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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275876 times)

SapphireSage

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #990 on: September 12, 2019, 04:58:38 PM »

DA is intended to start as non-hostile to pirates. If you're using Nex and want them to be during a DA start then all you need to do is fight a pirate fleet with transponder on. Otherwise you can use ConsoleCommand to adjust pirate rep with DA. Pathers will still try to sabotage as their rep is unaffected by core/tech usage and follows the same rules as other factions while their terrorism mechanic is unrelated to reputation with faction. It should be noted that in SS 0.9.1a (current SS version) that markets with Stability >= 2 will always cause pathers to fail.

PS. If you use DA with Dassault-Mikoyan Engineering(DME), DA is also non-hostile with the Blade Breakers. This makes exploration and looting in their systems very easy early on as DA.
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Drasizard

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #991 on: September 12, 2019, 05:56:24 PM »

Loving the mod so far but I want to get a game with Nexerelin going and want to add a lot of factions and weapon/ship mods. Any recommendations would be appreciated and warnings about what not to include due to significant game balance issues or ones that would just break the game.
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WolfPriest

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #992 on: September 12, 2019, 11:56:26 PM »

I also had them friendly with "The Anarkis Reparations Society", also from the mod. How do Diable keep themselves friendly with pirates, when they hate the player and don't allow Smuggling and running around without the transponder, and that is what the, at this point, hundreds of pirates do. It makes no sense to give out the bounty caused by pirates, if you are friendly to them.
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SapphireSage

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #993 on: September 13, 2019, 08:00:22 PM »

Tbf, they're not friendly with the pirates. Just not hostile is all.
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MeinGott

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #994 on: September 19, 2019, 02:04:10 PM »

I want to compliment this mod and its ships - they remind me of Rob Cunningham's Homeworld artworks, especially Maelstrom, Storm and some cruisers too.
In my current playthrough poor Diables were destroyed by League before I could ally with them; now only part of my fleet is tribute to those marvelous, furiously red bastards :D
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Incogneato

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #995 on: October 13, 2019, 04:08:57 PM »

I probably missed it somewhere but is the Gulf supposed to have Advanced Avionics or was it left off to balance for it's arguably insane ability?
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Florian

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #996 on: October 14, 2019, 02:52:03 PM »

Tried to play with themed fleets.

After some tests, i decided to go with le Diable ^^' (sorry Black Rock, i'm not skilled enough to fly the soapy fast sloop). 

Character
Only choosed fleet wide bonuses, ECM, some colony management... No combat skills.

So, here is a feedback about the ships, weapons an stuff.

Draft
On paper, the concept of a front armor + side missiles + medium gun sounds good. In practice, it's survivability is'nt great. Used a wing of them, then stopped to replace them. I should give them a second chance though.
Suggestion 1: the medium mount is redundant with the 2x medium mount of the vapor. Swap it for a medium missile and you will have a nice torp speed boat.
Suggestion 2: it cost 13K, the vapor cost 18K. Make the Draft a little bit weaker, but a lot cheaper. A disposable frigate.
 
Vapor
Used a lot of them on the early game. It's skill "evasive manoeuver" make it a very survivable ship AND a fast one that can catch even the fastest.
Usually 2xtrifire + 2xtorps and an unstable injector for more speed (209). The basic tactic is to call em for reinforcement later and order them to strike a target ship or use them to pursue disbanded fleets.

They may  also work in hit and run tactics too.

Very good ship, should be more expensive =)

Versant
I dont know... It's a cool ship but... More "everything" (hitpoints, dps...) than a vapor on paper but same problem as the Draft: dies too fast because it can't blink backward... While being a lot more expensive to replace and to maintain with supplies.
Also, they were quite rare to buy. Never had more than 3 at the same time.

Calm
I did'nt used them that much. Maybe i was wrong. It has some game mechanics i don't fully understand. How good is it's shield skill, how good are it's built-in defense drones... Can't tell... I should give it a second chance.

Hayle
It's like a vapor, with more guns ^ ^'. I liked it a lot. The close quarter build feels great with an aggressive officier. Just keep an eye on it an retreat it when badly damaged.

