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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722458 times)

Damienov

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After a few days playing AO, i found 3 meta strategies for AO
  • Fighters
  • Fighters
  • Repeat from 1 :P
Jokes aside, is this intentional going forward or It's just the one that is "optimized" as of yet? Since almost all non-carrier ships is complemented with fighters. Perhaps just let non-carriers be just that..?
Playing with fighter gets a bit boring and restrict the player choices. Not to mention the game performance stutter when its carriers vs carriers which pretty much always happens mid-to-late game, the game pretty much turns into a powerpoint slideshow (on 8g of Xms and Xmx vmparams btw).
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Morrokain

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im sure youll make excellent design choices

i just tried using the escort/assault packages with your stuff and im pleasantly surprised; seeing as you have upped the weapon count and class for essentially every craft in the game (especially civilian craft) it ends up making civvy ships, in many cases, as strong as low tech and in some cases (like the venture) even stronger.

i have always wanted to do a run where civvy ships make up the fleet that was capable of actual combat and it looks like my wish has been granted!

of course late game stuff will likely require me to get a few dedicated combat craft, but perhaps not
my goal is to get to the endgame while (personally) fielding only civilian ships

oh which reminds me, the colossus does not have civilian grade hull.  is this intentional?
I'm glad the civ/combat freighter packages ended up working out nicely!

Colossus: Nope that is a bug. Thanks for letting me know and I'll fix that for the next update.

After a few days playing AO, i found 3 meta strategies for AO
  • Fighters
  • Fighters
  • Repeat from 1 :P
Jokes aside, is this intentional going forward or It's just the one that is "optimized" as of yet? Since almost all non-carrier ships is complemented with fighters. Perhaps just let non-carriers be just that..?
Playing with fighter gets a bit boring and restrict the player choices. Not to mention the game performance stutter when its carriers vs carriers which pretty much always happens mid-to-late game, the game pretty much turns into a powerpoint slideshow (on 8g of Xms and Xmx vmparams btw).

Lol it's intentional that warships have fighter/interceptor complements at least. Its not necessarily intentional that that component alone is the pure meta though. The last update targeted swarms of strike craft through a lot more aoe PD options including aoe additions to Anti-Fighter missiles. Are you playing the latest version? 1.4.0.2? It is still possible that I need to include more PD-dedicated ships since that change takes longer and I didn't get to it yet.

There are lots of pure warships without bays but they are mostly the smaller ones. Cruisers and up almost always have at least a couple of bays because that has generally been the type of sci-fi universes that I have enjoyed over the years so I framed the mod combat around that as a primary TC feature. Performance is a concern and I've tried to do what I can within the design spectrum to help, but with extra stuff on screen there is only so much possible wiggle room.

Something I might do for those wanting less fighter complements would be to create a hullmod that removes all of the warships bays (similar to converted fighter bays for built-ins) and gives bonuses based upon the number of bays removed. Once that is created, I can potentially create a mod setting that would add such a thing to all relevant NPC variants as a customization option. After I get some of the descriptions and stuff done remind me and I will work on that and see what is possible.

Also feel free to suggest potential bonuses. Off the top of my head, flux stats seems to be the obvious choice. Speed probably wouldn't be a good idea. I can already make a guess that they would have to be flat bonuses. Percent or multiplicative bonuses would be too strong and likely favor a tech line.
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Damienov

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Something I might do for those wanting less fighter complements would be to create a hullmod that removes all of the warships bays (similar to converted fighter bays for built-ins) and gives bonuses based upon the number of bays removed. Once that is created, I can potentially create a mod setting that would add such a thing to all relevant NPC variants as a customization option. After I get some of the descriptions and stuff done remind me and I will work on that and see what is possible.

Now this would be an awesome idea perhaps giving back extra Ordinance Points, extra ballistic/laser/missile ammo/charges similar to extended magazine/extended missile since logically you have extra storage room by removing the hangars. Maybe also by removing hangars you ships is "lighter" an will add some maneuverability/speed and perhaps an more advance Militarized mod that will give you extra burn by removing hangars on bigger civ freighter/fuel ships.

also I've also noticed that the weapon types consist of mostly only Armor/shield/energy types.
so as a future request could you:
- add non PD Hull breach weapons? This should give more options to player going against remnants or Low Tech enemies
- place more hybrids weapon slot for a more diverse combination of weapon placement by the player
- a slightly bigger bullets/beam animation, to give that extra omph! as of now its kinda underwhelming using a legendary rarity large super weapon and the animation is just a dot lol
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6chad.noirlee9

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I personally love having so many fighters, and never have any frame rate issues and all I have is 4 gig vram, 9th gen i3, and 16 gig ram and m2 ssd
Your issue could be somewhere in your hardware: you dont need expensive just the right pieces.
Also, if I remember correctly, java cannot use more than 6 gigs at a time (several people on discord actually told another person this when asking what to set vmparams at.  I would be willing to be these people know what they're talking about)
So your issue may be trying to allocate more resources than java can handle;  I am not sure if would cause stuttering or frame rate drop, but it wouldnt surprise me.

