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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

How should the star systems be distributed in the campaign map?

Cluster in the outskirts (current - check screenshot in spoilers)
- 12 (75%)
Spread around the core systems
- 1 (6.3%)
Spread all over the place
- 2 (12.5%)
Other? Leave a comment!
- 1 (6.3%)

Total Members Voted: 16


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Author Topic: [0.9] Fringe Defence Syndicate v0.11.0 (2019/10/15) - The Murderous Wedges  (Read 211066 times)

Johnny Cocas

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Yet another update!
FDS v0.8.6

 - Fixed Wings not appearing on the refit screen;
 - Fixed non-military markets in the Hypathia and Euclid Systems;
 - Fixed Light Tali appearing ingame when it shouldn't (in BPs for example);
 - Fixed fighters not appearing on Blueprints;

Download link available in the first post.
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Johnny Cocas

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Yet another update!
FDS v0.8.7

 - The Suffering now properly deccelerates once the system is off;

Download link available in the first post.
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Igncom1

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Is your mod slow to download, or is it just filled with content?

I'm getting like 2.4 kB per second on the file.
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Sunders are the best ship in the game.

Johnny Cocas

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Is your mod slow to download, or is it just filled with content?

I'm getting like 2.4 kB per second on the file.

It may be a problem on the server itself, I had some issues accessing my files on bitbucket a few days ago, perhaps it is going crazy again... I'd try again in a couple minutes or half an hour, I downloaded my own mod from there about 2 hours ago and had no issues
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ottersholdhands

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Is there any way to build the droids in random mode? I am seeing the droids pop up as trade procurement missions. I'm playing your mod with Nexerelin and I couldn't figure out how to do it. Thanks for the awesome mod! ;D
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AudaciousBS

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Is there any way to build the droids in random mode? I am seeing the droids pop up as trade procurement missions. I'm playing your mod with Nexerelin and I couldn't figure out how to do it. Thanks for the awesome mod! ;D
There's a facility you can build on colonies that produces R2 and R3 droids.
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Kwbr

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Minor thing, the right missile mount on the loyalty is a turret
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Hellya

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I thought I would try several playthrough's before posting. This is me asking for help.

I don't get this factions strength or how to play it. I have tried everything that I can think of to make it work but everything comes out with just getting stomped. A few things that I have noted:

-The fighters are pretty easy pray as they are huge and have zero shields
-No qualities really stick out with this factions ships. At least not that I see.
-The ships are very slow and lack the fire power to prevent getting ganged up on
-The ship that is only a mission ship is actually not that powerful and should be usable.
-A conquest smashes the entire line-up. I have not tried any other ship with larger deployment but I assume it to be easier because the conquest is the "acceptable" capital; not amazing, not too bad.

I assume I am doing something horribly wrong? I have tried fleets, solo, you name it.
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Johnny Cocas

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I thought I would try several playthrough's before posting. This is me asking for help.

I don't get this factions strength or how to play it. I have tried everything that I can think of to make it work but everything comes out with just getting stomped. A few things that I have noted:

-The fighters are pretty easy pray as they are huge and have zero shields
-No qualities really stick out with this factions ships. At least not that I see.
-The ships are very slow and lack the fire power to prevent getting ganged up on
-The ship that is only a mission ship is actually not that powerful and should be usable.
-A conquest smashes the entire line-up. I have not tried any other ship with larger deployment but I assume it to be easier because the conquest is the "acceptable" capital; not amazing, not too bad.

I assume I am doing something horribly wrong? I have tried fleets, solo, you name it.

Most ships have been balanced against vanilla, and although they are larger than normal, they also have a much higher weapon count for their size. Just look at the Affliction, a destroyers with the size and firepower of a cruiser.

In any of my custom missions FDS usually wins if you let the AI use the ships at will, FDS really shines when fighting Fleet battles, not as a single ship. That being said, as they are now, FDS is pretty much a glass cannon faction, until you reach the capitals, where they have high armor and a lot of weapons, but they are slow, and need a fleet to support them.

HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

Also, fighters are large, but have triple the firepower of a normal vanilla counterpart xD

Every time I play any of the missions with FDS capitals (the one with asteroids is pretty much a joke) either letting the AI do it's thing or controlling the ships myself, I have minimal losses, just don't push yourself too hard and don't play the game as if you were playing an OP ship, charging head on. Most ships have hull, armour and flux levels balanced against vanilla, so more guns mean more flux, and larger size means more hits that can be taken.
My tip to you is play safe, always stay as far away as possible from the enemy, kite them if you can, don't go omae wa mou shindeiru into the enemy fleet or it'll end badly :p
« Last Edit: February 04, 2019, 11:46:32 PM by Johnny Cocks »
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jupjupy

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HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

As someone who likes equipping factional ships with only weapons from that faction, I found the FDS ships to be generally extremely weak. Their weapons are not powerful pound-for-pound, and the only moderate range is made terribly obvious by the fact that their ships are so massive and have to get so much of their size within the enemy's firing zone.