Pocket Gust
It's ability (pilot a wanzer yourself) feels very unattractive to me. Have'nt found it's utility yet.

Fractus
From the early game to the end game, it was the backbone of my fleet. Two ravens wanzers and a MRM pod... A lot of punch for a destroyer. I'm not sure if Ravens must resupply like bombers to shoot their secondary weapon.

Gust
Despite it's unattractive ability, it can mount a large weapon wich is VERY rare in the DA navy. It means an Uhlan siege lazor with targeting core and expanded magazines ;D. Too bad, this ship can't flick back to reload it's primary weapon... It would be insane. I haven't found a medium gun yet that can also benefit from expanded magazines.
Lot of fun but... This ability seems useless in the hands of the AI.

Daze
Lot of guns, built in micro missiles, lot of armor and a good ability that boost it's guns. I used it as a long range gunship (the "combat" autofit is just perfect). If i have the ECM edge paired with it supperior range, the ennemy can't approach the carriers without eating a shower of projectiles.

Haze
Like a vapor or hayle with even moar missiles... Yes ! this time, you can put an expanded missile rack (no cramped hull) XD. So you have a ship that can teleport close, fire a salvo of torps, blink back and repeat if necessary. I'm still stearching a perfect "in your face" 4 x medium gun for this ship.

Storm
This carrier has a very good ability... I guess maybe a little bit bit OP considering of fighters are good in the "meta" and wanzers are even better than fighters... It turns a 3 wings of zephyr in a murder swarm.

The weapon layout however is a little bit disapointing with 2 guns facing backwards.

I usually put high res sensors and surveying equipments for exploration duties.

Rime

Believe it or not, i love this ship and use it in battles ! It has a good burn for its cargo capacity (800 at 8), a good fuel tank (300) to support a small frigate escort. A good weapon layout, can carry a wing of wanzers, a good ability to run away... No civilian hull mod... Seriously, it's a good one !

I use it as a fleet freighter with expanded cargo holds (1040 cargo) and high res sensor (I like to have 5x150) or an early game exploration ship with augmented drive fields and survey or salvage and a *** load of vapor frigates as escort ^ ^' (10 burn base).
I an early game exploration purpose, i also take the arbitrator fast interceptor in the drone bay. It's fast, has a 10 000 range (!!!) and can pin remnant frigates while the vapors finish the job.

It's also a good AAA support to the vapor's because they have no point defense weapons.

Maelstrom

It's a good ship... But a kinda meh due to it's lack of identity: not a carrier, not a dreadnought... a mix of both...

Almost forgot the mighty chinook
Well, it's a medium tanker, but on a military hull.

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Never used the ECM ship (can't remember it's name): too rare.

Never flown the pandemonium. I'd love to dakka with siege lazors but the ship is too expensive to maintain. What do they do with all those supplies ?! 

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Last things to say:

This fleet lacks of a true carrier capital and a freighter capital. Also a small and capital tanker. 
I little bit more weapons would be appreciated.
Also, the destroyer sized freighter / transport troop should have a base burn of 9 instead of 8.
The wanzers feels like a little bit OP... Or maybe all fighter based fleets are OP... Don't know.
Wanzers descriptions often gives no clue of what they does. For example, what does the frost escort ?!
The flicker ability don't allow me to jump "over" obstacles. It's not a true teleport. Should it be ?
I noticed some wanzers disapearing on the control panel when recalling them, while on the battle screen they are still alive.


Ah, and i love the concept art of the Diable fleet. Every one of them !
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Florian

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #997 on: October 14, 2019, 02:54:18 PM »

I probably missed it somewhere but is the Gulf supposed to have Advanced Avionics or was it left off to balance for it's arguably insane ability?

Hi !

How do you buy/build/start with the gulf ?
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AxleMC131

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #998 on: October 14, 2019, 09:59:45 PM »

How do you buy/build/start with the gulf ?