However, more hullmods more better!
It would be cool to have mods that convert hangar bays into: armor, hull, cargo, fuel, or crew space.  Or really anything.
In other games they often refer to "modifiable space" as "mass" and you can just install things.  Being able to change cargo space for crew, or whatever tradeoff would be interesting.

Anyway, not sure if you noticed but unless it's in a dedicated carrier bay, the range is only 2000 on any fighter, and unless it matches the warship bay properly, anything other than a fighter uses a LOT of op.

Back in 91a I NEVER personally used carriers (and only ever fielded maybe 2 cruiser carriers, the rest being warships) and I had a pillager with just some free talons because the rest was spent on firepower: that ship wrecked ANYTHING because I has such high alpha damage, including [redacted].

Really, even in vanilla you kind of need a carrier or two, justbfornthe utility of them.

Anyway I dont agree at all that fighters are the "meta" it's more about how you play and whether you know how to counter them.

With that being said, more pd options in a tc that ups the amount of them to a staggering level is definitely a good idea.

I think having a few that are essentially the mortar/basilisk cannon of pd would be appropriate: something high flux with slow reload and INCREDIBLE anti fighter utility, like the vanilla devastator cannon.

also, I really love the new Savoy it looks great
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Damienov

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I personally love having so many fighters, and never have any frame rate issues and all I have is 4 gig vram, 9th gen i3, and 16 gig ram and m2 ssd
Your issue could be somewhere in your hardware: you dont need expensive just the right pieces.
I'm running a Ryzen 2700X, 32gb RAM Dual channel a 1660, and also M.2 NVMe PCIe SSD, so my spec is not that far from yours.

as for the heap size, with all the mods I use for Nex and factions mods, I will not even start up at 6GB heap at times thus the 8GB heap
and CMIIW here but I believe you were recommended a 6GB heap because the JVM Process Size or Memory Footprint will typically be larger than Maximum Heap size (upwards of 1.5x) plus accounting for your OS RAM usage, background processes etc, thus the 6GB heap out of your total 16GB RAM.

Sure when running on normal speed its fine with a few slowdowns when moving cameras etc, but using Speed Up you will get slideshow. Keep in mind this was a fight with a lot of fighters/bombers/interceptor with each capital/cruiser having 6-8 bays versus a hegemony bounty using 5 carrier capitals and a quite a few carrier cruisers

not using speed up is a slow and boring as hell, sure I can probably take it the first several fights with normal speed like that, but running a long campaign, I don't think it'll be fun....
« Last Edit: July 12, 2021, 11:42:58 AM by Damienov »
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Morrokain

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Thanks for the suggestions I'll keep these in mind when designing the hullmod. Also noted the desire for high dps fragmentation weapons and something along the lines of a large-scale flak cannon/fire support anti-fighter weapon. I'll put those on the list of "nice-to-haves" and see when I can squeeze them in.

Sure when running on normal speed its fine with a few slowdowns when moving cameras etc, but using Speed Up you will get slideshow. Keep in mind this was a fight with a lot of fighters/bombers/interceptor with each capital/cruiser having 6-8 bays versus a hegemony bounty using 5 carrier capitals and a quite a few carrier cruisers

not using speed up is a slow and boring as hell, sure I can probably take it the first several fights with normal speed like that, but running a long campaign, I don't think it'll be fun....

Ah this explains a lot actually. Speed Up is not recommended for several reasons, including performance as you noticed. The TC isn't really designed with that mod in mind.

The other thing that speeding up a battle does is essentially break the game's AI and the combat balance - I don't want to assume too much and I'm not saying that this is 100% what it is, but that's honestly probably why you consider fighters meta because anything short of PD lasers won't ever even hit a fighter with Speed Up activated past 2x speed. Even at 2x, there will be issues and it will sometimes affect things like AI ships' decision making and whether or not things like torpedoes will be shot down or not, shield flickering accuracy, and a host of other things because the AI and hit calculations assume a mostly normal speed.

