the time you need.

52
Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 07, 2021, 01:43:39 PM »
I very much enjoy this mod. It does technically make your ships a cut above balanced, but it feels way more worth the Story Point when there's a bonus to gain. Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.
This idea is interesting, but I have one thing to say. Allowing PD weapons to fire while venting would partially counteract part the risk of venting. Also if they fired while overloaded(namely in the case of PD boats), it would basically be like it wasn't overloaded aside from its shield being down. The bonus to flux stats would be nice, but the PD weapons firing while overloaded or venting would be too much.

53
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: October 03, 2021, 11:44:43 AM »
I have a bug to report. In light of what was said here:
Probably a dumb question, but how do you go about deleting the "return gates" from previously visited systems? I'm starting to have a sizeable backlog in my game.
Spoiler
[close]


I then went into my gates log to see a return gate listed, which I haven't noticed before. I also noticed that you can click show on map, which will bring that system back up. I tried to lay in course for the return gate, and then my screen turned black and the game began to lag horribly(this is what happened every single time after the first, while the first time my game just straight up crashed). My distance was "NaN + 3" and I was unable to move or lay in course to another system to fix it. I was essentially soft-locked.

54
Not sure if anybody has pointed it out yet, but I have been having issues with one weapon on a specific ship. The DSI Tachyon Ray on the Samaa-DSI. Neat ship, but I can't seem to figure out how the ray "works". I noticed that the AI will collapse and immediately re-opens right before it "goes off" based on sound cue. Annoying, but oh well(other times it would decide to overload the ship even after the sound went off). Nothing to do with the weapon. What I don't get is sometimes it just doesn't do anything to shields(aside from maybe 100 soft flux). Other times I can swing it around and disable 2-3 enemy shields in one go after the sound cue goes off. Now... I really tried to figure it out. I tested if it was because missiles are in the way, or if it had to be 100% of the beam on the shield for it to work, but neither of these led to consistent results. Sometimes it works, sometimes it doesn't. This is irritating when you are banking on that particular ship being disabled for a bit, but then it fails on you. Ships die, less support. You die. Not very fun.

On a different note, but on the topic of the same weapon, there seems to be some odd interaction with high tech stations. I haven't tested it much(since I hate fighting high tech stations specifically), but whenever I would disable the shield segment, it would overload as normal, then overload again shortly after putting the shield back up. One segment did this continuously throughout the fight. I didn't have to shoot it each time, it just kind of happened on its own seemingly. Kind of confusing, honestly. It also didn't always do this.

55
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: September 24, 2021, 11:00:37 PM »
So I have been using this mod a bit. I've been a tad busy since my last post, but I will give feedback nonetheless.

I'm honestly not a huge fan of how fragile these ships are. They are fast for sure, but their flux stats are bad along with armor. I get that it's supposed to be like that, but it almost seems too fragile. The *** systems are neat and feel unique and (sometimes) useful, but they rely on hit and run almost exclusively it seems. Granted, if you know how to command a fleet to do that, it wouldn't be quite as bad. Some ships and systems I will say something on in particular.

First off, the Oriax. Love how this thing looks. Decently armed and not too bad speed for a battlecruiser. The ship system is very good in a support situation, which is easy enough to "set up" if you just field a lot of destroyers and frigates. Seems kind of like what you're supposed to do anyway, but I just can't seem to do much with it. I do like to pilot it, but in most cases, I'm better off just not fielding it at all and instead throwing down more small ships. The flux and armor is just so low that if anything can pressure you for even a small amount of time, you crumble. The flux stats are poor and without a ship system to aid your escape, unlike the Odyssey, so your chances of escaping from small things that can still shred your less than par armor are not good if your outright speed can't outrun them.

Second ship is the Nybbas. Pretty neat ship. One large energy mount on a phase ship of that size(I also just love phase ships in general), and it seems like the strike ship among everything in this mod. Especially armed with the Thermal Lance. I did enjoy using this ship a good bit. However, it could only be just that. A bit. The combat readiness started to degrade extremely early. Although it is not a problem, I guess. Since it is a phase ship and that's just how it goes with those. Just seemed way faster then even other phase ships. Every time I fielded 2 of these things, they might take out 1 or 2 ships before a danger of malfunction. Perhaps it would work better with a different weapon, I don't know. Just seemed a bit high cost for how briefly it's on the field.

