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Messages - Flunky

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16
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 11, 2021, 09:05:08 AM »
Thanks for all the responses, and of course many thanks for the amazing mod.

Re: Garegga, they indeed do spam the system when retreating, since the huge speed bonus is pretty desireable in that scenario. The system is based off of DR's Overdrive in II, which does the same thing.

Ah, makes sense. Only concern I have is that I'm usually ordering the Garegga to retreat because it's hit the PPT limit, which SILVERSWORDing might exacerbate. Given that it's a frigate any extra CR loss isn't a big deal, though.

As for EX, hmm..maybe I increase pellet damage by 10%

No idea how much of a pain it'd be, but based on the description perhaps giving it a minor version of the Breach SRM effect? That is, a bit of extra damage to armor but not hull - it's already pretty devastating to unarmored hull.

Of course, the EX is already powerful enough that maybe a buff isn't needed.

17
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 11, 2021, 12:39:28 AM »
I can say that I had a pirate contact offer me production, and they had blueprints for two different pilotable Einhanders - one with DP and such, and one with 0/0/0 stats and no description. I bought the former and it works fine, and suspect the latter would have gotten me what DeltaPangaea has.

Back to Altagraves... is it intended that the standard variant's KARMA system build-up doesn't decay? Not too hard to nearly fill it up for a permanent +28% or +29% ROF increase, which feels far more useful than the few seconds of fighter buffs the command variant gets. (Though part of that may be related to fighters feeling more flimsy in general this patch.)

18
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 09, 2021, 08:12:34 AM »
I spawned a range of Altagraves to trial them as player ships in my campaign, and overall like them quite a lot. A few thoughts, though:

  • The grenadier variant should maybe have the description altered a bit to reflect its lack of KARMA system.
  • The command variant's KARMA system is described in the same way as the standard variant, but seems to work quite differently - does it just increase fighter effectiveness with no 100% kinetic burst action?
  • EX variant is pretty amazing. In the simulator I can pretty reliably solo non-Paragon capitals. Only real annoyance I have is that the shotgun feels a bit weak - it is pretty good, don't get me wrong, but a bit more armor stripping power would give it some nice oomph. Sure it can have trouble hunting officered frigates, but it's still fast enough to catch many and is great at slaughtering isolated destroyers or grinding down cruisers.
  • Standard version seems fine.

All but the EX variant are rather starved for OP and flux dissipation, but if they weren't they would be rather overpowered (like the EX, hah). Grenadier variant does feel especially starved with its 2 medium energy mounts, though.

I honestly wasn't a huge fan of the Garrega in my hands, but as an officer frigate it's great. One issue, though - if I issue a retreat command they seem to no longer care about overloading the SILVERSWORD system.

19
Suggestions / Bounty target intel & officers
« on: April 08, 2021, 09:41:46 PM »
Considering how important officers feel to enemy fleets, would it be possible to get rough intel on the number of officers a target has as part of the current intel you get on number & type of ships? Took me longer than I'd like to admit that the lone officer mark on the ships listed only included the lead officer.

Something like the current last line of "the fleet may contain upwards of 10 ships of lesser significance," e.g. "the target has only a few officers under their command" or "the target has a full complement of officers under their command."

(Apologies if this has already been suggested - didn't see it from a quick search.)

20
Unfortunately don't recall the exact number, but somewhere between 6 and 10? Not a truly absurd number, just a bit surprising to find traits on an already pretty tricky confrontation.

Was still able to punch through it with a dedicated fleet (after 'acceptable' casualties), and I'm no master at the game, so it doesn't make it insurmountable.

21
General Discussion / Re: Carriers post nerf?
« on: April 08, 2021, 10:05:41 AM »
For a mixed fleet I completely agree with you, but does a dedicated carrier fleet care about ECM? Does ECM effect bomber release range? I have no idea, but if enemy PD is farther out (not suppressed by ECM) AND bombers need to get 20% closer, that would be really rough on bombers.