Console Commands. ;)

The Gulf is an IBB (International Bounty Board) unique prize ship, you have to take on a mission to hunt down the fleet using it and take it by force, and you only get the one ship. IBB is a part of the Ship/Weapon Pack mod (http://fractalsoftworks.com/forum/index.php?topic=11018.0), so you need that to activate the corresponding unique bounties in those mods that have their own, such as Diable Avionics.

The only way to get it outside of defeating the bounty missions is cheating it in via Console Commands.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #999 on: October 15, 2019, 12:30:48 AM »

 Hey, thanks for the detailed feedback! Most of it matches the changes I'm making for the next big (BIG) update. I have a handful of disagreements here and there, like the Gust (who doesn't want to pilot a Wanzer?????) Or the Maelstrom (that is widely regarded as one of the best player piloted capital ship).

 One thing is sure though, Diable will never have a dedicated capital carrier. You even outlined the reason yourself: Wanzers are strong and already easy to mass into an unstoppable ball of death. I'm even nerfing a lot of the existing carriers in small ways.
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skho01

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1000 on: October 15, 2019, 01:10:02 AM »

I wanted to say, I absolutely love this mod.  The assets are distinctly unique and the color scheme is simply perfect.

I also like how the additional weapons are not completely bonkers and game breaking.

Very nicely done.  Keep up the awesome work.
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AgentFransis

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1001 on: October 15, 2019, 07:35:51 AM »

You seem to have horribly misjudged the Maelstrom, it's an amazing ship. Yeah, it's a battlecarrier, it does a bit of everything and it has a freaking blink core. It doesn't have the guns and armor of a proper battleship but it doesn't matter since it can blink in and out of combat to win nearly any flux war. It's wanzers can either stay close and add fire support, handle flanking frigates or just join go roam. It has a nearly impregnable pd umbrella and has it's micro missile spam that puts constant pressure on everything around and saturates pd. And of course it's absolutely glorious to look at in combat with missiles flying everywhere and guns firing on all cylinders. I'm not sure why but of all ships in the game this one gives me the best illusion of scale, of being a really big warship.

The panda is all that but more. It has so much concentrated firepower that it's a wonder it doesn't collapse into a singularity. And it can bring all that power to bear by blinking in your face and then blinking out to take a smoke break (with the smoke of the burning wreckege you left behind). Saying it's too expensive is nonsense, money for supplies and fuel shouldn't be an issue for any size of fleet past the early game unless you're doing something really weird. And even if it was it would still be worth the cost of 3 vanilla capitals. The flicker core is just a ridiculous force multiplier.

About the Gust though, I agree. Flying a mech would be really cool... If the game turned into mechwarrior when you did. As it is though, it's basically taking a break from flying your real ship to fly what is essentially a crappy frigate with limited agency. I do feel it's a shame that the Gust which is otherwise a solid ship feels weirdly gimped since it effectively has no ship system. I would expect it to at least give a buff to the controlled fighter (so that the ai can use it too and it would feel more special for the player. At 1 fighter bay there is little risk of this becoming imbalanced).
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1002 on: October 15, 2019, 07:50:41 AM »

If you think the Gust's system doesn't benefit the AI you are badly mistaken. As the description says: it allows the best aces in the feet to take over the controls, improving the combat performances of the affected wing across the board.

(effectively it gives them a 25% time dillation while the system is active, regardless if it is the AI or the Player that is in control)
« Last Edit: October 15, 2019, 07:56:14 AM by Tartiflette »
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AgentFransis

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1003 on: October 15, 2019, 07:56:04 AM »

Oh cool. Well it would be nice if the description made that clear since it's not easy to notice in combat.
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shoi

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1004 on: October 15, 2019, 09:59:48 PM »

I didn't know the ship system gave them an actual buff either, it did seemed like they were better when I used them, but I chalked that up to fighter buffs of my character

I personally think its a good system, depending on the wing the carrier has, because you can absurd amount of damage with piloted wanzer. before the nerf to  zephyr you could melt big ships by just flying above them and using aether splitter
« Last Edit: October 15, 2019, 10:02:10 PM by shoi »
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