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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367451 times)

NikolaiLev

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Re: Interstellar Federation v1.18
« Reply #225 on: May 31, 2012, 02:21:46 PM »

I can't tell you what underperformed about the Mercury because it's a "feel" thing.  Like I mentioned, it lacks killing power.  It feels like it lacks "oomph."  6 small mounts and a mere 2 medium isn't much firepower, even if you put 4 assault guns on the front, 160x4 at 600 range just doesn't seem to cut it.  I had success mounting a typhoon or an annihilator on the medium universal mount.  But, compare it to the Eagle, or the Dominator, or any other similarily priced vanilla ship, and you'll see it's woefully undergunned.

Honestly, I like seeing the IF as a faction which doesn't rely on fighters for much.  I like that there is no dedicated carrier, though we might be able to do with another flight-deck enabled destroyer or cruiser.  Perhaps IF fighters will all be large corvettes who don't rely on flight decks too much.  I know I'd like to see one with a rocket launcher of some sort, instead of bombs.

That said, the frigates still need work.  Now that my fleet has flight decks I've completely phased out frigates for fighters.  It's a late game fleet, sure, but I just don't see much use for them.  The cargo capacity sure won't help me, and until the AI is made smarter about self-preservation even the Dakota's efficient shields can't save it from its own stupidity.

I just wish the station would receive more Toas and Defiants.  Now those are competent vessels.
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Seriyu92

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Re: Interstellar Federation v1.18
« Reply #226 on: May 31, 2012, 03:57:21 PM »

I have to disagree with you about the Mercury. I'm currently running around with the Mercury equipped with 2 Mass Drivers, 4 light needlers, a Lancer Torpedo as my Medium Turret and asorted AA, and I feel like its just what the IF needed, a sturdy well armed heavy cruiser thats in between the Ares and the Antares. Before this there was a huge gap between the crusiers and the capital ships in terms of mounts, flux capacity and armor, and I feel like this is a stepping stone between the two.

I have to agree on the A.I and thh Dakota's though. Its sad to see them run head first into a pack of fighters or directly at a crusier and just die. The only way to truly keep them alive that I've found is to group them together and micromanage them with the majority of my fleet command points/or abandon my Flagship to take over the leader of the Dakota wolf pack and steer them away form danger myself.

However I feel like the IF does need its own fighters, seeing as the frigates/destroyers are most effective when you abandon AA all together at the frigate/destroyer level. It would be cool to see a destroyer class vessel with a flight deck to escort around some Dakotas and Shoguns in a sort of wolf pack mini-fleet.

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NikolaiLev

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Re: Interstellar Federation v1.18
« Reply #227 on: May 31, 2012, 04:19:53 PM »

I have to disagree with you about the Mercury. I'm currently running around with the Mercury equipped with 2 Mass Drivers, 4 light needlers, a Lancer Torpedo as my Medium Turret and asorted AA, and I feel like its just what the IF needed, a sturdy well armed heavy cruiser thats in between the Ares and the Antares. Before this there was a huge gap between the crusiers and the capital ships in terms of mounts, flux capacity and armor, and I feel like this is a stepping stone between the two.

That's because Mass Drivers are op.    ::)  Try using vanilla only weapons (or the autoguns which are fine) and you'll have a much harder time.
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keptin

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Re: Interstellar Federation v1.18
« Reply #228 on: May 31, 2012, 04:34:25 PM »

Thanks for the great feedback guys, it's much appreciated!  It's fun to hear tales of IFed conquest and failure.

Fighters and carriers are the next focus of the mod, that includes ironing out the Titan's launch bay issues once and for all.  Along with this will come some balance changes and housecleaning--all will be listed in the change log upon v1.19 release.

NikolaiLev

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Re: Interstellar Federation v1.18
« Reply #229 on: May 31, 2012, 04:57:43 PM »

Thanks for the great feedback guys, it's much appreciated!  It's fun to hear tales of IFed conquest and failure.

Fighters and carriers are the next focus of the mod, that includes ironing out the Titan's launch bay issues once and for all.  Along with this will come some balance changes and housecleaning--all will be listed in the change log upon v1.19 release.

I hope the carrier won't be generic useless-for-everything-except-carrying.  But, with what I've seen so far I don't doubt I won't be disappointed.

I've always wanted to see a combat carrier of some sort.  To me, that's what the Ares was, as it was a competent combat ship first, and a carrier second.  We already have the Vixen as a support destroyer (and quite a foxy one at that) so hopefully the carrier won't be a redundant one.
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Sarkovar

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Re: Interstellar Federation v1.18
« Reply #230 on: June 01, 2012, 12:49:51 AM »

I just tried the hadron accelerator ... lasers are for nerds and eye surgery, the IF is filled with big hairy chested men who throw big exploding sticks at each other .

