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Author Topic: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]  (Read 671526 times)

6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #450 on: October 13, 2021, 05:34:27 AM »

i cant remember (i think vic) which but there is one that has a frigate that looks identical to the one that red one whats his name flies
i mean its not a one person flyer like his was, but it looks like that ship
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Pep

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #451 on: October 14, 2021, 12:21:31 AM »

So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #452 on: October 14, 2021, 03:04:39 AM »

The way I view the pilotable Strike craft goes as such

GunHazard: PD escort, assign as a body guard to ships with insufficient PD

Aleste: Flanker/Interceptor, can hit fast and hard but its lackluster defenses means drawn out engagements are a death sentence, best used to pursue cargo ships and fuel tankers

Leynos: Heavy Escort, can swing above its weight class and overwhelm frigates/destroyers with some amount of ease, for best effect: deploy with another unit to flank target

EinHander: multi-role fighter, customisable weapon mount on the weapon funnel allows it to field a surprising amount of firepower while keeping it from building up flux when theses fire, only defensive measures are armor and a phase cloak, direct combat ill-advised, should ALWAYS engage when supported by a friendly unit or more

Watchdog: currently ineffective, intended role is to be a hellbore-based gun carrier not unlike the Sunder, currently its flux buildup renders the ship nigh-unusable in its intended role, this problem is compounded by the ship's "siege mode" that doubles fire rate, further crippling the unit's lackluster at best flux dissipation not to mention poor PD, add to that the unit is intended to complement its Hellbores with two medium/light ballistics and the unit redlines its flux in a single salvo of all its weapons, the flux shunt added to it does very little to alleviate its flux problems

Altagrave: Heavy escort, packs enough firepower to be a threat to just about anything, weapons loadout versatile enough to either flank around a target with torpedoes or field suppressive weapons to keep shields up, system can send ennemy ordinance right back to sender, providing a nigh perfect defense against missiles, no effect on strike craft

and that sums up my experiences so far
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Space_Lettuce_OG

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #453 on: October 14, 2021, 05:51:21 AM »

So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!


I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!

GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.

- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically  speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.

- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.

- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.

- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.

- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.

- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.

- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.


EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
« Last Edit: October 14, 2021, 06:32:23 AM by Space_Lettuce_OG »
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anhkhoa3302

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #454 on: October 14, 2021, 07:42:49 AM »

So i spent some more time playing this mod, and wow i have to reiterate how much i love it! The strikecrafts are like are just a great concept; glass cannons that are pretty weak at first but scale HARD(in part thanks to the huge officer buffs in this version), instead of hellbores and other high dmg weapons you can easily evade being the major threats, its flak cannons and getting caught out alone by interceptors. I tried most of them and jsut wanna share my feedback.

Gunhazard: the first encountet with these is probably going to be a pirate rushing you in one and immediately getting pasted, lol. Putting aggrrseive and reckless officers in one is pretty much a death sentence and maybe one of the few mod ships where a cautious or steady pilot is better. Even though they are weak, they become pretty dangerous whennmultiple are fielded. Sadly they drop off late game cuz lolbeams

Xyphos(AA): I didnt use this one much, but AI use is suprisingly good. It's basically a mobile xyphos wing which is powerful thing itself.

Leynos(i begin to notice the naming convention): imo while it hits harder than aleste on paper, its ironically less durable due to relying on armor and a damper field, and its basically helpless if its wing goes down when used by AI. The rocket Punch is really cool. I guess its good as a cheap psuedo carrier that isnt entirely a sitting duck.

Aleste: imo the poster child of the mod. Aleste gives you just enough tools to excel or die horribly. Its extremely versatile and absolutely monsterous with the dual blade build. In fact, i would say its too good. While its much riskier, the reward is huge. I think reducing the range bonusnit can get would make it less of a no brainer choice.

Einhander: while its stronger than aleste, its not as fun because you have pretty much no modularity or customization choices. Its system should probably have a longer cooldown since its basically recharging at 3x its actual rate because of phase.

Thats all of them i think, looking foreard to thennew updaye!


I agree with everything said here, except that Gunhazards lose viability in late-game. They're role and tactics become less expansive, but still very viable, just gotta use them as a buddy for other ships, and they basically protect it from frigate flanks. Matter a fact they're great at doing that, and I actually love the GunHazards!

