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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Avan

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61
 :D Glad to see there is still quite a bit of enthusiasm

Nearly complete* changelog for 1.02 as of this post: (all stuff still subject to change!)
*That the changelog is mostly complete; not that the patch is finished! There's still more to do.

3 new weapons:
-heavy vulcan cannon (like the vulcan cannon, but bigger! Its still fragmentation type, but it does a bit more damage (+33%), and has a fair amount more range (~400). Costs double the OP though.)
-microlance (a small slot lance; just over half the range of the lancet (medium size), but not quite as frontloaded as the lance. Still useful in kiting in frigate-vs-frigate battles. ~50DPS)
-cascade disruptor (a small slot energy cannon; stores (12 currently) slowly regenerating shots that can all be dumped at once for a large burst of damage (which costs an equal amount of flux (12 shots gives 3000 damage for 3000 flux over 1.5 seconds; each shot regenerates after 5 seconds and does 250 damage individually; thus 1 minute to regenerate all shots)); its instantaneous damage rate is 2000 DPS, but its average (for sustained fire) is a measly 50. Priced similarly to the AM blaster (which gives you more damage output (over 3x the sustained DPS) and better flux efficiency, but it doesn't regenerate shots))

Updated graphics:
-Gamma Laser (heavily overhauled, uses Converge On Point beams now)
-Perentie (a bit lighter, matches better with the Proton)

2 new fighters:
-Asp (Hunter-Killer drone fighter; it is fast but somewhat large. It has a 180 omni shield, and its single weapon is a Cascade Disruptor. Comes in wings of 3. Particularly devastating vs. other large fighters and frigates, but lacks the flux capacity to dispense more than 4 shots at a time under even nominal conditions. Thats still 1000 damage. And that hurts. A lot.)
-Raven (Phase interceptor drone; its very fast, has paper for armor, but passable hull HP. It comes with a fair of PD lasers. Sold in packs of 4 using environmentally friendly recycled packing materials)

Variants:
-Updated all the onslaught variants
-Updated the Cheap Paragon variant
-Updated the Perentie variant due to an update to its slot sizes.
-New variants for a few ships, including the Amanita

Balance changes:
-A lot? I don't think I'm going to list them all <.> I didn't exactly keep track

Campaign:
-Added Proton
-Added Perentie
-Added Positron
-Added Neutrino
-Added Raven
-Added Asp
-Added Amanita
-Directorate station fairly far out in the system (sells the previously mentioned ships)

62
Hey guys, working on a patch this weekend! (Includes new content too - stuff that has been made as of this posting: a lot of updated and new variants, several new weapons, upgrades to some weapon graphics, 2 new fighters, including a phase fighter!)

Yeah, I discovered that limitation (along with starfarer not liking dashes) <.> - Not sure if the new descriptions will be in the patch, since they do take a long time to make.

63
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 15, 2012, 02:07:26 PM »
Oh yay! built-in weapond  ;D

Just in time too, as one of the new ships I'm working on (coming slowly, got a lot of RL stuff going on simultaneously too...) will have one

64
Bug Reports & Support / AI can cheat & go off-map to avoid threats
« on: August 10, 2012, 09:22:14 AM »
I discovered that in a narrow mission, to avoid the extreme threat that my capship posed, all the small enemy ships and freighters flew past the bounderies off the map by a good ~800 units, preventing me from reaching them.

65
Bug Reports & Support / Drones not retracted when flying over a star
« on: August 10, 2012, 09:03:22 AM »
The AI doesn't think to retract their drones when flying over a star, resulting in them all getting fried to a crisp.

66
Also looks like I'm going to need to put up a version to balance the fleets in the campaign...

67
General Discussion / Re: Fantastic uses of ship systems.
« on: August 10, 2012, 01:31:00 AM »
I discovered that flaming out on an onslaught while going in excess of 150distance/s can be quite useful in performing hit & run (and does a ridiculous amount of ramming damage, can shove even large capships away at decent velocities, and the ramming maneuver is also useful to protect your missiles until they arrive at their destination so that they don't get shot down by flak or PD beams)

68
See the OP for the new download link; now compatible with 0.53a

I'll probably put out a balance hotfix while I'm working on the new content.