I mean don't get me wrong I understand where you are coming from as far as long battles becoming tedious after a while - especially if the fun of the game for you is more the campaign outside of combat and/or building a ship, etc. Its just not something that can be taken as reliable feedback - because the numbers are very likely off to begin with, if that makes sense. That's not just this mod, but also goes for vanilla and really any other mod, but specifically this mod's emphasis on fighters will exacerbate these issues.

If you absolutely have to use Speed Up to get enjoyment out of the game, I'd strongly recommend not exceeding x2 speed. Lowering the max battle size is also an option - though I understand that it doesn't exactly lower NPC fleet size - which is something I wish was a little more adjustable than it currently is. If you go into the faction files, you could for instance, lower the "numShips":2, portion of the file to try and get fleets as small as possible - and adjust "shipSize" portion to your tastes. That might make combat faster without using Speed Up.

Otherwise, and I know this is kind of lame, I'd recommend simply auto-resolving your battles to avoid tedium. You will take more losses, yes, but at least you won't have to deal with the above issues.

Kind of a "pick your poison" sort of situation, but there's not really much else that can be done about it other than what I've already mentioned re: hullmod, etc. Even then, that only solves the fighter portion and not the other issues you may experience.
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Damienov

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Please don't get me wrong, I really do enjoy AO. It gives a very different feel compared to Vanilla or Nex. Sure as hell gives me more replay-ability.

And I get it, the game uses Java. It has its benefit but as you yourself know, it also has its limitation and you're not the game dev so you have to work with what you got.

I just hope there are more option for the player as to what their fleet composition is and still be viable mid to end game. So, I'll be sure to keep up with the develeopment and keep 2 mod folder on my Starsector install, one for Nex and one for AO  ;D
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6chad.noirlee9

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i have two installs myself lol and i just realized armor values for fighters are way higher than they were in my initial run from 91
the talons only had like 20 armor back then if i remember right
personally......i like seeing them have more armor
considering the higher armor values i may have to somewaht rescind my earlier statements;  i think having some high alpha damage pd would solve the issue
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

6chad.noirlee9

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the obelisk yacht needs (ao) civvy hullmod

i have to say i am having a ton of fun crushing pirate fleets with my all civilian fleet =D
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Ranakastrasz

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I mainly use Speedup, at standard 2x, purely to close the distance to enemies, especially at the beginning of battles., because flying in a straight line isn't as much fun as strafing, attacking, retreating, etc. Can't say I'm surprised it causes issues.

----

It seems like Missiles now range the same as any other weapon type. Strike from torpedos and rockets. Assault from most SRM. Support from MRM, and Carrier/fighters from LRM.

Strike being the alpha strike type weapons, assault being flux free high DPS, support being moderate range and flux hungry/limited, and fighters being excessive range inefficient and highly counterable.

----

Got a Pillager as my first capital finally. It is more setup as a support ship, but seems reluctant to actually engage most of the time. Not sure why.

Using a Hyperion as my flagship. It is an assault/strike ship with two heavy blasters, two Shattercell cannons (medium), and two energy PD guns, can't recall name. Shattercell cannons shred missiles, like, excessively well, and mid-high tech fighters or pirate fighters also tend to die pretty badly. Actual quality low tech fighters however, are basically immune.

Pirate fleets aren't too much of an issue at this time. Main thing that is infuriating is Afflictors, because of their ability to force overload a ship, like, say, a Hyperion. Overall, able to handle small armadas at this point no issue.

Ludic path on the other hand.... I think 50% of their ships have the Dampener fields ability. Which means 6 heavy blaster bolts can't breach the armor of a KITE. I did not realize how powerful that system was up until now.

----
This is honestly more a vanilla thing, but.

This is the first game where I actually got anywhere with colonies. Mainly because I am trying to play to the endgame. I found a system, probably not the best, but not too far away from the core systems. Not sure how important proximity is, admittedly. Two planets had extensive ruins, and one was a largely habitable waterworld (150% I think) while another was like 275% volcanic world. There is also an airless planet, and a gas giant, which it turns out you CAN colonize, and it doesn't make a station or w.e. No idea how that works.

Naturally, I named the Waterworld Atlantis, and the Volcanic world Proclorush Taoynas, because I am a stargate nerd.

I have a reasonable passive income now, even if I have to hold back significantly to keep the Ludic path and pirates and Adamantine corsairs from attacking. Took quite a lot to do that, and had to do some research. As it is, I am trying to move up in the world, and even having a capital ship, four cruisers, and a dozen destroyers and frigates doesn't seem enough to invade a ludic path system.
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Albreo

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This is honestly more a vanilla thing, but.

