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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1713456 times)

NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #465 on: June 01, 2012, 12:50:50 PM »

I received some feedback about convoys not delivering items to the IFed station, and sure enough, convoys were absent in SectorSpawn.java.  That and more has been fixed in IFed v1.19 (released).

Can't wait for this to get into the mod!

By the way, I'm running 15.3 and I purchased the JP Banner.  I'm still Neutral to Antediluvians.  Dunno if this happens for other pirate factions too, though.
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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #466 on: June 01, 2012, 12:52:42 PM »

Can you send me that save in a PM and explain the combination (if present) of banners you purchased? That's actually not intended! :D
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Cathal

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #467 on: June 01, 2012, 05:30:08 PM »

Thank you, Sarkovar!
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IIE16 Yoshi

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #468 on: June 02, 2012, 03:19:07 AM »

IFed fighters and carriers ready to expand into the world of Uomoz's Corvus? :3
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Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #469 on: June 02, 2012, 03:25:12 AM »

Yep. (gotta do a few things right now, will update link later :D)
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Sörre

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #470 on: June 02, 2012, 08:13:07 AM »

I have been playing around with the Lotus ship the last couple of days and I feel that the Interpid Battleship is a bit over powered in terms of fire power.
Sure it is 28 FP and cost 204000 credits to buy and that is not including weapons which I am fine with. It is just that it got five big missile mounts where four is in turrets and we all know that missiles and torpedoes tends to do a lot of damage.


The Locktide MLRS from Keptin´s Interstellar Federation is a missile launcher with ten unguided projectiles and it deals a total 6500 damage in high explosives, has 200 in ammo and fairly short reload time.
On its own the Locktide is a fine weapon able to deal with any target as there is a small spread so you can take down fighters and hurt capital ships.

The problem is if you put four of those in the big missile turrets on the Interpid you´re able to deal 26000 HE damage in one burst and that is a lot of damage, either the ship is dead or overloaded.
And the sheer number of projectiles (40 of them) will overload any PD defense and make through to their target, the only way I can think of to stop the swarm is a wall of dual flak cannons unless it is from point blank range.
If you put torpedoes on the ship you got some nice burst damage but they can be shot down if you got enough PD. Torpedoes also come with a long reload time and are often fairly slow and hard to aim.

But the Interpid also have 10 medium ballistic mounts where I have put 4 Dual Flacks, 4 Heavy Maulers, 2 Hyper Velocity Drivers and 4 Gauss Canons.
Those alone can deal out a big chunk of damage killing anything smaller than a cruiser in seconds and are useful in support roll against bigger targets as they will raise the flux so the Locktide will have a clear shot against the hull killing anything in its way.

You can see my load-out here and it can solo anything from a swarm of fighters and frigates to multiple capital ships if you fly it yourself and kite them and the ITU hull mod just makes it easier.
The AI have problem using the Locktide at its maximum capacity since the "short" range and will only fire it at nearly point blank.
The high amount of vents allow the guns to fire for extended periods and the high flux capacity give you near immortality against the AI as the Interpid is able to get in and get out because of its speed and maneuverability.





Bottom line is that this ship with this load out is able to *** anything that gets in range.
But I have no idea on how to fix it other than telling Keptin to stop making so awesome weapons. They scale fine with his ships but if you put them on other ships you just created space monsters.
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Sunfire

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #471 on: June 02, 2012, 11:18:50 AM »

And how much money did it take to kit it out? Also, play however you want, so if something is op, don't use it
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #472 on: June 02, 2012, 02:09:22 PM »

Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
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DNAz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #473 on: June 02, 2012, 03:23:35 PM »

Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.
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Sunfire

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #474 on: June 02, 2012, 06:59:32 PM »

Holy mother of god.

No, I think he has a point.  Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous.  I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP.  I haven't seen a ship so forgiving with OP in a while.

Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.

He has left 1 large missile solt empty and 4 small missile slots empty, so that is about 50 op he is saving
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keptin

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #475 on: June 02, 2012, 07:50:14 PM »

I'll take a look at the Locktide, I never anticipated someone using 4 of them (88 OP), but they should be balanced enough to scale.  It may come down to giving it an energy/shot cost or something so packing on more become a burden.

Uomoz

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #476 on: June 02, 2012, 08:16:49 PM »

In the meantime, enjoy the new IFed ships in U'sc.

DEV4 is out! New IFed ships, JunkP fixes and Antediluvian diplomacy fix (thanks NikolaiLev!).
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IIE16 Yoshi

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #477 on: June 02, 2012, 08:24:42 PM »



Me right now.

Now, watch the IFed fighters have extortionate refit costs that drain my supplies in one battle. :L
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NikolaiLev

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #478 on: June 02, 2012, 09:55:23 PM »



Me right now.

Now, watch the IFed fighters have extortionate refit costs that drain my supplies in one battle. :L

I echo your enthusiasm!

I'm still waiting on being able to play on Antediluvians, though...

Oh wow!  This dev is savegame compatible!  I'm so glad now; my Junk Pirates game I got extraordinarily lucky and found a small Lotus group who had a non-battle ready (but otherwise immaculate) Kraken.  :3
« Last Edit: June 02, 2012, 09:58:38 PM by NikolaiLev »
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keptin

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Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #479 on: June 03, 2012, 02:07:18 AM »



Me working on IFed v1.2.  It's gonna be a big one.
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