I too have had trouble making this faction work, but I suppose its a weapon choice issue.
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Johnny Cocas

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HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

As someone who likes equipping factional ships with only weapons from that faction, I found the FDS ships to be generally extremely weak. Their weapons are not powerful pound-for-pound, and the only moderate range is made terribly obvious by the fact that their ships are so massive and have to get so much of their size within the enemy's firing zone.

I too have had trouble making this faction work, but I suppose its a weapon choice issue.

And that is why I said even the default variants should do good, because those generaly do not have any of FDS' more specialized weaponry, they have the default energy damage mediums and maybe the HE triple barrel one, you can only really see the kinetic cannons and other specialized equipment on more combat dedicated or elite variants.

When I say FDS really shines in fleet battles I mean it. Alone, an FDS ship is fragile and won't do much (in most cases) but receives both buffs and combat support when on a fleet. A fleet allows a ship to tank some damage while the allies finish off the enemy with their superior firepower. You can't really say that FDS is underpowered in terms of firepower when most ships have a much higher than average weapon count, hell, even the bombers could be classified and played as frigates xD

Like I said before, don't go Leroy Jenkins into a fight, kite the enemy, FDS weapons have an above average range for energy based weapons, and even if only the first 4 guns at the front of your ship are in reach of the enemy don't underestimate that, because those 4 guns are probably mediums with a slight range advantage over other energy based weaponry.

Take your time in the fights, don't have all your weapons fire at the enemy because:
1 - you don't need them all;
2 - you are putting yourself at risk;
3 - there will be other opportunities to charge into an enemy ship, when said ship is not looking at you.

I think this is more of a gamepaly style rather than a weapon or ship balancing issue, although I am aware the ships are quite large and I want to change that whenever I can get some new sprites, but until then, here you have my tips and all the help I can give you ;)
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Kibawan

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First of all, i love this mod! My IGN should tell everything need to know why.

Even playing careful Harry and buying time to engange the ships realy feel on the low firepower side, but that's more because FDS ships are more Fire Rate then raw direct damage. They need time to get effective, the thing is sometimes u just don't have, specialy if are against other modded ships.

FDS for me are average joes, they don't do anything spetacular, but don't have all that many weaknesses... (Speed a part of course, and lack of resistence on the CR90s  ;D). But they have something that no other mods at moment have.....BLASTER SOUNDS! PEW PEW PEW PEW! Fun is a factor! And for me the most important one, rule of cool is strong in this one.

Futhermore! I'm testing the effectivess of the fighters right now and i have to say, the lack of a proper CV for Cruiser Size and Capital, is making me angry! Where's my Venator dedicated CV?

For non star wars fans (hahaha non star wars fans....hahahhaa): https://www.youtube.com/watch?v=NipcMMRmDVA

Second, if u put the Venator CV as a Capital size ship, i sugest the Rebels Imperial Escort, the Quasar Fire-Class as the cruiser size one lefting the Shame as the DD size.



And finaly to close the line-up of CV focus ships for the FDS, the Frigate Size, Imperial Assault Carrier, The Gozanti! For him i sugest adding Ground Support hullmod and a single fighter bay.



Outside of that more options of fighter with different loadout would be nice, maybe a alternative line of Fighters or even better a Splinter Factions focusing on Separatists ships or even Old Republic Ones, like thoses sweet sweet Sith CVs. But more important, i sugest a version of the Malevolence as the FDS super ship or....yeah...maybe a total "Eclipse" of my heart for that spot. HAHAHAH Raise you hand if u get that one!

PS, english is not even my second language! Sorry fellas.
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Johnny Cocas

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First of all, i love this mod! My IGN should tell everything need to know why.

*snip*

PS, english is not even my second language! Sorry fellas.

I thank you very much for your enthusiasm, and I'm glad you like my mod so much.

Unfortunately, I am trying to stay as far away from Star Wars as possible. Yes, the current ship sprites are SW based, specially the cruisers and capitals, and yes, I am aware of the lack of dedicated carriers of all classes, but as long as I don't make new sprites I won't do much about it.

All I can say is my aim is to keep FDS as being the faction home to the Murder Wedges, so many of them will still be wedge shaped, but I'll try to make them more unique and not really copying the ships from Star Wars (even though the general shape may be inspired by them).

