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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1276438 times)

WolfPriest

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1710 on: July 31, 2022, 12:48:26 AM »

Tl, dr of the post above: Missile and fighter saturation and faster large ships.
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Arthur_The_Ok

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1711 on: August 17, 2022, 04:29:20 PM »

Game crashed when I tried to run a simulation. Don't know enough about coding to understand this, but, according to the first line, it has to do with a raven animation. The only thing named "raven" in the mod's files is a wanzer, but I didn't have it equipped when the crash happened, nor it was in the fleet' storage

2631792 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.Diableavionics_ravenAnim.advance(Diableavionics_ravenAnim.java:36)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.super(Unknown Source)
   at com.fs.starfarer.combat.systems.G.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(Thread.java:748)
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1712 on: September 07, 2022, 12:39:44 AM »

With a lot of Diable you shouldn't really build it like a 'standard' ship, you really have to lean in to their strengths, which are their wanzers and fighters, large missile salvos, strike ships with a lot of forward facing damage but not much staying power, and agile capital ships. Missiles that spam lots of small projectiles to pressure and distract PD are key to their doctrine and why a lot of them have built in micro missiles.

their capitals are also excellent artillery plattforms if you build them that way
maelstroms with siege or tachyon lasers on their large, with tripple hyperdrivers or scab arty on the medium slots actually slay really well

the suppression artillery of diable is also an amazing shieldkillers

also the pandemonium is a beast

6 forward facing medium slots means even better artillery capacity (not even armor can save you from 6 hyperdrivers)

their cruisers are better used as brawlers tho, (though gusts again are better used as tachyon plattforms)

the big wanter frigates are amazing hunter ships tho, work really well in conjunction with auroras
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1713 on: September 07, 2022, 08:33:20 AM »

is it intended that the virtuous wanzer's snowblast shotgun has a higher reload count (3 each 2.5 sec) than magazine size (2)?
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1714 on: September 07, 2022, 09:06:35 AM »

is it intended that the virtuous wanzer's snowblast shotgun has a higher reload count (3 each 2.5 sec) than magazine size (2)?

Yes, the virtuous benefits from expanded magazines on all of its loadouts, Demolition can store more grasshopper grendades, gunner can store more ammo for the Roar, Ranger can store more for both its scicles, and marksman gets higher DPS on its snowblast.
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Killsode

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1715 on: September 08, 2022, 01:56:30 AM »

oh so thats what those "+ values" things were on the loadouts, i was wondering about that

oh those are actually different, the 'hull configs' change the ship system and provides other benefits, like the defender giving more hull and armor, or recon giving the ship any storage space at all.
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Maethendias

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1716 on: September 10, 2022, 04:28:54 AM »

my man, you gotta absolutely nerf diablo' starfortresses
cause jfc it rather fight a full nexus with 5 radiants than this bs

if you dont know what im talking about, fight a diablo starfortress, they are SO overtuned its not even funny
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vok3

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1717 on: September 19, 2022, 05:13:08 PM »

Pocket Gust.  In Nex starting options as "Super Ship."

Why?

Every single thing I try doing with this ends up with it exploding, usually without successfully taking down a single target.  For comparison I have taken down multi-cruiser fleets when flying a Mallory solo (super ship from Magellan mod). 

If I try switching to control the Wanzer, the mother ship does something stupid and gets itself in trouble.  If I try just ordering the Wanzer to attack, it blows up fairly quickly and takes a while to launch a new one (even with Carrier Group ability).  The default loadout caps out almost instantly, which rather implies a complete refit is needed, but to what?  (And why have a default loadout that does so poorly?)  Also it seems there is no way to switch control from the Wanzer back to the mothership; as far as I can tell you just need to wait for the timeout.  Which is a strong disincentive to use the ability at all.

Flying a Haze with a stock loadout, I can zoom in on chosen targets and blow them away and survive the experience (and it's fun!).  Flying a Pandemonium, I can take out Legio star fortresses (okay, with some help).  Flying a Pocket Gust, I can get mobbed and blow up.

I don't understand what this ship is intended to do, at all.
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MattyK

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1718 on: September 20, 2022, 08:51:31 PM »

Pocket Gust.  In Nex starting options as "Super Ship."

I think that's a mistake on Nexerellian's part, including the Pocket Gust in the Super Ship category.

