Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 24 25 [26] 27 28 ... 275

Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1710064 times)

robokill

  • Captain
  • ****
  • Posts: 424
  • Hey, over there stop looking at my guns!
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #375 on: May 17, 2012, 10:55:30 AM »

Nomads need faster spawn rate.
Logged

robokill

  • Captain
  • ****
  • Posts: 424
  • Hey, over there stop looking at my guns!
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #376 on: May 17, 2012, 11:09:29 AM »

Bug nine meter nailers at tri tech station.
Logged

toyslar

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #377 on: May 17, 2012, 11:58:52 AM »

Could you add Gun Runners to your minimash?
Logged

cp252

  • Admiral
  • *****
  • Posts: 586
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #378 on: May 17, 2012, 12:07:30 PM »

Not sure he wants to. In terms of scarcity of specific powerful weapons, Gun Runners completely break the balance. Also their ships fill no roles which the Lotus Conglomerate doesn't already.
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #379 on: May 17, 2012, 12:20:05 PM »

First of all, thanks for the feedback!

Not sure he wants to. In terms of scarcity of specific powerful weapons, Gun Runners completely break the balance. Also their ships fill no roles which the Lotus Conglomerate doesn't already.

This :D.

Nomads need faster spawn rate.

I'm quite satisfied with the current modded factions spawnrate. Would you elaborate the reason why I should increase the Nomads influence over the system?
Logged

keptin

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #380 on: May 17, 2012, 03:52:05 PM »

My balance concerns with the Antediluvian mod still stand.
As an example, the sonicturret is a 12 OP medium-mount weapon that does 42000 DPM, that's 12000DPM MORE than the 16 OP large mount Hellbore and it's mounted on this:



A thin target more difficult to hit than the Hound,



This is not an occurance with the Antediluvian mod, but a theme.  All other medium weapons do 7000-15000DPM, so why does the sonicturret do more damage than one of the most powerful heavy weapons in the game?  This isn't simply a "I think this weapon could use a nerf", it's not even in the same ballpark. I'm not arguing for the removal of the mod from the collection, but every weapon in this mod needs to be reevaluated.  Until this is addressed I'm removing the Antediluvians from my personal copy as they just aren't fun to play with.  

Erik, please please please balance against vanilla, not your own mod.

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #381 on: May 17, 2012, 04:32:12 PM »

I'm tending to agree with keptin, the antes got too big a leap in terms of weaponry,

The argument sorta stands in that, it's mostly, the energy weapons, they do too much dmg.

For example, the Heavy blaster which does 400 dps at 720 flux/s is outmatched by even the medium Solon which does 700 at 1000 flux/s
More than 50% increase in damage, more flux efficient, for the same OP, and only 50 less range.

Then there's the Delphi, this weapon is more like the Doom cannon on the Gila monster, but you get the point, it's only a medium mount.

It may just be that they never miss, because unlike other blastery weapons, these retain their effectiveness by having a fast proj velocity, trust me if they weren't 1000, they'd be much much less effective.
Even though they may max out their flux in only 2-3 shots with these weapons, they don't have shields, so you can't overload them. They are above 100+ m/s average for most ships there are quite some tweaks to be had, but it doesn't need to be removed.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #382 on: May 17, 2012, 04:57:05 PM »

My balance concerns with the Antediluvian mod still stand.
As an example, the sonicturret is a 12 OP medium-mount weapon that does 42000 DPM, that's 12000DPM MORE than the 16 OP large mount Hellbore and it's mounted on this:



A thin target more difficult to hit than the Hound,



This is not an occurance with the Antediluvian mod, but a theme.  All other medium weapons do 7000-15000DPM, so why does the sonicturret do more damage than one of the most powerful heavy weapons in the game?  This isn't simply a "I think this weapon could use a nerf", it's not even in the same ballpark. I'm not arguing for the removal of the mod from the collection, but every weapon in this mod needs to be reevaluated.  Until this is addressed I'm removing the Antediluvians from my personal copy as they just aren't fun to play with. 

Erik, please please please balance against vanilla, not your own mod.

Hmm. The low max flux on Antediluvian ships prevent high DPS with those weapons, but I can see
how it may prove overpowered when mounted on a different ship. I'll give the Donovan a downgraded
version of the Solon sonic turret. And lower the damage on the Solon itself as well. I'll up
the OP on the Solon as well. This also goes for the Delphi, of course. (might have to make that
one a heavy, instead of medium)

What are your issues with the other weapons though? The slug turrets (vulcan-like) weapons seem
fairly balanced compared to vanilla. And the torpedo launchers are roughly similar to the (single)
and (rack) torpedoes already in vanilla. Though I've been meaning to remove 1 torpedo ammo from the
advanced launcher.