Now, regarding the super ship, that may or amy not happen, dependign on my time and skills to make the ships. At first I'll make the main faction ships, and only then I may start thinking of boss ships and other stuff alike, so stay tuned! ;)
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Hellya

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I thought I would try several playthrough's before posting. This is me asking for help.

I don't get this factions strength or how to play it. I have tried everything that I can think of to make it work but everything comes out with just getting stomped. A few things that I have noted:

-The fighters are pretty easy pray as they are huge and have zero shields
-No qualities really stick out with this factions ships. At least not that I see.
-The ships are very slow and lack the fire power to prevent getting ganged up on
-The ship that is only a mission ship is actually not that powerful and should be usable.
-A conquest smashes the entire line-up. I have not tried any other ship with larger deployment but I assume it to be easier because the conquest is the "acceptable" capital; not amazing, not too bad.

I assume I am doing something horribly wrong? I have tried fleets, solo, you name it.

Most ships have been balanced against vanilla, and although they are larger than normal, they also have a much higher weapon count for their size. Just look at the Affliction, a destroyers with the size and firepower of a cruiser.

In any of my custom missions FDS usually wins if you let the AI use the ships at will, FDS really shines when fighting Fleet battles, not as a single ship. That being said, as they are now, FDS is pretty much a glass cannon faction, until you reach the capitals, where they have high armor and a lot of weapons, but they are slow, and need a fleet to support them.

HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

Also, fighters are large, but have triple the firepower of a normal vanilla counterpart xD

Every time I play any of the missions with FDS capitals (the one with asteroids is pretty much a joke) either letting the AI do it's thing or controlling the ships myself, I have minimal losses, just don't push yourself too hard and don't play the game as if you were playing an OP ship, charging head on. Most ships have hull, armour and flux levels balanced against vanilla, so more guns mean more flux, and larger size means more hits that can be taken.
My tip to you is play safe, always stay as far away as possible from the enemy, kite them if you can, don't go omae wa mou shindeiru into the enemy fleet or it'll end badly :p

So I did a bit more screwing around again last night with FDS. I should add, for my playthroughs I treat this faction as standalone, and in that it it needs to be usable with only its own tech. There are a ton of mods out there that are over the top and not that fun. I appreciate your efforts to keep this balanced with base game.

What I noticed was that the standard unspecialized weapons (100 damage across the board) were lack luster. So I changed them out to the more specialize 200 armour or shield variants and I got good results. Next was the red skill tree and blue tree, by loading these trees up I got a larger noticeable increase in performance on FDS fleets, more so than with other types of fleets.

Another thing noticed was the way officers react in fights with this faction. I am in a fleet fight and in my Torturer, with my 3 other ships, lvl 20 aggressive officers, consisting Hatreds or Sufferings (I treat these as cruisers). The officers refuse to fall in line and hold the line, they would much rather get behind me and block any escape. Super infuriating with a ship that struggles to move and NEEDS fleet support. They can't fire from behind me and block my escape, well slow moving back pedal. Like one would expect the slow moving beast is easily surrounded and spanked hard. Not too sure how to fix this besides being annoyed with constant micro of other capitals.

Above I mentioned skill trees, particularly the skill that gives 15% to range. This faction seams range starved with comparison to its speed. It has the weapons, but it doesn't have the range or speed to bring them to bear. It doesn't need much more, maybe even just another 50-100 across the board. That would most likely throw the rest of base game ships out of wack if the use FDS weapons, so a range based bonus on ships in the fight maybe? Like a command ship bonus that is a passive on FDS ships only?

Just thoughts man. I know you have put tons of work into your mod and I do like it and appreciate your efforts. I also look forward to your future works on it.
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Dostya

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I've been doing a run with FDS ships and weapons, and have a possible balance issue. I've been running an Atonement in my fleet, and this thing is just a bit too beastly in a fleet fight. One of these not only neuters enemy frigates, which makes even Blade Breakers stand and deliver (HAHAHAHA), but they also neuter strike craft in a radius that's effectively across the entire line of battle. While it's comical to see my bombers making uninterrupted run after run against enemy ships and my fighters dance circles around and crap all over the enemy strike craft that are moving at a crawl it's just too much. If I was doing a pure-FDS run (say, in a tournament) with its lack of serious carriers it wouldn't be that bad (simply making the enemy stand and fight instead of bringing bombers like a coward), but in campaign the existence of Moras and Herons and whatnot just renders it...incredibly overpowered.

I'd advise removing the effect against enemy fighters.

EDIT: Also it effects phase ships while they're phased. While I cordially detest phase frigates, this also probably needs to be nerfed because phase ships that basically can't move while phased are phase ships that cannot fight.

Seriously, neutralizing two entire classes of ships over that large an area is a little much.
« Last Edit: February 05, 2019, 06:26:07 PM by Dostya »
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