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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275890 times)

OperaWolf

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1620 on: January 13, 2022, 02:22:13 PM »

i'm not sure what you mean by it not being tanky enough to eat those hits, used the daze with 2 hvel and 2 maulers and it was the fleet anchor when i used it, while the rest of my fleet was popping one by one my daze was sitting there with its shields still up popping the opposing one by one, it was like a blockhead that kept dealing damage.

Oh, sorry. I meant it's a very large target, which is a disadvantage, but it isn't specifically built to be a bulwark to turn it into a positive. It's not that it's a bad ship, it just doesn't have a clearly defined role, and I don't think I said that very well. That's my bad.
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Grizzlyadamz

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1621 on: January 16, 2022, 12:41:17 PM »

Oh oops, that's a vanilla thing, I have other places to look.
Spoilering to hide shame.
Spoiler
So, the Shear's Drive Field Stabilizer says it's cumulative with other DFS's...does that mean a 25-Shear fleet could cruise around at burn-45?
44 if you swap one out for a Dram?
Asking for a friend.
[close]
« Last Edit: January 16, 2022, 12:46:21 PM by Grizzlyadamz »
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Tartiflette

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1622 on: January 16, 2022, 03:39:39 PM »

Cumulative up to the Shear's burn level.
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Maethendias

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1623 on: January 17, 2022, 07:57:40 AM »

Since there has been a lot of talk about Diable's balance in the last few week, here are my personal thoughts:

Concerning the combat ships, I think almost all of them are in a good place except the Storm (that still has a split personality) and to some lesser extend the Daze (that is quite boring all things considered). I'm still considering my options for the former, but the later might simply get a new more impactful system, either firepower+armor-related or missile-related.

Concerning the weapons, same thing. Maybe the small Banish will become 2-shots like Vanilla, maybe there will be minor tweaks to the Hexafire, but overall I feel confident they all have a niche they are good at without being "the best ever".

Concerning the Wanzers, now this is where I feel more work is needed. The Strife is still far and away the most useful wing of them all, while some of the bigger models overlap too much to have distinct personalities. Too many of them are really good against frigates while only one is worthwhile against large ships. At the same time, it may only require a couple of simple changes to vastly improve the situation, like a clear anti-shield Wanzer, and moving the Thunderbolt launcher from the Strife to another model.

Concerning the logistic ships, those are relics at this point. I do plan to put some work into them at some point but I've been caught working on so many flashier things I never had the courage to deal with this more tedious task.

one thing i dont like is the assume direct control system, its really clunky imo, takes you completly out of the fold, and leaves your ship pretty much stranded... and its usually on ships that dont just "sit in the back doing nothing", but line ships that you REALLY dont want to leave open

versant, everything shrike and wolf want to be, but better

ah, the calm, tries to be an escort, is more of a flanker

derecho is amazing late game

fracus is a... herron replacement, if you are into that

hayle is a missile spammer, and it does it fairly well

pocket gust, like its bigger brother, GREAT line ship


the daze is weird, yes i agree... i tried to make it work, but it doesnt really work, its not tanky enough to BE tanky, and it doesnt have enough flux vent to be deadly... maybe changing the system around?

love the gust as a line ship, if only it didnt have the assume control system

id rather have a gust than a haze... never seemed efficient enough to me to switch it out for something else

storm is a nice escort ship

maelstrom is a bigger, better capitalsized gust, so its just pretty much the best ship in this mod, ESPECIALLY deadly when massed, thanks to its ordinance

and i already told you how much i like the pandemonium, oddly that people claim it to be too logistic inefficient, when thats the whole point of the ship... i mean IT LITERALLY TELLS YOU THAT VERY THING IN THE TOOLTIP LMFAO... and by the time you field dreadnaughts, logistics arent an issue anyways


overall well balanced, with a few hiccups

ironically tho, the thing i like the least in this mod are the wanzers (versant doesnt count), they just dont click with me, and ironically imo dont really fit the faction at all...

you have this modus operandi about overwhelming the enemy with a massive amount of just junk missiles, and then you have all of their fighters be super elite blocks that do their thing, id always rather use broadsword swarms or remnant fighter spam, cause both really synergize well with the whole missile spam way more than just "1 dude in power armor", idk, if you are already building for volume of fire, go full hog, you know what i mean?
« Last Edit: January 17, 2022, 08:03:15 AM by Maethendias »
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OperaWolf

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1624 on: January 19, 2022, 04:46:21 PM »

ironically tho, the thing i like the least in this mod are the wanzers (versant doesnt count), they just dont click with me, and ironically imo dont really fit the faction at all

As a counter, I love the Wanzers. They and the look of the ships immediately drew me to this mod over others. Getting to play out old Gundam/Macross fantasies because of DA (and Arma Armatura) is a lot of fun and something you can't really get anywhere else.
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Pep

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1625 on: January 19, 2022, 04:54:19 PM »

Kinda funny that one of the core aspects of the mod is something u have a problem/find out of place with lol
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Maethendias

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1626 on: January 20, 2022, 12:52:58 PM »

Kinda funny that one of the core aspects of the mod is something u have a problem/find out of place with lol

is it? i already stated why
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Oni

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1627 on: January 20, 2022, 04:29:07 PM »

Here's an interesting curiosity I've run into:

Diable posts a System Bounty due to Pirate activity... said bounty doesn't pay you for the the Pirates roaming the system, as Diable isn't hostile to them. In fact, if you fight them near a Diable space station you might end up fighting both.  :o
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amimai

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Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1628 on: January 22, 2022, 07:41:10 AM »

Here's an interesting curiosity I've run into:

Diable posts a System Bounty due to Pirate activity... said bounty doesn't pay you for the the Pirates roaming the system, as Diable isn't hostile to them. In fact, if you fight them near a Diable space station you might end up fighting both.  :o
pirate bounties are more "whoever is our enemy" bounties usually my Diable is at war with Hegemony, so its a good late game bounty to say the least
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Eventails

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1629 on: January 27, 2022, 02:57:20 AM »

Will there be any update for any of the skin mods since there's a new ship? (virtuous)
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Ruddygreat

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1630 on: January 27, 2022, 03:03:14 AM »

that's up to the authors of the skin mods (not tart for most of them), though the luxurious bronze pack does have a nice green skin for it

Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1631 on: January 27, 2022, 08:24:54 AM »

that's up to the authors of the skin mods (not tart for most of them), though the luxurious bronze pack does have a nice green skin for it

at some level it also comes down to when tartiflette releases resources for them, without them recoloring is a little trickier
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1632 on: January 27, 2022, 10:29:32 AM »

Yeah, I've been holding off on that due to... stuff... that I don't want to redo later.
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amimai

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1633 on: January 29, 2022, 01:54:39 PM »

WHEE I BROKE IT!

Spoiler
2037089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

i think i picked up a wazner via salvage somehow, when i tried it in simulator battle it crashed the game

ZEE CULPRIT:
Spoiler
[close]
« Last Edit: January 29, 2022, 02:49:11 PM by amimai »
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1634 on: January 29, 2022, 04:05:21 PM »

You need to restore it to make it usable, however it shouldn't have crashed nonetheless.
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