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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275802 times)

Exxie

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1035 on: December 01, 2019, 03:35:10 PM »

Can you please add support for Commissioned Crews? This would be awesome! Thanks.
« Last Edit: December 07, 2019, 02:11:47 PM by Exxie »
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Sunnyko

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1036 on: December 09, 2019, 10:48:41 PM »

Would like to second that request for support.
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1037 on: December 10, 2019, 12:33:35 AM »

As mentioned a few posts before, I'm in the middle of a massive update so don't expect anything anytime soon.
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xucthclu

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1038 on: December 14, 2019, 07:07:48 AM »

Noticed the description of Pocket Gust has some errors.

Whether

Despite being heavy for its class


Spoiler
[close]
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Dynamod

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1039 on: January 02, 2020, 12:04:13 PM »

Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.

I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.

What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?
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bluestealth

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1040 on: January 02, 2020, 01:20:08 PM »

Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.

I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.

What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?

I would think a fighter-focused fleet (not bombers, but interceptors, etc.) alongside a couple solid small, agile strike frigates would be able to cope.  The fighters could keep the phase abilities triggered, and the strike frigates could hit during the interstices while venting.  I don't know the specific fleet compilation you are up against, so others more knowledgeable may provide a better strategy.
« Last Edit: January 02, 2020, 01:23:36 PM by bluestealth »
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xucthclu

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1041 on: January 02, 2020, 01:32:36 PM »

Ibbs can be hard if you limit yourself to a faction. That one in particular is weak to beam weps to keep the enemies phased and fighter spam, as the other guy said. You could try mass fractus against them.
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shoi

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1042 on: January 02, 2020, 03:43:18 PM »

Hello everyone :) I'm a recent starsector fan, been playing it non stop after work the past few weeks. got into adding mods to the game to extend my enjoyment, and decided that my first run would be exclusively Diable Avionics. I created an account today so I could ask anyone going through the same kind of challenge a question.

I'm currently doing IBB missions just for the heck of it. checking out the various ships you get from these engagements is fun and rewarding, but the big fun of it all is the combat itself. I was having a great time stomping most encounters with a missile specc'd Maelstrom complemented by most of the other common ship types in DA's arsenal, when I hit a wall. there's a bounty mission where you have to fight an entire fleet of phase ships, and I just got wrecked. Most of DA's fleet have all their focus on the front of the ship itself, so they are super vulnerable to attacks on the engines. those phase frigates do nothing but attack my ships at the rear, and I'm having a hard time finding a counter. the engine gets blasted, then you start spinning through space, then you don't have the ability to counterattack anymore due to all your guns facing whichever direction your ship is. then you just get tore up 3 vs 1.

What sort of recommendations would you give on how to handle this engagement? I was thinking it might be possible to outlast the fleet since they don't retreat, and the phase ships are pretty well known for losing their combat readiness pretty quickly. Should I just field a dozen vapors with maxed out defenses and try to outlive them?

You need more frigates + fighters. Anything fast that can turn quickly to keep ressure on and force them out of phase
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SapphireSage

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1043 on: January 02, 2020, 04:45:59 PM »

I would recommend ships that are at least cruiser sized and up or particularly hardy destroyers with lots of beams and fighters.

For fighters, DA arbitrators might be your best bet having both the speed to keep up with light phase ships, HE weapons on the bare hull of phase ships, and quick refit times when replacing from Doom mines. Otherwise, Zephyrs' strong beams or any fighters with Ion weaponry to shut them down when they come out of phase would be good too.

Beams are good against them as well since they can cover a phase ship instantly when they phase out. You'll also want each ship to have decent PD as well for the Doom's phase mine nonsense. Doom phase mines are also why you want cruisers and up since smaller, faster vessels tend to get trashed by the ultra lethal mines.

Lastly, make sure your fighters move out to harass and engage, but keep your ships close together with escort orders. Clustering can be dangerous against mines, but can also give better coverage against mines which would ideally stop them from detonating in your formation.

Hope that helps and good luck with that and future IBBs! The end ones are definitely gonna need a good dose of strategy and preparation.
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Dynamod

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1044 on: January 03, 2020, 08:32:59 AM »

Thanks Bluestealth, Xucthclu, Shoi, SapphireSage for the advice! I tried my strategy of just running out their clock but that didn't work out so well, they weren't losing any CR and their frigates pinned down my stragglers and picked me apart one at a time.

I did finally have some success by flying a panda into battle maxed out in defensive stats and supporting it with 8 fractures and a versant. The fractures would occaisonally get blown up but the fighters harassed the enemy much more, and the enemy CR began falling drastically while my Panda (which I named Clifford) body blocked the majority of the fleet. I loaded everyone up with as much HE weaponry and frosts as I could by from Diable forges, and that posed enough of a threat that they weren't too keen on getting in close. when they finally broke down from CR loss. the Versant would do sweep up duties to keep the battlefield clean and keep the ECM advantage on point.

One of my problems before was that I was using the lazyhorn as PD, which is great against harassing fighters and creating an extra wall in front of your ships for missiles to try to get through, but terrible against phase mines everywhere. I replaced them with the other medium PD weapon that is just a beefed up IBIS, and kept my fleet close together so they could coordinate on mine removal. that helped out a lot in keeping my team alive through the long slog. I'm now the proud owner of  two doom mod-ships! (not that I'm going to use them, just nice to have as a trophy!)
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StarScum

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1045 on: February 09, 2020, 08:16:44 PM »

Have you thought about adding station designs as well?
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Tartiflette

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1046 on: February 10, 2020, 06:05:55 AM »

Every modder thinks about adding a station, but it can easily represent a couple hundreds hours of work to make them. Time that could be spend on adding several ships instead. So when I got time, maybe I'll get around adding one.
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Igncom1

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1047 on: February 10, 2020, 07:15:54 AM »

I could see the DA having a very unconventional station.

Instead of a big death fortress they could have a simple docking station surrounded by more powerful satellites that are like super space mechs. Or a system that rather then drawing in mines, summon robotic reinforcements to flank the enemy.
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Sunders are the best ship in the game.

etherealblade

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1048 on: February 15, 2020, 04:59:11 PM »

I'm just psyched at that the thought of the massive update. Let's let him do it. Thank you very much again for the very awesome mod.
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IraqiWalker

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Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« Reply #1049 on: February 20, 2020, 01:32:35 PM »

Hi folks, I just created my profile not 5 minutes ago. Been playing this game for a couple of weeks now, and I just saw the art style and design in this mod and I fell in love.

Would someone be able to provide a list of what software I would need to get in order to attempt creating custom ships? I would also love to know what was used to create the transformation animations. I don't need a walkthrough, as that would be asking too much, just a pointer in the right direction and I'll try and figure it out from there.

Thank you,
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