Here at the IF research labs we have reached the pinnacle of pointy stick technology. What? You thought we were using something crazy like depleted unobtainium shells or harnessing raw power? Don't be absurd, such things are an impossibility, we just shoot big pointy sticks at the speed of light and the effect is similar to a high grade nuclear blast. How you might ask? None of your damn business is how; trust us, we're scientists.

The Interstellar Federation: Laser free since '83.
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The Interstellar Federation: Laser free since '83. (except for the Jardain)

keptin

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Re: Interstellar Federation v1.19
« Reply #231 on: June 01, 2012, 01:06:23 AM »

InterstellarFederation v1.19 released!  The Zephyr-class Strike Carrier, Hornet Fighter and Draken Interceptor mark the introduction of IFed fighters and carriers.

   

Code
InterstellarFederation v1.19
=Ship Changes=

-Added Zephyr-class Strike Carrier
-Added Draken Interceptor wing
-Added Hornet Fighter wing

Titan
    -Fixed launch bays
Toa
    -Side energy hardpoints changed to turrets
    -Forward small hardpoints arc reduced to zero
Mercury
    -Flux disp increased from 400 to 480
    -Max flux increased from 7000 to 8000
Ballista
    -Flux disp increased from 485 to 510
    -Max flux increased from 8000 to 9000
    -Shield efficiency improved
Vixen
    -Medium ballistic hardpoint changed to universal so players can add up to four launchers
    -Shield efficiency improved
    -Hitpoints decreased from 5500 to 4500
    -Price reduced
Dakota
    -Hitpoints increased from 1950 to 2200
    -Max Flux increased from 1800 to 1950
    -Shield efficiency improved
Shogun
    -Flux disp increased from 235 to 255
    -Price reduced
Echo
    -Speed and handling improved
    -Armor decreased from 300 to 285


=Weapon Changes=

HV Series
   -Damage increased
Mass Driver
    -Damage and EMP reduced


=File Changes=

InterstellarFederationSpawnPoint.java
    -Added supplyConvoy, fuelConvoy, sectorPatrol, and personnelConvoy to spawn list
    -Added zephyr, draken wing, hornet wing to convoy cargo
    -Global message comments updated

InterstellarFederationSectorGen.java
    -Added zephyr, draken wing, hornet wing to station cargo

IIE16 Yoshi

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Re: Interstellar Federation v1.19
« Reply #232 on: June 01, 2012, 04:32:19 AM »

Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
Might have to start over on the modpack and play only as the IF. But goddamn, it's gonna take a while to learn all the ballistic guns. Or, if those fighter wings don't end up costing an arm and both legs to repair during battle, I may go with a fighter heavy fleet.
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mendonca

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Re: Interstellar Federation v1.19
« Reply #233 on: June 01, 2012, 06:03:11 AM »

I love it, keptin.

I might just have to give this mod a spin again at the weekend in celebration.
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"I'm doing it, I'm making them purple! No one can stop me!"

DNAz

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Re: Interstellar Federation v1.19
« Reply #234 on: June 01, 2012, 06:39:59 AM »

InterstellarFederation v1.19 released! Snip!

Hell yea!
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vorpal+5

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Re: Interstellar Federation v1.19
« Reply #235 on: June 01, 2012, 07:16:47 AM »

Yes, carriers, all hail the IFed  ;D
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NikolaiLev

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Re: Interstellar Federation v1.19
« Reply #236 on: June 01, 2012, 12:35:03 PM »

Your best spritework yet, keptin!  Those are some marvelous vessels.  My enthusiasm to command them is palpable.

Between Uomoz's mod, and your faction alone, I could not decide which is my favorite.  I suppose I could choose the former, solely on the grounds it includes yours!  :D

I do like you're making balance changes to make ships more efficient rather than say, just giving them larger or more hardpoints or something.  I fear to see just how much punishment Dakota's shields can soak now.
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Uomoz

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Re: Interstellar Federation v1.19
« Reply #237 on: June 01, 2012, 12:56:30 PM »

Updating U'sC right now with this awesome stuff. Tonight I have FINALLY time to spare and will probably work my ass off on the compilation :D.
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cp252

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Re: Interstellar Federation v1.19
« Reply #238 on: June 01, 2012, 05:23:25 PM »

Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
I would totally **** in that carrier.
****= land. What were you thinking
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Sörre

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Re: Interstellar Federation v1.19
« Reply #239 on: June 01, 2012, 05:36:27 PM »

Damn, the launch bays on that carrier look so.....I dunno....can sexy be applied to a ship without it totally wierding out?  :P
I would totally **** in that carrier.
****= land. What were you thinking

Don't forget that you also need to launch so that you can get away.
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