69
Ok, stuff is still undergoing balance testing, and the campaign java code is not fixed yet (it is still crashing), but here is a tentative list of all the ships (frigate and large) with their systems: (note that the dummied out stuff is pretty tentative and I have not bothered to check for balance that heavily yet, since they are often for factions/content/etc that still has yet to be implemented)

Frigates

Proton [Dummied out] - phase teleporter
Pike - flare launcher
Anvil - active flare launcher
Javelin - ammofeed
Marten - burn drive (just don't crash into anything - this is really meant to allow for retreats)
Warhammer - fastmissiles
Amanita [Dummied out] - phase skimmer

Destroyers

Mace - ammofeed
Valk 2 - active flare launcher
Ocelot - Burn drive
Hammer - active flare launcher
Rhino - fortress shield

Cruisers

Perentie [Dummied out] - High energy focus
Hyena - Overdrive (Its functions like a lower-speed burn drive; you can still (sort of) turn (though not well), it toggles, and you can use shields. It generates a small amount of hard flux over time and stops hard flux dissipation though so you can't keep it on forever (But it still lasts a long time) (it also has an even higher flameout chance if you collide with cruisers or capships); basically it's meant to compliment the Hyena's intended purpose of chasing down small ships (or running away from other cruisers & capships). Hyperions still take a ridiculous amount of time to kill, but its doable)

Atlas II - fast missile racks? (good for dumping all your missiles at once in a panic at a pesky onslaught burn-driving its way towards you.)
Phoenix - ammofeed (this can be quite scary...)
Lion - ammofeed (this can also be quite scary)
Panther - high energy focus
Titan - Burn drive (The burndrive work's wonders on the Titan because of the Titan's turret emplacements; unlike the onslaught, overshooting is not a problem at all ;D)
Wyvera [Mission only] - ( ;D just play the mission where you have to kill one.)
Spoiler
You sure you want to spoil the fun? I put those tags here for a reason...
Spoiler
(It has a capship version of the phase teleporter; longer range, much longer recharge, very, very scary.)
[close]
[close]
Atlas III - fast missile racks?
Manta - Phase Drive (This system is basically like the Phase skimmer, but has a somewhat shorter distance, 3x the charges (9), and a slower recharge rate; It provides an already fairly nimble capship with even more speed... Note that the charges use up your flux very fast, so be warned...)
Kepler - midline PD drones
Crocodile - maneuvering jets
Lance - fast missile racks (with the right loadout, this one's "oh... cra*BOOM*" factor ranks only second to the Wyvera's...)

70
Ok, almost all the ships have their systems in; going to need to make some custom systems for a few of the ships, I'll have more information on this later. After that I need to fix the campaign's crashbug, and then it should be ready for safe use in .53

71
General Discussion / Re: Burn Drive is a bit odd?
« on: August 09, 2012, 11:46:49 AM »
It's only a risk vs same-sized ships or larger (in terms of hull class), and then it's a very high chance - but not a certainty.
This should probably be changed to in terms of mass (or at least allow for mass to be used as a criteria) because of mods adding larger ships sizes. (Someone was just PMing me yesterday regarding ships larger than capship size)

72
General Discussion / Re: Predator or Prey
« on: August 08, 2012, 11:34:17 PM »
O_O
How... 110%... what?

73
Currently working on planning out some more ships for the Directorate; possibly a few might be finished over the coming weeks (I have a lot of on-going projects, all vying for time)

Also needs to be updated for .53, and ship systems given to the ships. Possibly some new ones added; more news on that later.

74
Bug Reports & Support / Re: Stations selling flare launchers
« on: August 08, 2012, 08:00:35 AM »
Ok, well, not surprised - I did a search to see if it had been reported, but specifically for flares.

75
Bug Reports & Support / Stations selling flare launchers
« on: August 07, 2012, 11:09:01 PM »
Because its a weapon type, it seems to be able to be randomly selected as an item to sell. Or if it was intentional, it is missing a sprite.

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