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

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Author Topic: [0.98a] Mayasuran Navy 12.0.0 RC1  (Read 921262 times)

Sarthaeil

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #840 on: April 25, 2025, 10:46:21 PM »

Awesome mod. I like the ships it adds, specifically the Vishnu. that being said i have noticed the Vishnu(M) is missing .ship file and is also missing from ship_data.csv despite having all sprites available as well as the mark vll B data. Just decided to point that out in case that was a mistake. If not, well i still added it back on my end (really like the blue paintjob).
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sot

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #841 on: April 26, 2025, 10:46:47 AM »

How is Scaramouche and its heavy ion beams balanced? Six grand of shield damage for 232 flux on a 10 dp destroyer with great mobility. It's a monster of a flagship.
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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #842 on: April 27, 2025, 11:42:29 PM »

Some feedback about the Vishnu.
Let me say before hand, I love this mod, but I really don't like the Vishnu.

When I first saw it, I thought it was some kind of meme from some other mod I had installed.
It spins WAY to fast with Capital Jets + Aux thrusters.
Instead of moving it's guns, it's easier to move the entire ship to face the direction you want, it's silly.

Besides that, I love the design idea, but I found the default layout was maxing out flux like crazy.
(Also it has hardened sub systems when it has 11 minutes of PPT by default?)
It has loads of guns yes, but it can't last longer than 10 seconds in combat before being unable to shoot from overflux.
After more testing, it's not even the guns that are doing it.
I took the dual flak cannons and it does better, the default PD setup was pulling 1680 flux.
Even then, it still struggles with flux and I'm not sure how to build it.
The PD has such long range, they lock onto ships and are running constantly, burning flux while not really accomplishing anything.
I tried shield shunting just so I can get all the guns to shoot, and it seems to do the trick.. but now it dies to carriers and missiles.. even with all the PD.
At 80 points, it just feels way overpriced. It won in the sim vs 90 points of pirate crap, but lost 40% of it's HP and all of it's armor.
I'd buff the accuracy of the main guns, lower it's turn speed, and buff the shield/flux ratio. Right now it's a C tier capital imo.

 
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Ntxno

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #843 on: April 28, 2025, 04:10:07 AM »

Vishnu with vanilla weapons only. Shield shunt+elite captain, ship is pretty OP i feed bad using it against anything thats not endgame threats.

Love the oldschool battleship feel tho. Wish there were more ships with this aesthetic/utility.

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Lostinworlds

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #844 on: April 28, 2025, 10:55:48 AM »

Some feedback about the Vishnu.
Let me say before hand, I love this mod, but I really don't like the Vishnu.

When I first saw it, I thought it was some kind of meme from some other mod I had installed.
It spins WAY to fast with Capital Jets + Aux thrusters.
Instead of moving it's guns, it's easier to move the entire ship to face the direction you want, it's silly.

Besides that, I love the design idea, but I found the default layout was maxing out flux like crazy.
(Also it has hardened sub systems when it has 11 minutes of PPT by default?)
It has loads of guns yes, but it can't last longer than 10 seconds in combat before being unable to shoot from overflux.
After more testing, it's not even the guns that are doing it.
I took the dual flak cannons and it does better, the default PD setup was pulling 1680 flux.
Even then, it still struggles with flux and I'm not sure how to build it.
The PD has such long range, they lock onto ships and are running constantly, burning flux while not really accomplishing anything.
I tried shield shunting just so I can get all the guns to shoot, and it seems to do the trick.. but now it dies to carriers and missiles.. even with all the PD.
At 80 points, it just feels way overpriced. It won in the sim vs 90 points of pirate crap, but lost 40% of it's HP and all of it's armor.
I'd buff the accuracy of the main guns, lower it's turn speed, and buff the shield/flux ratio. Right now it's a C tier capital imo.

