thanks for the answer
I understand that putting everything out without copywriting was not very correct, so I will wait for the author's response.
Much appreciated.
I will immediately apologize for possible errors in the language and get down to business
Let me explain why I did this and why and you yourself decide whether such ideas are balanced or not
Sounds good, let us dig in.
At first in one way or another, obliterators shooting at fighters do not succeed either in AA or in an attacking role
and very scary to watch how havy obliterators shoot full clips in 1 fighter right before engages it seems to me that the group of obliterators combined with anything is not showing itself very well, or more specifically to say it has big losses and instability in dealing damage for a strike weapon
Yeah 100% agree there and made the change last night. I think I originally thought it would be better against things like bombers, but wasting the charges/flux on interceptors makes it feel a lot worse than it could be.
I really like your mod and I wanted to make a "filler" weapon more unique
Thanks.
for example iridiums that cost less flux and can shoot at rockets become not good PD but only available kinetic PD in kinetic slots
icers with same tweaks become far worse PD because of their turn rate but they are an attacking weapon anyway and now i have opportunity not to add PD on ship's bow but install group of icers if I have other weapons of the appropriate radius that increasing the ability of small ships to attack without being too vulnerable as it be without PD at all.
You are referring to using these with Integrated Point Defense AI, correct? That is supposed to be viable and those weapons are supposed to be good candidates, so I'll experiment with less flux. I think I increased it within the last couple updates because I also increased those weapons range a bit.
changes with Avalanche mostly done to have choice in comparison to Photon Cannon but with default flux cost I did not see that someone chose avalanches(but how do they sound!:))
Photon Cannon won't be a competitor in role in the next update. Its damage type has been changed to energy. Energy based ballistics are now part of the Persean League's tactical niche. Not saying some flux reduction isn't warranted, though, I'll take a look.
about sabots - all i want a little increase their speed,but i cant(don't knowing java or programmings stuff at all and thats why recompilation is too hard for 1 tweak) i did not want change your idea that they should check enemy PD but in current reality high explosive harpoons or anything else better as artillery rockets on shields dmg rockets - 4 heavy sabots have a chance to hit 4 medium also sometimes can hit with 1 rocket enemy with 2 PD if you unload full clip.Compare to AA Widows harpoons Shockwaves and ofc Thunderbolt they are never an option.So, I just increased their hp to 125 - a cheap solution
Like the Thunderbolt, this one is tricky to balance. The difference here is the relatively high armor penetration in comparison to other kinetic missiles. Making it able to get through PD more easily can turn it into a siege missile that can kill everything. I will increase it's speed a bit like you originally wanted and see how it goes. I definitely get the concern that the higher tier missiles might outclass this one and make it obsolete. That's not intended.
gatlings(small) have a really too high recharge for a small weapon - i understand that they should be "hit and run"\strike weapon but they can do this only at 1 fullclip charge. I try to make them with same "strike" idea but with faster recharges - fullclip unload still strong but without fullcharges it become sustain armor breaker with lower dps than assault autocanons(they are still much better in this role) this tweak also looks unexpectedly synergistic - gatlings make armor weaker another energy weapon hits a weak point. Heavy Gatlings very cool and strong but still slow to reload - I'm just a little reduced damage to compensate for the increased recharge.In fleets battles neither the ai nor the player has time to charge at least half the clip and as sustain weapon it will be irrelevant.
Fair. I haven't looked at the specifics yet, but this change is very likely to be made.
I think it’s also necessary to touch a little the Artillery Blaster because it looks cool but its role doesn't fit anywhere - you need a long-range weapon - Phase Cannon, Burst Siege Beam both cheaper on flux with actually more dmg. Yes you have additional 100 range but for what price? Maybe add them more emp dmg?or range? I don't think significantly reducing flux will be good - artillery should be artillery
I think more range is probably the answer. I generally dislike messing with OP because it requires so many variant edits, but that could potentially be another thing I could do.
and at last I would like to talk about our lord and savior Atlas MK2 - i understand that increase O.P. points and make safety override not inbuid but always installed mod - cheap solution but giving player opportunity to use atlas2 not only as start variants(actually i dont know people who use it) by simply removing safety overrides(1100 range cap too limited in the choice of ship roles). And also in the late game, you can repair it and use it on the roles of artillery or support artillery ship.
Ah right the range cap. Good point in regards to limiting player use. That being built in is more of a Luddic Path theme anyway. Another very likely change.
I hope to read this tongue-tied message was not too difficult and I hope this will help in your work
and again thank you for such a quick response.
Ps if you still need weapons stats I will send them to you in PM or I can write them here.
It seems clear and is helpful. I have the stat mod available as a reference and I'll ask if anything needs more clarity. Thanks again for taking the time to write out your thoughts.
