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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275951 times)

Tartiflette

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #720 on: October 30, 2017, 12:18:39 AM »

Nice, you got the volume quite right.
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NightfallGemini

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #721 on: November 01, 2017, 06:56:10 PM »

The side profile reminds me of some of the ships from Homeworld.
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Arkar1234

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #722 on: November 02, 2017, 09:34:21 AM »

The side profile reminds me of some of the ships from Homeworld.

And that wouldn't be far off tbh, the DA designs share some similarities with the HW designs, especially in their thinner and longer ships. Whilst vanilla ships tend to have a much more "rounded" bulky feel.
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Drokkath

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #723 on: November 02, 2017, 01:55:07 PM »

At the very first glance I thought for a second that it was a fan art of Maelstrom turned into a hand-held sci-fi rifle..
but then I looked closer and saw that the original thing is also a "hand-held sci-fi rifle", cue the face slap.

Ships looking like guns is quite frankly an unavoidable byproduct and/or some other side-effect for decades now. :D
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NightfallGemini

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #724 on: November 04, 2017, 03:08:47 AM »

At the very first glance I thought for a second that it was a fan art of Maelstrom turned into a hand-held sci-fi rifle..
but then I looked closer and saw that the original thing is also a "hand-held sci-fi rifle", cue the face slap.

Ships looking like guns is quite frankly an unavoidable byproduct and/or some other side-effect for decades now. :D

Now I'm thinking of a giant SDF Macross wanzer with a Maelstrom as a gun. :v
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Drokkath

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #725 on: November 05, 2017, 04:39:24 AM »

Heh, personally I'm not that into mechs that are larger than a smallest frigate as I find anything bigger than that not that practical anymore (IMO ofc). Darn, I haven't tried wanzers in the mod yet but that aside I do find them more appealing than a fighter due to their pod look and mech function. They seem to be or at least look like a perfect example of a work-bee idea I love.

Bleh, gotta give one of the wanzer carrying ship an overdue good try and see the merits of this important element of the mod. Finally curious enough about them.
« Last Edit: November 05, 2017, 05:23:24 PM by Drokkath »
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Arkar1234

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #726 on: November 05, 2017, 07:14:57 AM »

Heh, personally I'm not that into mechs that are larger than a smallest frigate as I find anything bigger than that not that practical anymore (IMO ofc). Darn, haven't I tried wanzers in the mod yet but that aside I do find them more appealing than a fighter due to their pod look and mech function. They seem to be or at least look like a perfect example of a work-bee idea I love.

Bleh, gotta give one of the wanzer carrying ship an overdue good try and see the merits of this important element of the mod. Finally curious enough about them.

I find that the wanzers work best with variety. Give the Fractuses some Frosts. A Strife, Raven/Blizzia, and Valiants for the Storm. Arbitrators for the calms. The warlusts can go with any Gusts or Maelstroms that you have.

They're great as escorts and destroyer killers... although strike potential against cruiser and higher are limited to the Blizzias... and to a lesser extent, the Ravens
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Drokkath

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #727 on: November 05, 2017, 07:19:35 PM »

Thanks, sure gave me reasons to dig deeper into Diable faction once again. :)
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Arkar1234

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #728 on: November 28, 2017, 06:11:21 AM »

Quick questions... why does it feel like the DA keep using stratus-es and Cirrus-es as the bulk of their invasion force? I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.
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Drokkath

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #729 on: December 01, 2017, 08:11:40 AM »

I swear I once saw a grand invasion fleet engage templars with just a *** load of stratuses and a maelstrom.

What!? :D That's painfully hysterical to me, thank you! I haven't payed attention what ship is in a fleet and/or what fleet so I regrettably can't say for sure. I tend to lose myself into staying alive and pour as much firepower as I can into opposing ships to a point of almost losing visuals in favor of better reactions, dodging, targeting and shooting actions. Unless when I pause to figure out why an enemy ship is more difficult to chew through, it is the very similar moment I had when I first went up against a few Afflictors to take a moment to reflect on what the actual heck just disabled my ship, heh.

I've seen a fair share of odd fleets myself though, like the time I saw a crappy but large Luddic Church invasion fleet heading towards the Templar home planet in one of my own playthroughs too. Couldn't stop laughing like a maniac due to sheer magnitude of stupidity as I was invading their markets and a few of them were already ravaged by my hand and the best the Luddics could do was send an "invasion" fleet towards the Templar far-away home instead of sending a few fleets to track me down. My reaction was pretty much this:
Spoiler
[close]
« Last Edit: December 01, 2017, 08:17:06 AM by Drokkath »
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PixiCode

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #730 on: December 19, 2017, 08:01:59 PM »

Just wanted to say, your mod is a blast to play with! I just want to say my experiences here, they aren't balance suggestions or anything. Just my thought as a player playing with Nexerelin without random planets and with several other mods enabled (Blackrock, Nomads, Imperium, Templar, Dynasector, a few of the mods suggested in this thread such as audioplus, underworld, scy and maybe a few others)

Sadly with my playstyle some of the missiles don't really mesh with me incredibly well. I like the micro missiles because they seem to cause havoc with the AI and act as distraction for fighters, but the banish torpedoes and thunderbolts seem to pale in comparison to other similar missiles. As for PD, lately I've been trying to use the magicbox PD more to see if they're effective against torpedoes launched at the front-facing shield capital ships of the Diable Avionics.