This is the first game where I actually got anywhere with colonies. Mainly because I am trying to play to the endgame. I found a system, probably not the best, but not too far away from the core systems. Not sure how important proximity is, admittedly. Two planets had extensive ruins, and one was a largely habitable waterworld (150% I think) while another was like 275% volcanic world. There is also an airless planet, and a gas giant, which it turns out you CAN colonize, and it doesn't make a station or w.e. No idea how that works.

Naturally, I named the Waterworld Atlantis, and the Volcanic world Proclorush Taoynas, because I am a stargate nerd.

I have a reasonable passive income now, even if I have to hold back significantly to keep the Ludic path and pirates and Adamantine corsairs from attacking. Took quite a lot to do that, and had to do some research. As it is, I am trying to move up in the world, and even having a capital ship, four cruisers, and a dozen destroyers and frigates doesn't seem enough to invade a ludic path system.

The proximity bonus accounts for a large amount of money but not too critical if you know what you are doing. For example, if you colonized Duzak, that system got a bonus of +41% accessibility (approximately, the value shift according to mod markets) which will massively increase profit to the point of everyone getting jealous of you. 200k profit per planet is not a pipe dream there. At 20 ly mark, the value will be less, around 10%. But the thing is, you should always colonize the system you like most. Preferably with at least 5 planets with one that can produce food, more than 1 farm even better. A slot for Com Relay. A Gate if you prefer. In the proximity of either Cyroship or Energy shunt. etc.

Accessibility is the most critical value to increase profit margin but if you plan to abuse Alpha cores then none matter.


As for x2 speed yes it's a double edge sword, don't try to think that it will give you an advantage. The only bad limitation of this game is the use of single-core and I have 16 threads, the game could have been more epic.


In the process of stoping the ship during a Tachlance shot, the shaking looks very painful. I suggest that it apply a speed reduction during a shot instead or a speed limit of 10.
« Last Edit: July 13, 2021, 09:57:55 AM by Albreo »
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Ranakastrasz

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However, more hullmods more better!
It would be cool to have mods that convert hangar bays into: armor, hull, cargo, fuel, or crew space.  Or really anything.
In other games they often refer to "modifiable space" as "mass" and you can just install things.  Being able to change cargo space for crew, or whatever tradeoff would be interesting.
That modifiable space is in the game, as OP, or ordinance points. The tradeoff is always better weapons, better flux stats, better fighters, better hull mods, and you never have enough OP to do everything. So this is already there. You can even get better sensors, stealth, cargo/crew/fuel capacity.
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Anyway, not sure if you noticed but unless it's in a dedicated carrier bay, the range is only 2000 on any fighter, and unless it matches the warship bay properly, anything other than a fighter uses a LOT of op.
Yea, Carriers and warships behave differently now. Warships have drastically less fighter range, the base 2k you saw there, and also the regen rate decays to 30% relatively quickly, but in exchange, fighters use a bit less OP. This is to make encourage warships to have a defensive fighter screen, rather than a long range fighter support option.
Carriers on the other hand get the standard 6k range fighters (+- based on fighter types) slow fighter rebuild decay and faster regen, and also cheaper weapons, so at to encourage you to have some weapons, even if fighters are prioritized. Also zero-flux penalty, preventing them from being kiting masters.
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Anyway I dont agree at all that fighters are the "meta" it's more about how you play and whether you know how to counter them.
Fighter are a lot of the meta, but not the end all. Good point defense shred fighters and missiles alike, but they are still really powerful.
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With that being said, more pd options in a tc that ups the amount of them to a staggering level is definitely a good idea.
Not sure what "tc" is abreviation for.
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I think having a few that are essentially the mortar/basilisk cannon of pd would be appropriate: something high flux with slow reload and INCREDIBLE anti fighter utility, like the vanilla devastator cannon.
There are already quite a few. Vulcan cannons, Microrepeaters, PD gun, Duel Flak, Void Driver, Smokescreen rockets. And, naturally, the Devastator cannon still exists. Those are all alpha-heavy weapons with high power, but limited ammo or slow refire. I believe they are largely refered to as "Heavy PD" weapons. Normal PD, like normal Assault weapons use little, if any flux.