It's an escort carrier. It needs a frigate screen to do it's job, and furthermore capitalize on the DA 'First Strike' doctrine.
Treat it like a Destroyer with an emphasis on strikecraft.
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Kaitol

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1719 on: September 21, 2022, 10:19:12 AM »

I've had a lot of luck giving my pocket gust flagship two different models of the diable weapons with limited magazines, I forget the names off the top of my head. That way the ai can burst through shields and armor to put them on the backfoot while I pound them with the wanzer. At least in smaller fights, I don't stay in it for terribly long. Once you're out of the early game its still a good escort for bigger ships.
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Steampunkgears

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1720 on: October 29, 2022, 12:07:46 PM »

Hi, I recently returned to SS and I ran into a DA fleet with a ! quest marker and I have no clue what its for. Talking to the fleet tells me nothing. Does anyone here know what this is?

Image https://imgur.com/a/0fhZi4e
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Hrothgar

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1721 on: October 29, 2022, 01:30:59 PM »

Hi, I recently returned to SS and I ran into a DA fleet with a ! quest marker and I have no clue what its for. Talking to the fleet tells me nothing. Does anyone here know what this is?

Image https://imgur.com/a/0fhZi4e

This are overall special fleets, mission or otherwise, this one have only one with Virtuous , special wanzer.
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Drazhill

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1722 on: November 01, 2022, 11:07:40 AM »

Hello!
First let me start out by saying I love the ship designs of this mod, the Pandemonium in particular.

Now, I don't actually play Starsector, I just stumbled upon an image of the ships a while back. Only learned what and where they were from at a later date. The reason for writhing this comment, is that I play another game, called Avorion, where you can build your own space ships and fly around in them. Sorta like minecraft in space in the editor regard. Anyhow, I know I never asked for permission (I didn't know where the ships were from at the time) but I did sorta build a, not 100% true, replica of the Pandemonium in that game. Link to it below.

https://steamcommunity.com/sharedfiles/filedetails/?id=2870797761

Now with that out of the way, I'd much like to apologize for taking one of your designs and running with it. It has a different name on the workshop entry, as I only learnt of the name Pandemonium from a comment to the piece later. If you so want, I can change it or take the ship down entirely.

Again, apologize for any inconveniences
Drazhill
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Space_Lettuce_OG

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1723 on: November 02, 2022, 01:09:06 PM »

Hello!
First let me start out by saying I love the ship designs of this mod, the Pandemonium in particular.

Now, I don't actually play Starsector, I just stumbled upon an image of the ships a while back. Only learned what and where they were from at a later date. The reason for writhing this comment, is that I play another game, called Avorion, where you can build your own space ships and fly around in them. Sorta like minecraft in space in the editor regard. Anyhow, I know I never asked for permission (I didn't know where the ships were from at the time) but I did sorta build a, not 100% true, replica of the Pandemonium in that game. Link to it below.

https://steamcommunity.com/sharedfiles/filedetails/?id=2870797761

Now with that out of the way, I'd much like to apologize for taking one of your designs and running with it. It has a different name on the workshop entry, as I only learnt of the name Pandemonium from a comment to the piece later. If you so want, I can change it or take the ship down entirely.

Again, apologize for any inconveniences
Drazhill

When I said you should tell Tartiflette you made a recreation of the Pandemonium, I didn't mean you should sound apologetic about it. I think Tartiflette would be flattered that you made a recreation of his ship. I meant you should tell Tartiflette, cuz he'd think it was neat.

Nonetheless, welcome to the forum. You should consider playing StarSector as well. You'll love!
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Gibbetterinternet

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1724 on: November 03, 2022, 10:01:56 PM »

Most DA ships have one or more crippling weakness, and using build strategies and builds to make the fleet work is quite fun. Although I do have a few suggestions towards balancing some problematic equipment.

Large slots on DA ships are very rare, and the ones that do exist are almost always rear-mounted on long ships with front-facing arcs. This naturally makes Uhlan Siege Laser a far better option on DA ships than other DA large weapons. The Monstro and the Opfer are ok on vanilla ships so I think this is mostly a ship problem. Maybe in the future, some ships could use them better. However, the Hexafire/Twin Hexafire are quite weak. I suggest giving them EMP effects similar to the small variant.

DA-only fleets are quite lacking in kinetic PD. Maybe it could also be added in wanzer/interceptor form.

Officer rosters that lead to success in DA fleets are often mostly or all aggressive and above. However, the beam wanzers are often used as extra PD, and aggressive officers send them out when they shouldn't. There should be a way to configure this specific wanzer's operating range to 1000 or below.

Assume wing control ability should give the active fighter some sort of buff such as a weak dampening field or extra repair speed while active.

Large missiles on the wishlist :)

Medium and large micro missile launchers also on the wishlist. With enough missiles mods, micro missiles can be accurate enough to be more than a distraction. But such options are usually limited to very few ships, most of which have built-in arrays.
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