I think with the OP cost of weapons being reduced, autofit has some spare points for guns, and it inserts some generic hull mods like Blast Doors and Hardened Subsystems just to fill them out. Without changes to the base autofit template, you'll eventually get those hull mods on other ships too. And regarding fast rotation (forget Conquest): Invictus, that short brick rotates very slowly, but with skills + auxiliary thrusters you can get it to rotate pretty fast. With all the "slow rotating" guns and maneuverable ships, it's faster to align them with maneuvering. Oddesey with HIL as an example. You won't be able to track frigates without turning. So you're suggesting making the broadside ship sit there and absorb torpedo salvos? Advanced turret gyros solve the slow turn rate issue, the Mark VII has near perfect accuracy after ~1 second reload, so those are pretty weird suggestions. I would do "Capital Jets" with 2 charges or shorter duration, and would make unfold shield with 120 degrees ark and a little faster. Clumped gun placement make it very susceptible to EMP.
« Last Edit: April 28, 2025, 11:43:51 AM by Lostinworlds »
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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #845 on: April 28, 2025, 12:31:19 PM »

Vishnu with vanilla weapons only. Shield shunt+elite captain, ship is pretty OP i feed bad using it against anything thats not endgame threats.

Love the oldschool battleship feel tho. Wish there were more ships with this aesthetic/utility.


Thanks, I'll try adding some railguns and HV.
I want to like it, but maybe I'm just spoiled by the Javanicus.


I think with the OP cost of weapons being reduced, autofit has some spare points for guns, and it inserts some generic hull mods like Blast Doors and Hardened Subsystems just to fill them out. Without changes to the base autofit template, you'll eventually get those hull mods on other ships too. And regarding fast rotation (forget Conquest): Invictus, that short brick rotates very slowly, but with skills + auxiliary thrusters you can get it to rotate pretty fast. With all the "slow rotating" guns and maneuverable ships, it's faster to align them with maneuvering. Oddesey with HIL as an example. You won't be able to track frigates without turning. So you're suggesting making the broadside ship sit there and absorb torpedo salvos? Advanced turret gyros solve the slow turn rate issue, the Mark VII has near perfect accuracy after ~1 second reload, so those are pretty weird suggestions. I would do "Capital Jets" with 2 charges or shorter duration, and would make unfold shield with 120 degrees ark and a little faster. Clumped gun placement make it very susceptible to EMP.
That must be it. When I first saw Hardened Subsystems I thought I was missing some inbuilt SO effect on it.
"So you're suggesting making the broadside ship sit there and absorb torpedo salvos?"
Basically yes. Like a longer, two sided version of the Invictus. I'm not saying that would make it better in combat, objectively that would be a nerf, but I think it would feel more fun to play like that. When I first fought it, it was constantly spinning, like, comically fast for a ship it's size. My reaction was "wtf is this thing?" Not "Oh no a deadly super capital."
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Drachenor

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #846 on: April 29, 2025, 07:35:28 AM »

So is there any story or quest content or not yet?

I'm loving the ships and the like, and I see the custom portraits...just wondering if there is stuff to do.
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wingsofliberty

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #847 on: May 10, 2025, 06:28:15 AM »

Hello! Wanted to say the ships in your mod are amazing. But recent changes to diplomacy in vanilla Starsector have made it sorta awkward to play. You can't resolve the crisis in a peaceful way because you need a Persean League commission and Mayasura is separate in this mod, so unless you want to betray your faction, you have to fight the League while they use Mayasuran ships. I wish I could just join while retaining the Mayasuran commission instead of getting a Persean one.
Also, as people have been saying, (M) Scaramouche is insanely strong and quite casually punches above it's weight. In the simulator, one of them is easily capable of 1 v 1  a cruiser, two of them can even bring down an Onslaught. And that's even without me piloting one. Maybe it could use a nerf?
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Nemoto

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #848 on: May 14, 2025, 02:51:31 AM »

I think some weapons and ships from this mod are getting blatantly more OP compared to Vanilla balance and previous versions.

---WEAPONS---

Crawler Autocannon

The Crawler Autocannon looks really OP, outdamages Heavy Needlers and even large MarkIX Autocannons at 900 range. The flux cost is higher than Heavy Needlers but it has double the DPS, its projectile is slow but its still enough to hit large targets. It has negative flux effeciency but at the range it can be used means its far safer to use than Heavy Needlers. The range being 900 means that you won't need Ballistic Rangefinder to range match it with large ballistic mounts like on a Conquest compared to the Heavy Autocannon's 800 range which means more OP to spend on flux to counteract the negative efficiency.