---------

The Beammy Deffgun Beam weapons need to be better labeled. In vanilla, Laser can mean Lazor-bolts, or Beam weapons, but I largely learned what is what. here, I don't have them all memorized yet. Could you add a "Beam" indicator in the same place as you put the "Full Salvo" information?

Is the Graviton Beam not a continuous beam weapon anymore? Its hard to tell, because it has a 6 second refire delay, and it's dps of 200 and total of 1200 suggests the beam lasts 6 seconds, so I am unsure what is going on.
« Last Edit: July 13, 2021, 02:27:03 PM by Ranakastrasz »
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Morrokain

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Please don't get me wrong, I really do enjoy AO. It gives a very different feel compared to Vanilla or Nex. Sure as hell gives me more replay-ability.

And I get it, the game uses Java. It has its benefit but as you yourself know, it also has its limitation and you're not the game dev so you have to work with what you got.

I just hope there are more option for the player as to what their fleet composition is and still be viable mid to end game. So, I'll be sure to keep up with the develeopment and keep 2 mod folder on my Starsector install, one for Nex and one for AO  ;D
Oh you're fine and thanks for the reports and suggestions. They are always appreciated. :)

i have two installs myself lol and i just realized armor values for fighters are way higher than they were in my initial run from 91
the talons only had like 20 armor back then if i remember right
personally......i like seeing them have more armor
considering the higher armor values i may have to somewaht rescind my earlier statements;  i think having some high alpha damage pd would solve the issue
Fighters/Talon:
Spoiler
The changes were designed to reduce the effectiveness gap between tech lines for fighters and have their strengths and weaknesses be a little more differentiated rather than A > B > C if that makes sense. So the armor buffs to low tech (and they are significant its true) are a part of that. Essentially, low tech replaces quickly, has low OP costs, and has average survivability with a larger survivability against PD and weapons that don't penetrate armor well. However, the damage they deal is often a lot less than the other tech lines.

Midline rides the middle. They are the most survivable when their system is active, deal moderate damage, have moderate OP costs, and are the least survivable when their system is not active. These generalizations can vary from wing to wing though. Some are about pure damage with very little survivability - for instance the Hellcat or the Thunder.

High tech has been nerfed a bit. They were by far the best tech line in prior updates and their OP costs were supposed to justify that. Unfortunately, not only was that debatable, but it kind of sucks to lock out the 2 other tech lines once you find high tech wings. So their shields no longer regenerate very quickly. That's a pretty big nerf overall. However, they are still moderately survivable and oftentimes have a great total hp than other wings, and they deal the most damage of any other tech line. The caveat to these strengths is that they replace a lot more slowly- though again, exceptions like the Wasp and Spectre exist. Both of those wings are ridiculously fragile in comparison even to the Talon however.

As far as strike craft as a whole being stronger? If you are using low tech it will definitely seem that way at first. Overall? I think probably not. Weapons like Flak and the medium and large burst beam PD delete them fairly easily and often in large numbers. A Widow volley or two can take out the majority of an Astral's wings right at the start of a battle. Midline is the only unknown for me, because the system is possibly active for enough of the battle's duration to potentially make them too strong.
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the obelisk yacht needs (ao) civvy hullmod

i have to say i am having a ton of fun crushing pirate fleets with my all civilian fleet =D
I'm assuming you are talking about the Valkyrie? I checked everything else for Civ ships and they are good. The Colossus has been fixed and I added Militarized Subsystems to the Valkyrie since technically it is a military utility transport.

In the process of stoping the ship during a Tachlance shot, the shaking looks very painful. I suggest that it apply a speed reduction during a shot instead or a speed limit of 10.
Shaking? I'll have to test that more I didn't notice it at the time. As in the ship itself shakes?

@Ranakastrasz
Spoiler
Using Speed Up to close the distance should be fine. The worst thing it could affect would be the initial long range missile salvos, but that's trivial compared to the entire battle.

The Luddic Path is sort of like Pirates Tier II. It is meant to be the next challenge level up from Pirates while also providing a unique sort of playstyle. The best thing to do, probably is simply try and outlast them. The Ill-Advised Modifications hullmod that causes critical malfunctions is their biggest Achilles heel and they will slowly fizzle out in strength as the battle wears on. Defensive ships will probably be the best thing against them - with some carriers or artillery/support ships to cover them. Strike vessels probably won't work as well and can be punished from Safety Overrides.

"TC" is an abbreviation for Total Conversion and just basically means that the mod overhauls the majority of vanilla's systems.

I can't have the hullmod increase OP - there are technical complications/exploits with that. OP modifying hullmods are assumed to be built in.