GunHazards aside, every point was correct.
- Einhander NEEDS slots for a modular loadout, as the most fun part of the game is making new viable ship loadouts that you've never thought of before.

- Aleste is overpowered in comparison to the others, especially the Leynos. The modularity is great, it feels great, looks great, needs a slight nerf to some of the weapons it has available, but otherwise it's pretty much near-perfect, realistically  speaking. Additional note, the AI for the dispersal grenades is derp often, it'll just shoot a circle of grenades around it in the opposite direction of the enemy. Not only wasting flux, and time, but needlessly exposing their back to the enemy.

- Leynos needs something to keep it alive longer. I got an idea I'd like to put out there, how about a shield, as in the physical kind held in the hand. It can be destructible(Like how the capital ships in the Scy Nation mod have destructible armor. Also, it could be replaceable when refitting at a carrier). I think a physical shield would go well with the intended theme/flavor of this strikecraft, being a bit unconventional. To add onto that, I think it'd be cool to have a variant(or modular weapon loadout like Aleste) to go for a shield and laser sword/axe combo, with a boost to speed(maybe a big booster on it's back or booster wings like with gundams in space). Perhaps the sword/shield variant should also have advanced phase cloak, so it can move around faster, or no phase at all, and just a really strong shield and high speed and maneuverability. You can just go ham with the idea if you decide to use it.

- No comment on Xyphos(AA), cuz I don't use it, cuz if it ain't a mech, and it's destroyer size or smaller, I probably won't use it.

- I would like to see the Watchdog be able to have a WingCom Suite hullmod be able to be added to it, for better survivability against frigates. I think it should have some limits on it, so it can only have some small bodyguard type fighters.

- The Garegga is pretty great for PD/anti-fighter, but it also does a *** ton of DPS to regular ships, too much imo. Perhaps lower the DPS on the weapons, and add a couple options, like a AoE and a wide shotgun type. I have had only a single instance where the AI yeeted themselves with the ship system exploding. I have used them in a LOT of fights, and it's only happened once, which I think is a reasonable probability to expect from the AI. Some may disagree, but I think it's fine to have like a 1% chance the AI(for Steady, Aggressive, Reckless, and No Officer) will over-do it on the ship system and blow up. Reckless should have a 2% chance though, maybe 3% for the lulz.

- 1 last suggestion... Okay, I noticed how the stake driver embeds itself into the hull of the enemy ship, then has a timer and explodes. Since you have already developed the framework for this sort of behavior, this suggestion should be fairly easy for you. Using the same logic/code for the stake driver, I think it'd be cool to have a shaped charge (C4 explosive) that the Aleste could have as an arm weapon. Placed on the enemy hull, then run away, and boom! This would pair really well with the laser sword, since both require you to be directly(nearly) touching the enemy ship's hull.

- I'm looking forward to the new strikecraft you said you have been working on for the next release! Love the mod, it's now on my essential mods list, and thank you for bringing mecha to StarSector in such an interesting, thorough and polished way.


EDIT: Okay 1 more suggestion, I can't believe I forgot to mention, as it's something I keep meaning to come here and talk about. I would love to see some unique, one-of-a-kind, variants that can only be obtained via IBB missions, or perhaps derelict ships, or however you want to implement it. Unique name, perhaps unique modifiers for the wings with the WingCom Suite like a Valken-X with 3 units in it, instead of 2 with the actual ship having a unique laser sword, so you got 3 fighters and a strike crafter that are balls-to-the-wall with melee combat. I've done something similair in the past, making custom Hybrid Wanzers, for personal use, and I had a lot of fun with it. Also it would justifiy putting an officer in a strikecraft.
Aleste now is perfect, please don't nerf  .  :'(

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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #455 on: October 14, 2021, 08:04:59 AM »

dont nerf the aleste!

i like the shield idea
i think the c4 idea is something they should all have access to: it should function like a bomb bay, you could change the center needler/amws for it.


can i just say how cool it is that starsector has become the game where "theres a mod for that"
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Pep

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #456 on: October 15, 2021, 04:22:38 AM »

I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #457 on: October 15, 2021, 04:58:48 AM »