That's part of the issue, though - the ECM skill gets better the more ships you have, while Fighter Uplink drops in effectiveness very quickly as you have more bays. It also includes things like Tempest Terminator drones toward that cap. 12 bays already brings you down to half effectiveness, or about +13% top speed which ain't great.

22
Modding / Re: [0.95a] Another random SWP
« on: April 08, 2021, 08:35:54 AM »
After a bit of playing with the large weapons, feel I need to ask: are they intended to have a much better turn rate than similar large weapons? E.g. most of the Long Tom's competitors are far more sluggish on the turn, which gives the Long Tom a bit of an edge on top of its other characteristics like accuracy.

23
Blog Posts / Re: Skills and Story Points
« on: April 08, 2021, 08:16:59 AM »
I'm still sitting on over 40 million bonus XP once at the level cap, as I'm using up story points about as fast as I get them. There's enough things to spend story points on that even a 100% bonus doesn't feel fast enough, and my SP surplus slowly dwindled the further the endgame went.

24
General Discussion / Re: Carriers post nerf?
« on: April 08, 2021, 08:09:55 AM »
I've said it before elsewhere, but I think the sheer necessity of the ECM skill is part of the issue (combined with the pretty low bay count peak for Fighter Uplink). The extra fighter speed is pretty useful, but the ubiquitous importance of ECM and few other ways of getting it reliably make Fighter Uplink a trap.

Keeping a condor or two around or otherwise having 2-4 bays of interceptors can be pretty useful for defensive work, but otherwise fighter bays don't seem to have much practical use now.

25
You're likely already aware, but:

Spoiler
The Ziggurat encounter at Alpha Site gets Legends bonuses, and quite a massive array of them too.

(both positive and negative, I should note, though not sure how various stats like fighter durability apply to it
[close]

26
Modding / Re: [0.95a] Another random SWP
« on: April 06, 2021, 07:10:19 AM »
No worries, and thanks for the quick fix.

27
Modding / Re: [0.95a] Another random SWP
« on: April 05, 2021, 11:28:05 PM »
Getting a crash on game load / new game with this mod: "Fatal: Weapon spec [singlnir] not found!"

But... only when a bunch of other mods are loaded as well, not when only using this mod on its own. Currently running a few dozen, and from a bit of testing couldn't find an obvious one thus far it doesn't play well with.

28
Mods / Re: [0.95a] The Asteroid ship pack 1.2a
« on: April 03, 2021, 11:43:57 PM »
I guess it's most pronounced with the Clanker given the pretty high speed for a cruiser and having maneuvering jets on top of the already-high maneuver. Cerus is more just annoying in its ability to pivot incredibly rapidly to bring its full frontload to bear on whatever tries to flank it - feels like the AI isn't always able to appreciate just how quickly an opposing Cerus can do so.

29
Hmm, I may be remembering wrong in the case of pathers, then, though I have had a few Benny Hill fights where my fast destroyer is just slightly slower than a pair of pather cruisers and so is forced to lead them on a merry chase for most of the battle.

The more recent fights have been where I've seen that have been with pirates, and in those cases it's a portion of the enemy cruiser fleet that have SO plus officer plus the +50ish percent boost to 0 flux. That's with non-vanilla cruisers, albeit not ones particularly faster than vanilla variants. That was the only scenario I saw cruisers with 200+ speed, though thankfully those ones generally lack the suicidal fervor of a pather fleet.

I'll keep an eye to see if I do see Blockade Runner pop up on a Pather fleet and grab a screen shot if so. (So if I don't post anything later, assume I was in the wrong.)

30
General Discussion / Re: Drover overnerfed?
« on: April 03, 2021, 08:17:44 PM »
One thing that I've noticed is that the ECM skill feels very necessary to offset opponent ECM compared to the relatively modest fighter speed boost and QOL reduced crew loss from the counterpart skill. I initially went with the fighter skill and came to very much regret it after successive fights being stuck at -20% weapon range despite having a decent ECM rating from officers.

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