The carrier mechanics are slightly different now. Warship wings now have 1k range for fighters and interceptors and 2k range for bombers and gunships so they stay closer to the warship and carriers have all their wings set to a standard of 4k.

Beam toolips are a little weird in the calculation of stats. The Graviton Beam is not continuous but its close. It is primarily a PD weapon that can be a nice assault weapon at close range. I thought that all beam weapons had "beam" in the name am I wrong there? If I say "burst pd laser" here I am just saying it so people unfamiliar with the mod understand the comparison. I probably should just keep it consistent with the mod name though.
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Ranakastrasz

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@Ranakastrasz
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Using Speed Up to close the distance should be fine. The worst thing it could affect would be the initial long range missile salvos, but that's trivial compared to the entire battle.
-I also use it to close distance during the battle, generally after my strike/assault/PD hyperion (I have no idea how that hybridization happened, or why it works so well) gets sidetracked dealing with chasing down an afflictor or other highly mobile frigate, and has to return to the main fight. Which I shouldn't be doing, I think, but it happens anyway. Also during the final cleanup phase, because distances are also large there.

The Luddic Path is sort of like Pirates Tier II. It is meant to be the next challenge level up from Pirates while also providing a unique sort of playstyle. The best thing to do, probably is simply try and outlast them. The Ill-Advised Modifications hullmod that causes critical malfunctions is their biggest Achilles heel and they will slowly fizzle out in strength as the battle wears on. Defensive ships will probably be the best thing against them - with some carriers or artillery/support ships to cover them. Strike vessels probably won't work as well and can be punished from Safety Overrides.
-Makes sense. Still hilarious and infuriating how many of them have the dampening skill. And yea, assault or covered with bees is generally how they die. Or random malfunctions, which happen a lot.

"TC" is an abbreviation for Total Conversion and just basically means that the mod overhauls the majority of vanilla's systems.
-Understood.

I can't have the hullmod increase OP - there are technical complications/exploits with that. OP modifying hullmods are assumed to be built in.
-What? I mean, yes, that is, or at least was true. at one point negative OP cost hullmods could be added, the extra OP used, then removed, and no penalty occured. But I wasn't talking about that. I was pointing out that the game already has customization tradeoffs, just not with cargo space, but with OP points.

The carrier mechanics are slightly different now. Warship wings now have 1k range for fighters and interceptors and 2k range for bombers and gunships so they stay closer to the warship and carriers have all their wings set to a standard of 4k.
-Really? Did the mod update? Thought it was still 2k with 3x on carriers from the tooltips.

Beam toolips are a little weird in the calculation of stats. The Graviton Beam is not continuous but its close. It is primarily a PD weapon that can be a nice assault weapon at close range. I thought that all beam weapons had "beam" in the name am I wrong there? If I say "burst pd laser" here I am just saying it so people unfamiliar with the mod understand the comparison. I probably should just keep it consistent with the mod name though.
-Huh. Probably it powers down then back up, but never actually stops. a 6 second refire delay, 200 dps, and 1200 damage per shot. 200 dps multiplied by 6 seconds equals 1200 damage. That is weird.
-Burst PD laser is a laser, but so is pulse laser, which is a projectile weapon. Cutlass laser PD system is projectile, I think. Lances are always beams I believe.
-Wish tooltips just had projectile speed as well, even if it was in "slow/medium/fast like turning speed or projectile manuverability. And beams are instant, naturally.
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Morrokain

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  • Megalith Dreadnought - Archean Order
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Oh whoops on the OP trade-offs I misunderstood and yeah that is correct. I thought you were talking about the removing-bays hullmod's potential bonus.

The LP have Dampeners mostly because I wanted to keep their systems low tech, and the Dampener was the closest powerful system that isn't Combat Capacitors or a weak system like Flares. Combat Capacitors already saturates much of the low tech - and doesn't synergize as well with Safety Overrides in comparison to the Dampener.

The mod is currently at 1.4.0.2. It may be that you missed the most recent update. Other than the carrier ranges I think it was the update that rebalanced wings and PD and fixed a couple of bugs. If your Talon wings are still at 20 armor and not 100, then you know that an update is available.

I forgot about "lances" and yeah they are always beams. I'll change the Burst PD Laser to Burst PD Beam so as to keep it consistent. I'll double check, but the only place I can add that info to the tooltip iirc is in the same place that already details things like EMP arcs, Hard Flux vs Soft Flux, etc. I know I can remove DPS calculations for things if that ends up being less confusing/useful.
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