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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Mayasuran Navy 8.3.5 RC2  (Read 345906 times)

MrMagolor

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #480 on: September 19, 2021, 11:32:02 AM »

Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.
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Godvana

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #481 on: September 20, 2021, 06:18:34 AM »

I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
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geminitiger

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #482 on: September 21, 2021, 12:59:48 AM »

I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
I thought that about Exhaulted but this game they are doing great, Mayasurans never have a problem in my games either. Sometimes factions do just get hosed before they get started, especially the in Varya's Sector.  ;D


Really love this mod, the ships and faction fit right into the game seamlessly, one of my top2 faction mods. (I think both this and VIC are 10/10 mods)
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Godvana

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #483 on: September 22, 2021, 05:53:20 AM »

I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.
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DownTheDrain

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #484 on: September 22, 2021, 06:42:25 AM »

I think you're probably right on VS being the issue, I think the Hegemony is a little too strong.

I don't think VS is the main issue.
I don't use it and the Mayasurans never amount to anything in my games unless I personally help them out. They start with a single planet and powerful enemies so that shouldn't come as much of a surprise.

Lovely ships though...
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #485 on: September 27, 2021, 10:36:59 PM »

EXPECT AN UPDATE THIS WEEK; Mayasura will be known as the BIG gun faction.
Spoiler


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« Last Edit: September 27, 2021, 10:49:03 PM by Knight Chase »
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #486 on: September 27, 2021, 10:56:26 PM »

Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.
Haha, not a bug. Kind of intended, since it's a conversion like the converted hangars hullmod, you get fighter bays but they really aren't standard since I add them through a skin. I've added the same hullmod to the Nebulosa (M) so look forward to that.

I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
I thought that about Exhaulted but this game they are doing great, Mayasurans never have a problem in my games either. Sometimes factions do just get hosed before they get started, especially the in Varya's Sector.  ;D


Really love this mod, the ships and faction fit right into the game seamlessly, one of my top2 faction mods. (I think both this and VIC are 10/10 mods)


Awww thank you. I'm pretty proud of Astarat for making VIC such a nice mod. I made a couple of the fighters for the faction as well.

Great mod there! Loved the vanilla style aesthetics. One thing though, would you consider changing the drone system of the Argentavis into a build-in LPC?

Not sure, the drone system is meant to have it soak up damage for you on the very tip of your front hull when your shields are down. Making it an LPC would mean adding a deck and it's meant to be more like a fully armored chunky destroyer.

One last thing, if you have any opinions about ship balance etc, post em. I'm looking to buff some ships back to usefulness instead of retiring them.
« Last Edit: September 27, 2021, 11:00:34 PM by Knight Chase »
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Godvana

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Re: [0.95a] Mayasuran Navy 8.3.5
« Reply #487 on: September 29, 2021, 10:48:20 PM »

Looking forward to the new update, definitely in my top 3 faction mods along with Kadur Remnant and Tiandong.

Ship balance wise I feel like the Argentavis is a little to expensive for what it does, it seems to suffer with flux shortages with 4 medium guns, its elongated shape makes it hard to avoid damage which further compounds on to the aforementioned flux issues and with a cost of 15 id rather just have a light cruiser in its place like the Falcon or the Tahlan Phoca, both of which cost the same. Just seems like it has a bit of an identity crisis; to big to function as a destroyer, too small to function as a cruiser. But that's just my opinion.
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #488 on: October 02, 2021, 10:59:10 PM »

When you hear those cannons go boom..



8.3.5 RC2
-Changed Skybreak's name to Skysplitter
-Changed Nebulosa (M)'s frontal large railgun to a deck, added Mega Ultraviolet Pulselaser.
This significant change in role will definitely change how you build the Nebulosa (M) along with giving it a very hefty gun and fighters to match.
-Changed Skysplitter's two front large mounts to the Avenger.
So, this change removes the modulars in exchange for the new gun, I hope you have fun with it!
-Added Invasion Mission that can be taken while under commission to take over the Lost Astropolis and Port Tse Station in the Mayasura system.
-Finally fixed relation bug in Nex, so you will be hostile to almost everyone and have allies with the persean league.
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Nilands

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #489 on: October 03, 2021, 04:40:12 AM »

Woo! I guess I like the idea of only Excalibur having the big cannon
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Godvana

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #490 on: October 04, 2021, 02:59:03 AM »

I just want to say, the Avenger is so much YES  ;D
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DrTechman42

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #491 on: October 04, 2021, 10:53:47 AM »

Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!
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Knight Chase

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #492 on: October 04, 2021, 06:13:12 PM »

Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!

I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.

In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.

Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.
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Szasz

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #493 on: October 07, 2021, 05:10:34 PM »

Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

Spoiler
On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!
[close]

I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.

In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.

Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.

The Excalibur(M) feels quite balanced rn, probably a bit overvalued DP wise but it can be built flux neutral -even with shields up- with Flux Regulation (skill), max vents and Flux Distributor (hullmod) and it is a very capable fire support like that.
What's broken about it is the graphical glitch on dead entities that make it look like invisible plasma grenades are misfiring, the AIs tendency to ineffectively spam cluster ammo against shielded enemies (non-piloted Excalibur > non-piloted Excalibur(M) ), leading pip unchanged on the snail-like anti-matter shell and the missing system description. Oh and by a hair's breadth misses that repeatedly don't detonate. I can do that on an Atlas Mk.II on purpose but sadly it happens quite often even unintentionally. They tend to, however detonate prematurely near an untargeted enemy.

Sadly some Mayasuran ships are so OP starved I could not make anything out of them when I did a destroyer run.

I like how prototype phase cloak does not count towards Phase Corps' peak operating time, thus not reducing the bonus on my Harbinger.

edit: looky what I found

ps. Can you make plasma grenades work against phase ships? Sticks onto them, they go into p-space, fuse timer runs off aaand... nothing happens. - correction: they glitch the same as with dead targets and deal no damage
« Last Edit: October 07, 2021, 07:21:24 PM by Szasz »
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Godvana

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Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« Reply #494 on: October 07, 2021, 07:52:08 PM »

More ship feedback, this time on the updated Nebulosa (M)

- I think its too strong for its OP cost, it gets the prime warship hullmod (better flux, better fighter refits, lower bomber cost, better armour), two fighters bays, and the excellent Avenger cannon only at the cost of 10 OP and a large missile slot. I would restrict the Avenger to the original Nebulosa firing arc (so it cant pass over the bridge) and drop one of the fighter slots.
- As much as I love it, I think the Avenger is also a little op. Personally I would bump its range down to 900. Seems fair considering how versatile it is (like the Mjolnir Cannon)
- Its also possible for me to fit the converted hangar hullmod on the Nebulosa (M), shouldn't be possible as it already has hangars.
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