Anyway! I absolutely love the wanzers and the fast long-range interception craft. I'm not completely sold on how well the fighter craft perform for larger fleet engagements, but I'm convinced that every single wanzer has great potential! I've had trouble using the sniper and bomber wanzers; the former I just haven't used a lot because I like frosts, ravens and valiants so much more, the latter bomber wanzers seem too slow and weak to be effective against most ships compared to other bombers, though they definitively carry the firepower. I think the Strife is excellent in small engagements and I can see them bei

I also love the Maelstrom, Calm, Gust, uh... the battlecarrier, and the Pandemonium. At one point my fleet consisted of 7 Calm destroyers each with a converted hangar, just because my faction had been hit hard by the Shadowyards early on and the only military market I had left didn't have any battlecarriers until after I started a war with the Imperium following a random ceasefire with the Shadowyards. Calms seem to do pretty well surviving as a combined unit, though lately I seem to only have 3 Calms left because of all the damn hunter fleets after my butt. Usually they died to specialized ships like phase cruisers or Blackrock bombers the Shadowyard's really mobile capital ship sneaking up on them, so I don't blame the Calm for that. I think it's honestly my favorite ship, even if my Versant and Pandemonium are my flagships. The Maelstrom is especially good given it uses less CR, but the Pandemonium's just got so much armor on it on top of having 3 fighter bays and 4 large mounts! I fell in love instantly.

The only ship I just hated was the Draft. Just as I was warming up to the cute little things with a unique mechanic, I saw something horrifying that reminded me of Starsector like over a year ago. When I saw a Draft die to a destroyer's death explosion ((Or was it a cruiser?)) without an officer on board to make it aggressive and without a fleet command to make it aggressive, I knew I had to make sure my fleet never again ever used a Draft. >.>
(Note; There might've been an 'eliminate' command, my memory is shoddy as this was a week ago. Even so, I would hope the AI would be smart enough to not commit suicide on a lone destroyer with fully functional engines to move away with. I even held back my own fire from my ship to give it a chance to run away))
« Last Edit: December 19, 2017, 08:08:42 PM by Chroma »
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Arkar1234

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Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« Reply #731 on: December 21, 2017, 09:57:23 AM »

in the case of the drafs, i just slapped a shield and a srab for those little things.

the Srab keeps them at longer ranges whilst being able to shoot through friendly ships, and the shield helps their survivability quite abit.
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Tartiflette

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Re: [0.8.1a] Diable Avionics 1.88RC1 (2017/01/09)
« Reply #732 on: January 09, 2018, 11:43:15 AM »

Require LazyWizard's LazyLib

Post tournament patch accompanied by the long coming rework of the Gust. Include a slight nerf to the Vapor system, a change of weapon layout for the Derecho, a buff to the Artassaut Revolver and a price increase of the Maelstrom.



Changelog:
Spoiler

1.88

NEW CONTENT:

 - Gust:
   . New sprite,
   . New weapon layout,
   . New ship-system.

BALANCING:

 - Vapor Evasion system:
   . Range slightly reduced (same "invincibility" time),
   . Charge regen delay increased to 15s from 10.

 - Derecho:
   . Large Hybrid hardpoint now medium,
   . Medium Missile hardpoint now universal,
   . Added one small rearward hybrid turret,
   . Added built-in Cramped Hull hullmod.

 - Maelstrom:
   . Price raised to 219999 from 185500.

 - Artassaut:
   . Burst size reduced to 5 shots from 7,
   . Damage per shot raised to 65 from 40,
   . Range raised to 500 from 425,
   . Projectile speed raised by 60%.
[close]
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bananana

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Re: [0.8.1a] Diable Avionics 1.88 (2017/01/09)
« Reply #733 on: January 09, 2018, 03:06:05 PM »

Maybe keep the old gust as some rare variant please? I'ts so adorably weird. Not so awesome now without the sidecar-mounted cannon.
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dk1332

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Re: [0.8.1a] Diable Avionics 1.88RC1 (2017/01/09)
« Reply #734 on: January 09, 2018, 08:12:27 PM »

Require LazyWizard's LazyLib

Post tournament patch accompanied by the long coming rework of the Gust. Include a slight nerf to the Vapor system, a change of weapon layout for the Derecho, a buff to the Artassaut Revolver and a price increase of the Maelstrom.



Changelog:
Spoiler

1.88

NEW CONTENT:

 - Gust:
   . New sprite,
   . New weapon layout,
   . New ship-system.

BALANCING:

 - Vapor Evasion system:
   . Range slightly reduced (same "invincibility" time),
   . Charge regen delay increased to 15s from 10.

 - Derecho:
   . Large Hybrid hardpoint now medium,
   . Medium Missile hardpoint now universal,
   . Added one small rearward hybrid turret,
   . Added built-in Cramped Hull hullmod.

 - Maelstrom:
   . Price raised to 219999 from 185500.

 - Artassaut:
   . Burst size reduced to 5 shots from 7,
   . Damage per shot raised to 65 from 40,
   . Range raised to 500 from 425,
   . Projectile speed raised by 60%.
[close]

Finally, Gust is getting a rework! I got to try this thing after the current campaign I'm running. On the side note, does it still have its built in cannon?

Btw, seems like the ships with cramped hull hullmod's presets setup still has the hullmods it shouldn't be allowed to equip, like the expanded magazines and even the converted hangar(it doesn't add the hangar, thankfully) and gives odd stat changes. Not sure if its in DA itself or its in Nex, or even in Dynasector.
« Last Edit: January 09, 2018, 08:18:14 PM by dk1332 »
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