Third one, the Xaphan. Literally every time I threw one on the field, it died without doing much. I tried several different setups, I tried making it escort things, I tried giving it an escort. I do not know what it is about the AI with this ship, but they don't like it. I tried piloting one at a certain point, and it was alright. A decent frigate for what it is. With the right setup, I could get things done rather easily. Flux capacity was an issue more often than not. Good speed and a system that can get it out of some sticky situations. Overall, I did like this ship a good bit. The AI just seems to not.

Fourth and final, a ship and a system on the ship, the Thamuz with the Adaptive Assault Configuration. I do get the idea behind this. Mix it up with ballistic and energy. It is nice when perfectly balanced, but I just don't really like it. It's sort of limiting if you want to utilize it, but also just generally like energy/ballistic weapons more than the other. Either that or want to set up that ship for a specific role, which requires more of one than the other, but if you do that, it won't be as good as it could be. I did not pilot this ship, I mostly just let the AI control it. Didn't really want to mess around with that ship too much, but it didn't do bad most of the time.

As far as the weapons go, I am a fan of the Thermal Lance and the Plasma minigun. The ones I don't like using are the Bolt Converger and Cryoheat Generator. They both take a good bit of flux and don't do all that good. Specifically the Cryoheat. It's not pure anti armor or anti shield, so no matter what, you get damage reduction on half of your shots. Granted, you also get a damage bonus, but 2 specialized weapons seem to perform much better. The bolt converger wasn't particularly bad, but it wasn't as good as something with a more steady rate of fire with not so odd shots. A lot of the time it ended up either hitting a non intended target, or just debris. 

That's all the feedback for now. Possibly more later, but who knows. Maybe I'm just terrible at the game and don't know how to use things right or set up ships right. Very real possibility, and if that is the case, tips are always welcome. I tried using them, so now I'll try fighting them and see what happens.

56
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: September 09, 2021, 09:58:11 AM »
Recently downloaded the mod, and I have to say. I love the aesthetic of all the ships. Haven't had any issues with the spriting as of yet, or any weapon inconsistencies and such. I will make a follow-up post if I do run into any issues or have any other feedback.

Genetic modification for the good of mankind. Probably my new favorite mod faction, simply by aesthetic and weapon visuals. Aside from the catgirls... That's a little strange.

57
Mods / Re: [0.95a] Low Maintenance 1.1
« on: September 09, 2021, 09:34:32 AM »
Huh. I never really put it into a spreadsheet, so I had no idea running a paragon was cheaper than an Onslaught. That doesn't make a whole lot of sense aside from simply being able to field more Onslaughts per fight. I mostly use high tech/phase ships anyway. Pretty neat mod, though. Maybe It'll feel more worth it to carry around a couple low tech ships.

58
So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?

Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
[close]
Spoiler
You still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.
[close]

Awesome. That works for me.

59
So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?

Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
[close]

60
Mods / Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« on: September 07, 2021, 07:06:30 PM »
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.


That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).

That is fair. I normally stop a run after probably 30-50 hours, I think? I never count. I never make it to cycle 240. It is just my opinion anyway, not saying it should be changed.

As for the Titan missile... I never actually figured out how to use it, and most of the time when I launched it, a few PD capable ships would swat it away before I could even figure out if it was supposed to detonate or even what the potential detonation did in the first place. The Cluster Torpedo though, that has been swatted out of space multiple times, yet it still split up and did its job. Kind of odd, but who am I to complain? They still died.

Quote
Let me speak as a representative of the exact opposite opinion: the weapons are PERFECTLY balanced. This is exactly what you need for a thoughtful, accurately calculated alpha hit. That is why it does not need to be limited to sale, its price is the best limiter. The best way to spread is to create a minifaction of villains, dangerous periodic bosses that can be killed for this sweet loot.

I'm not saying all the weapons are equally unfair, I was mostly just saying the Cluster Torpedo seems a cut above the rest even after being purposely balanced above vanilla. Alpha strikes shouldn't be the ONLY strike though. Against any station, if the thing hits the station dead on, it's likely to nuke the entire thing, plus most of the AI fleet if there is one based on their programming telling them to hide behind the station. I have won multiple fights against stations barely having to lift a finger aside from the one torpedo. I do get the purpose, and it's not a problem when you're not fighting a station since you only get one per ship. I have gone against fleets and feeling like I wasted it because it didn't kill enough. As for the bosses, I do like the idea, but it would probably feel similar to SWP bounty fleets.

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