Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 2 [3] 4 5 ... 49

Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697781 times)

gun&drink

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.3
« Reply #30 on: March 31, 2018, 04:57:55 PM »

I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.3
« Reply #31 on: March 31, 2018, 05:02:54 PM »

I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Inventor Raccoon

  • Captain
  • ****
  • Posts: 451
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.3
« Reply #32 on: March 31, 2018, 05:08:51 PM »

also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Logged

gun&drink

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.3
« Reply #33 on: April 01, 2018, 01:34:36 AM »

The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Oh crap, I saw it in a Persean market and thought it was from this mod because the aesthetics are similar, my bad
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #34 on: April 02, 2018, 07:51:22 PM »



Another update, more elite ships! Along with some changes.

8.0.4
-new nailer sprite/stat changes
-added jar file for advanced scripts
-New Capital, Javanicus-Class Armored Battlecruiser
Removed regular Javanicus from campaign spawning
-New Built-in Fighter, Perryi-Class Corvette
-New (M) ships, Hammerhead (M) and Nailer (M)
-Replaced Brawlerhead in campaign with Hammerhead (M)
-Raised spawnrates for all ships in Campaign.
« Last Edit: April 04, 2018, 11:48:32 AM by Knight Chase »
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.4.1
« Reply #35 on: April 04, 2018, 01:18:03 AM »

8.0.4.1
_Redone Hammerhead (M)
Adjusted turret mounts/sprite
Hammerhead (U) now named in rise of the phoenix

Now you know its an upgraded Hammerhead!
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

atretador

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #36 on: April 09, 2018, 04:34:49 PM »

Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #37 on: April 09, 2018, 06:22:57 PM »

Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
They're a bit rare! I'm gonna have to up the spawn rates even more! But fear not, the actual Mayasura faction will be up by the end of this month or a week after!
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Blothorn

  • Commander
  • ***
  • Posts: 116
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #38 on: April 13, 2018, 11:31:35 AM »

I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #39 on: April 15, 2018, 09:28:43 PM »

I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.

Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.
Spoiler
[close]
« Last Edit: April 15, 2018, 09:39:06 PM by Knight Chase »
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Blothorn

  • Commander
  • ***
  • Posts: 116
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #40 on: April 16, 2018, 11:34:13 AM »

Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.

That looks good--I think the only notable outlier remaining is the low replacement rate for the durability, but with the reduced wing size I doubt that is as much of a problem.

While I am here, some other thoughts from my PL campaign:
  • The Gandiva probably wants "STRIKE, USE_VS_FRIGATES"--there are few times I want to blow 3600 flux shooting a large projectile weapon at a fighter.
  • I really like the feel of the Winghead--the front shield and hardpoints make it clearly forward-focused (although without enough forward-facing mounts to be overwhelming), but the generous shield arc and rear large make it relatively resistant to flanking. It has proven good at pressing the attack on priority targets while ignoring (and occasionally killing) flanking frigates, but I frequently find myself wondering whether three hammerheads might not be doing more.
  • The Javanicus surpasses the Jeanne as the fastest ship capable of mounting ATC beams, and I think that may be a problem--it can solo almost anything it can outrun with <2000 su range (most caps in total) by mounting a HIL or TL and bouncing between hard flux range (an already-high 1600 with needlers) and beam range to drop hard flux while using the beam to keep the opponent's shield up. (It could also just kite with a Gauss Cannon, but the lack of AP would make that a much slower process.)

    Given its speed, I think the only place it needs extra range is boosting the small ballistics to compete with medium/large ballistics--I do not think the energy mounts need help, particularly when mounting already long-ranged beams. I would thus suggest either:
    - Add a hullmod giving -40% non-pd beam range (similar to how ATC reduces PD range).
    - Remove ATC and add a hullmod granting a ballistic range buff--either 30-40% or a flat 200-300, which could then be combined with ITU/DTC if desired. This would normally be my preferred solution because it makes the bonuses more transparent (stacking rather than offsetting) and gives the player more build flexibility, but it might make LDMG builds too good--since they are PD they only get 60% from ATC (480 final), but would be 600 with a 40% bonus and 680-780 with a flat bonus.
    - The same as before, but buff non-beam non-pd range, giving an unnecessary but not, I think, too terrible boost to energy projectile weapons to keep LDMG builds in line.
    - Remove ATC entirely (and probably buff the ship otherwise)--I do not think it really needs the range; with railguns and ITU it still matches the hard-flux range of energy larges (exceeding it with needlers), and it has the mobility to close range against most opponents with ballistics. Not my favorite solution, but I think an option to keep in mind.
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.4
« Reply #41 on: April 20, 2018, 06:19:23 PM »

Mayasura is big on its elite fighters, but I figured they could use one more lethal bomber!

Spoiler
[close]
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.8.1a] Mayasuran Navy 8.0.5
« Reply #42 on: April 23, 2018, 10:39:18 PM »

Now, the most upgraded Sphyrna of Mayasura's whole fleet is upgraded. Can you tame the most elite shark out there?!

New update, 8.0.5!
Mostly a balancing patch along with some buffs/nerfs to some specific ships. New content has been added with the new Ferox-Class heavy bomber along with the Mokarran (M) getting a significant buff.

Spoiler
[close]
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Igncom1

  • Admiral
  • *****
  • Posts: 1496
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.5
« Reply #43 on: May 14, 2018, 04:16:32 AM »

Can someone verify the Winghead cruiser losing hull integrity after battles for no reason? I just won a battle and it has lost 31% of it's hp in the after battle report. Which is expensive to consistently repair over and over.
Logged
Sunders are the best ship in the game.

Sarissofoi

  • Captain
  • ****
  • Posts: 405
    • View Profile
Re: [0.8.1a] Mayasuran Navy 8.0.5
« Reply #44 on: May 15, 2018, 12:42:27 PM »

Nice mod.
Amazing looking ships. Really like all this bigger hammerhead brothers.
Two things.
Mayasuran Navy refit come with no penalty. Its straight upgrade. You could add at last some increased upkeep and increase CR cost(?) as they are more elite.
Sarrisa name. All Eagle type mid lane ships come with bird names. Eagle, falcon, heron, Gryphon(well not bird but flying), vulture(from SSP). I like this name(obviously just check my nick) but it doesn't fit really.
« Last Edit: May 18, 2018, 09:09:10 AM by Sarissofoi »
Logged
Pages: 1 2 [3] 4 5 ... 49