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I am playing through your mod, and enjoying it. I want to give some feedback on playing as the Adamantine Order. I started with the Night Reaver super-ship, which make for an amazing flagship. But even with that ship, the start is still extremely hard and I think I had to restart about a dozen times before figuring out how to get my fleet built up enough to survive. The night-reaver can't handle being outnumbered with the starting loadout, and needs some upgrades and escorts to efficiently take on enemy fleets. The Adamantine Order starting system is really cool: I love that it is hidden in a warp storm, and that it is also a haven for pirates.
One of the hardest parts is that there are very few options to make any money early on. I think it would have been easier had I started out as a smuggler with some freighters and just smuggled at the beginning, but the night-reaver ship is ill-suited to most missions. It doesn't have the logistics for exploration missions, and isn't fast enough to survive well in enemy systems. And pirate bounties are off the table, as you cannot afford to *** off the pirates when they have massive fleets roaming your 1 friendly system. Being hostile with independents is really rough, as it isn't safe to approach even friendly stations because you will frequently be attacked by random mercs.
Salvaging more ships helps, but too many random ships cancels out one of the greatest advantages of the admantium ships: tiny sensor profiles. I spent the first 6 months in the starting system doing minor jobs, salvaging, and waiting for enough commission checks to buy a very expensive freighter and a couple destroyers, and shopping for mod specs (I can't live with a speed 7 ship without augmented drives). After several hours of playing, I managed to form a nice group of stealthy destroyers and freighters, and am having fun sneaking into enemy systems and hunting down their smaller fleets. Has the feeling of running a submarine wolfpack.
The combat is definitely an improvement over vanilla, with a lot more viable options. Filling the night reaver with heavy fighters to take down enemy ships' engines and shields, then finishing them with phase beams seems to be an effective strategy for me. The fighter phase shield system seems very effective at keeping tough attack fighters alive while they kill things. Later I filled it with interceptors and PD to escort my dreadcarrier, and it is very good in that role.
A lucky exploration haul got me enough to buy a malevolent dreadcarrier, which is is a blast to take into battles. It is even slower than a paragon, which is probably needed to balance it. It is set up to single-handedly win air wars: it was able to beat 2 astrals and an array of smaller ships with just the night reaver and a few destroyer escorts. It plays very distinctly from the Astral, with it being more optimized for fighters as opposed to the bomber waves that the astral system incentivizes. The phase shield system ensure that the heavy fighters and gunships survive long enough to deal some damage, and it almost never seems to run out of fighter replacement rate. The front shield emitter is probably a little overpowered on this ship, as it gives 360 coverage and cuts 525 flux cost. That plus stabilized shields means the dread-carrier can keep up shields constantly except to bleed hard flux. It supports 2 tachyon beams fairly nicely while keeping shields up, which are incredibly strong at killing off smaller ships at extreme range.
The Harbinger AD is pretty OP, with its 1000 base flux dissipation and phase shift which only cost 300. With something like an anti-matter blaster, it can phase shift in, pump out 12k damage in 3 seconds and then phase shift away while regenning the soft flux for the next burst. It's rather expensive for a destroyer, but it will take down most cruisers in a single burst.
Thanks a lot for the feedback on your playthrough.
Some initial thoughts:
The Adamantine Consortium start is the hardest starting option- since they generally have the best ships of any faction. The AI can sometimes struggle to make effective use of the phase ships, but players can dominate with them. The Malevolent is strong all the way around and competes with the Megalith in power and deployment cost. There are some tweaks to that in the next update. Though these ships are meant to be OP to be scary to the player as an enemy faction, that is because they will not be salvageable/recoverable later. They are more available now mostly for testing purposes so players can get their hands on them. Once I develop a mission to allow players to get the blueprints, they will be made unboardable and the only way to get them will be to play as the Adamantine Consortium or sneak into Brelter in the Mordreath Triangle to buy them- which is
not easy with all the dreadfleets and pirates that swarm there and I don't think that market often sells capitals so those will be especially difficult to get unless you get a commission- which will also be difficult. It will hopefully be a really neat way to make use of the upcoming story point system.
Archean Order will probably go the same way. You can kind of think of these factions as on par with Remnants- though Archean Order a bit less so and their ships will be slightly more accessible - well possibly. I haven't fully decided how I am going to go about that faction, yet.
Another thing I am hoping to address (not sure if it will be this update but it was originally planned to be) is the lack of mission availability when playing as the Consortium. I want to add another system for them that will help introduce more procurement opportunities and give access to some less stable markets. Hopefully that will help out the early game money making opportunities. Ideally, I would want to eventually make another mission system specifically when starting as the Consortium. Something that provides combat opportunities similar to pirate bounties since those, as you said, will be hard to do when it alienates your one ally.
Independents are hostile because Adamantine Consortium is notoriously cruel and predatory to their worlds. Most factions don't like the Consortium and some outright seek to wipe them out. Independents are one of the latter category. It certainly is difficult when a merc fleet spawns on top of you though. I think about ways of reducing the chance of that, but I'm not sure how possible it will be.