Tiger Grenade Launchers

Only available as a built-in weapon but a pair of Tiger Grenade Launchers on the Victory M is obscenely OP, they do a ton of damage per hit and have extreme DPS which combined with the Victory's many mounts for kinetic damage makes the Victory M extremely OP. They even deal AOE damage which can damage other targets besides the main target and delete swarms of missiles and fighters. It doesn't need Extended Magazines but the sustained damage becomes even more absurd.


---SHIPS---

I think this mod has a ship bloat problem, there's just way too many ships when compared to Vanilla and most mod faction ships. There's also a ton of M variants of Vanilla ships that don't seem to have any purpose besides powercreeping them or just having a blue paintjob. The Champion M, Heron M and Falcon M are the biggest offenders IMO. On the other hand, the Sarissiophoroi for the Eagle and Paladin M are what I think good Mayasuran takes of Vanilla ships since they're different enough from their standard Vanilla variants instead of Vanilla ship but better or just with a paintjob. Having so many ships also heavily dilutes the Persean League fleet roster to the point their vanilla ships almost never appear, especially the Pegasus.

Falcon M

Most direct powercreep, its straight up better than the Falcon XIV. You can argue the XIV variant isn't great anyways since speed is very important for the Falcon but its still powercreep.

Gryphon M

The free EMR alone makes this better than the standard variant since its just the pre 0.97 Gryphon.

Mule M

7 DP which makes them spammable for a combat freighter which is generally supposed to be ineffecient to deploy DP wise that is equipped with a weapon that has excellent DPS and damage per hit.

Scaramouche M

10 DP per large missile is better than the Atlas Mk.II's 12 DP per large missile. The Atlas is considered to have very good cost efficiency for its firepower already so the fact that a ship is even more efficient is OP.
« Last Edit: May 14, 2025, 06:10:46 AM by Nemoto »
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NeoWolfen

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #849 on: May 14, 2025, 04:24:35 AM »

Really like this faction and the ships are great, so great work.

If I were to critique one thing, it would be with the faction having only a single world at the start.  For my playthrough, they a) almost always ally with Persean, and b) almost always end up eliminated very quickly.  This is undoubtedly (I think) linked to the fact I have a setting (from Nexerlin or Grand Colonies or something) that stops other factions from colonising planets "until" I have so they don't take the best real estate before I get a look in.  But because of this, they never actually remain 1 planet for quite some time, so they get almost instantly wiped out the first time Perseans go to war with the Hegemony.  So, another few planets in their home system under their control would be nice to ensure they have a little bit more starting survivability.
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Point_Offence

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #850 on: May 14, 2025, 04:36:35 AM »

I think some weapons and ships from this mod are getting blatantly more OP compared to Vanilla balance and previous versions.


---SHIPS---

I think this mod has a ship bloat problem, there's just way too many ships when compared to Vanilla and most mod faction ships. There's also a ton of M variants of Vanilla ships that don't seem to have any purpose besides powercreeping them or just having a blue paintjob. The Champion M, Heron M and Falcon M are the biggest offenders IMO. On the other hand, the Sarissiophoroi for the Eagle and Paladin M are what I think good Mayasuran takes of Vanilla ships since they're different enough from their standard Vanilla variants instead of Vanilla ship but better or just with a paintjob. Having so many ships also heavily dilutes the Persean League fleet roster to the point their vanilla ships almost never appear, especially the Pegasus.


I have to strongly agree with this - either M variants or base hulls need trimming down, there's too much redundancy here. What is here is pretty cool even if a lot of it is probably too strong, but it's just a massive amount of hulls for one faction. Maybe some baseline non-M hulls could be transferred to the PL and indies instead...?

Also idk if this is intentional, but the arbalest battery projectile speed seems too slow, almost like it's a mistake. If intentional, maybe consider cranking it up a wee bit  8) 8) 
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Nemoto

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #851 on: May 14, 2025, 05:47:26 AM »


Maybe some baseline non-M hulls could be transferred to the PL and indies instead...?



I would prefer not to since I feel that that mods should only focus on its own faction ie Mayasura unless stated otherwise so I already don't like that it heavily modifies the Persean League fleets and causes their Vanilla ships to almost never appear. I just delete the Persean League faction file to keep them Vanilla then just give Port Tse Franchise and Lost Atropolis to Mayasura and buff Mairatth with Console Commands so that they won't die immediately but won't dilute the Persean League.
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