I think the wadtchdog being made a bit more flux efficient would help. But besides that and getting alternative weapons like a kinetic option instead of hellbore, i think its fine. It can basically outrange everything in its class (not to mention it has two larges, which im pretty sure no other destroyer has, so it should be easily overwhelmed in cqc imo

the thing is the watchdog is trying to be a ballistic alternative to the sunder and frankly I'm not sure its possible to do

by design ballistic weapons are built to specialise and excel in certain roles

the only way a ballistic weapon could try to hold up against the sunder in that role is if it was a sort of storm needler with frag damage, it would build hardflux slowly and be a massive threat if it hit a part with no armor, the fire rate would naturally force the mech's flux to go up albeit not all at once....

but at that point the Watchdog becomes "just a bigger garegga"

same problem if you swap the Hellbores for Devastators or HAGs, it turns into a bigger garegga


....Maybe homemade Mjolnirs ?
less flux and long range ? base the stats loosely on the hellbore and change the damage type from HE to energy ? and from there fine tune the thing ?

OR Homemade Devastators
except here instead of being full-auto, thoses have a shotgun firing pattern where all three barrels fire at once ?
« Last Edit: October 15, 2021, 05:03:38 AM by hydremajor »
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #458 on: October 15, 2021, 08:24:28 AM »

i like the idea of the custom weapons

those are cool
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Space_Lettuce_OG

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #459 on: October 17, 2021, 03:39:06 AM »

@Shoi

Okay, after spending way more time than I'd like to admit, I've figured out a good fix for the issues of spinning around and not aiming properly with the grenade launcher from this mod and Diable Avionics' Wunder Wanzer's grenade launcher.

I posted about it on Tartiflette's Diable Avionics mod page. Here's a link to the post, so you can go take a look. That should link to the exact message, but let me know if I screwed up the link.
https://fractalsoftworks.com/forum/index.php?topic=10046.msg343257#msg343257


I've done a lot of testing, and it looks good, grenades still have the slow down effect, and the aiming is good, and the ship no longer spins around, and the grenades tend too reach their target, still with a wide spread. Feel free to use my discoveries in the next update of your mod.
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #460 on: October 18, 2021, 04:02:41 AM »

....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....
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shoi

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #461 on: October 18, 2021, 04:08:01 AM »

@Shoi

Okay, after spending way more time than I'd like to admit, I've figured out a good fix for the issues of spinning around and not aiming properly with the grenade launcher from this mod and Diable Avionics' Wunder Wanzer's grenade launcher.

I posted about it on Tartiflette's Diable Avionics mod page. Here's a link to the post, so you can go take a look. That should link to the exact message, but let me know if I screwed up the link.
https://fractalsoftworks.com/forum/index.php?topic=10046.msg343257#msg343257


I've done a lot of testing, and it looks good, grenades still have the slow down effect, and the aiming is good, and the ship no longer spins around, and the grenades tend too reach their target, still with a wide spread. Feel free to use my discoveries in the next update of your mod.

Thanks for taking the extra time to find a solution! I will try it out.
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6chad.noirlee9

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #462 on: October 20, 2021, 07:50:59 AM »

....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....


There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so

Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital?  Or even TWO!?  Aleste is wonderful for that, and when you dock at carrier they get reloaded.
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IonDragonX

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #463 on: October 20, 2021, 08:04:05 AM »

There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so
Missiles and Sundry
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hydremajor

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Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« Reply #464 on: October 20, 2021, 08:07:28 AM »

....It occurs to me I never bothered with missiles in this mod because i HATE VIOLENTLY the idea of having limited ammo....

There is a mod somewhere that makes all vanilla missiles reload (albeit slowly)
A single reaper takes 120 seconds
Atropos is 80 (I think)
Sabot/Harpoon is 60 or so

Also, have you never enjoyed putting a reaper in the blind spot of a big bad capital?  Or even TWO!?  Aleste is wonderful for that, and when you dock at carrier they get reloaded.

Yeah I know and have it but its only for the vanilla weapons and any more missile weapon added just feels incredibly wrong because you suddenly have to guess wich missiles reload and wich don't

Now there IS a mod out there that makes it so some of its added missiles on racks fire everything at once but reload at a rate of 1 missile per 5 seconds or something along thoses lines

Even comes with a version of the Pilum missiles that AREN'T insultingly bad

now with a bit of tuning on the weapons I'm sure this could be great on the vanilla weapons, I'd have done it myself if I knew how to do that

Basically makes the missiles into charge weapons, you can spam them at low ammo for quick albeit low damage OR if you can hold it in you can have a much more destructive burst of damage....
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