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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this  (Read 111611 times)

Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #120 on: March 29, 2021, 10:54:44 AM »

0.95a compatibility. Have fun!
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Vallor

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #121 on: March 29, 2021, 02:14:09 PM »

0.95a compatibility. Have fun!
How is the mod doing with backward compatibility with 0.91a ?
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #122 on: March 29, 2021, 02:30:57 PM »

0.95a compatibility. Have fun!
How is the mod doing with backward compatibility with 0.91a ?
not.

Older versions are still available on my Patreon however. Just not really possible to keep mods backwards-compatible
« Last Edit: March 29, 2021, 02:56:59 PM by Nia Tahl »
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Achilles42x

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #123 on: April 11, 2021, 04:03:48 PM »

Absolutely love this faction. Playing my first Nexa run, and decided I'd give them a shot as my faction. So cool, so swift, so power. Rock on.
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Jet Black

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #124 on: April 12, 2021, 05:29:13 AM »

side note, why does the big freighter hold less cargo than an atlus but eat more fuel?

p.s Gown is my favourite ship of all time.
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #125 on: April 12, 2021, 09:56:23 AM »

side note, why does the big freighter hold less cargo than an atlus but eat more fuel?

p.s Gown is my favourite ship of all time.

It goes burn 8 at base while an Atlas goes burn 6, but I can see why it would still seem a bit high. Will lower fuel use to the same as an Atlas.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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ChaseBears

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #126 on: April 12, 2021, 05:52:13 PM »

Hey there, really enjoying this faction.  Been playing pretty much 100% ScalarTech ships on my current run.  Love the way the ships look and feel, and the weapons look amazing.  I haven't really messed with capitals yet but have flown most of the cruisers and below.  My favorite ship so far is the Verge, i love the turret placements and it looks great spewing energy murder in every direction.

I do have some feedback though, based on sticking to just using ScalarTech weapons as much as possible to keep the faction feel and aesthetic.

1.) For some reason Spindle doesn't reliably stock many of the faction weapons, this is irritating when its basically the only market.   I only got around this issue with a lucky custom production run at the bar that let me stockpile a bunch of the weapons.

2.)  Fitting feels really tight.  It's difficult to afford even one mod on some ships without using built-ins. After looking at my fits I concluded it's because the guns are for the most part extremely flux hungry and/or flux inefficient - just fitting out a ship 'normally' you are likely to be extremely over budget on flux.  And the ships themselves are tight on flux to start with - for example, the Margin-class has about 75 total 'ordnance value' of Ordnance Points plus baseline flux capacity and dissipation, whereas the Lasher has about 80 total 'ordnance value'.  And the Lashers guns are more efficient than ScalarTech guns, being both more baseline Flux efficient as well as using specialist damage rather than generic Energy.  And the Lasher is less dependent on shielding.  So that's why the Lasher is generally easy to fit mods into its padded OP budget while the ScalarTech equivalent is sweating bullets over fitting Reinforced Bulkheads even though it nominally is fairly close in flux power.  For reference, most standard vanilla combat frigates fit roughly in the same range band of ordnance value:  lasher 80, tempest 84, centurion 83, wolf 81.

3.) Faction could probably use one (or two?) more systems so that ships feel less like bigger and smaller versions of eachother. Maybe like a 'the black site sends missiles through the wormhole' ability on one of the carriers, or a more generic system that helps deal with heavy armor - I often felt I was struggling against heavily armored enemies. Starbases in particular are tough to deal with.  Or perhaps a defensive system themed around a creative use of wormholes to use on the defensive ships.

Specific ship feedback:

Strand: This ship is basically a Heron but a little better, so it probably should be, at minimum, equivalent in deployment cost rather than cheaper.  The Strand is also very effective strategically with its 9 burn and free logistics hullmods compared to the Heron, so it probably needs more commensurate strategic downsides - higher maintenance, specifically.

 Also like the Heron, it's very tight on fitting, to the point where you pretty much gotta strip guns off.  This is especially the case since ScalarTech doesn't really have a cheap option for the small energy mounts. 

Culotte/Camise: These ships both have a problem under the new skill system - Since they count as combat ships and not civilian they reduce the effectiveness of combat skills, and neither is actually strong enough to use as a combat ship. So since being natively Military is a downside unfortunately they have just ended up as bad versions of the vanilla logistics ships, specifically the Culotte is badly outclassed by 2x Phaeton and the Camise is badly outclassed by 2x Colossus.

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If I were creating the world I wouldn’t mess about with butterflies and daffodils. I would have started with lasers, eight o’clock, Day One!

N3V3R

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #127 on: April 14, 2021, 10:40:35 AM »

I do have a question on the Camise. Aren't larger cargo ships supposed to be more economical then a bunch of smaller ones? If so what is the reason the Camise isn't?
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #128 on: April 14, 2021, 11:06:30 AM »

1. That's what the extra requisitions market is for. Spindle are supposed to use a mix of vanilla and faction-specific equipment and the regular markets reflect that

2. Fitting is fine imho. No intention to make any changes here. Don't compare energy weapons to ballistics. If you feel you're tight on OP, consider fitting vanilla weapons. Most of the ScalarTech-exclusive weaponry is more on the high end of the spectrums and meant to be mixed with vanilla options.

3. Maybe if I come up with something interesting.

Strand: You're forgetting that the Heron has a vastly stronger system. +50% damage to fighters is a massive buff that gives it strike power a Strand can't match. And again, you have vanilla for small mounts. This is BY DESIGN.

Culotte/Camise: Will be making both of these civilian. Have some patience. The intial 0.95a updates were mostly about getting things to work properly without much attention to the implications of new skills and the like.
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Achilles42x

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #129 on: April 17, 2021, 01:17:28 PM »

Personally, I love the balance on this faction- feels a touch exotic, and at times overpowered, but isn't due to the tradeoffs, as you articulated with regard to the Strand. Certainly one of the coolest looking.

I just love the Brim. I'm still flying my suped-up version well into the game, taking it for end-arounds with a couple other swift ships to disrupt the back/sides of the enemy while my heavies go straight up the middle.
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elite24

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #130 on: April 18, 2021, 04:42:44 PM »

Love the look of this faction, excited to finally try it out in my new campaign!

Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #131 on: April 19, 2021, 03:34:25 AM »

Love the look of this faction, excited to finally try it out in my new campaign!

Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.

Working as intended. It's just an outfitting showcase anyway.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
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Jet Black

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #132 on: April 19, 2021, 07:13:21 AM »

Trying out commissioned crews today, joined up with Scalartech, but im getting the luddic path buff from it?

How do I fix this?
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Nia Tahl

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #133 on: April 19, 2021, 09:51:40 AM »

Trying out commissioned crews today, joined up with Scalartech, but im getting the luddic path buff from it?

How do I fix this?

Idk, ask Techpriest.
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ApolloStarsector

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Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« Reply #134 on: April 20, 2021, 03:10:15 AM »

Holy mother of holies, seeing the visuals and hearing the sound effects of a battle with the starting cruiser/frigates was absolutely mind blowing. I love that you stick to your guns about your vision and balance etc. Also happy with the lack of bloat and redundant ships.
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