Took me a long time to balance the ships. And I had to rebalance them with the introduction of these
weapons. But the weapons themselves also need some adjusting. They're a pretty fresh addition.
So keep the feedback coming. It is helpful.
« Last Edit: May 17, 2012, 05:00:07 PM by Erick Doe »
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #383 on: May 17, 2012, 05:11:26 PM »

How about making them take up a larger flux per shot instead? so they'd be able to fire them less often, say like... 1750-2000 flux to fire, you could up the damage just a bit, as long as you make them use it less.

That or you can turn the weapon into kinetic/fragmentation so they can stay competitive.

 
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #384 on: May 17, 2012, 05:20:20 PM »

How about making them take up a larger flux per shot instead? so they'd be able to fire them less often, say like... 1750-2000 flux to fire, you could up the damage just a bit, as long as you make them use it less.

That or you can turn the weapon into kinetic/fragmentation so they can stay competitive.

 

I think I'll just lower the damage, initially. And make the Solon and/or the Delphi heavy instead of medium. Also increase OP. The big unbalancing problem is that these guns do high DPS with vanilla ships, because they have higher max flux (and roughly the same dissipation as the Antes), can be mounted on medium slots which gives lighter vanilla ships way too much DPS when using these weapons.
Though if that doesn't grant satisfactory results, I'll also have a look at the flux usage. We'll fix these energy guns.  ;)
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #385 on: May 17, 2012, 05:39:20 PM »

Aaaaaand the latest exams\Diablo completely took me off-guard (balance wise).

I hope it will come back to (Uomoz's) Corvus with the next tweaks for Antediluvians.

Keep up the good work guys!
Logged

2_Wycked

  • Commander
  • ***
  • Posts: 137
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #386 on: May 17, 2012, 08:33:45 PM »

I've been playing for about an hour, and noticed that the Purifier's station is still empty, and supply fleets in general seem to take quite a while between trips. Am I just used to more fast-paced mods, or is there something I'm missing?
Logged

vorpal+5

  • Captain
  • ****
  • Posts: 286
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #387 on: May 17, 2012, 10:42:58 PM »

The Cleat bomber with its torpedoe is working, but not the dagger bomber.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #388 on: May 18, 2012, 02:40:39 AM »

Solon:
Lowered range by 25
Increased flux use by 100 PS
Lowered damage by 150 DPS
Increased OP by 2
Decreased turn rate from 0.15 to 0.10 (from medium to slow)

Delphi:
Lowered range by 50
Increased flux use by 150 PS
Lowered damage by 150 DPS
Increased OP by 2
Decreased turn rate from 0.15 to 0.10 (from medium to slow)
Changed weapon from MEDIUM to LARGE

The Sonic weapons are now unwieldly slow, but still accurate. Take up a lot of flux per shot. Have significantly less damage and slightly shorter ranges. Require a bit more OP to operate. And the Delphi needs a large slot instead of just a medium.

If this isn't satisfactory, I might change the interval between shots to take longer. This will lower the DPS considerably more, but won't stress the flux usage.

Also, keep in mind that these Sonic weapons eat a lot of flux. It is not a simple comparison sum of 550 x 60 = 33000 DPM and 250 x 60 = 15000 DPM "Oh the 550 weapon does more DPM". In practise, a lot of ships won't be able to allow a Sonic weapon to fire much because of flux limitations, considerably lowering its DPM compared to a weapon that might initially have less DPS but also eat up a lot less flux.
An example being the Donovan, who can only fire once every now and then, and has to wait a long while for the flux to dissipate.
« Last Edit: May 18, 2012, 03:05:05 AM by Erick Doe »
Logged

mendonca

  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: Uomoz's Corvus 14: Incursions & Relics (Factions Collection)
« Reply #389 on: May 18, 2012, 02:55:08 AM »

To mitigate the Solon being OP on ships with larger flux reserves, could you convert it to Burst operation (rechargeable mag), so that the fire rate over time is more of a hard-limit?
Logged


"I'm doing it, I'm making them purple! No one can stop me!"
Pages: 1 ... 24 25 [26] 27 28 ... 275