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 ... 12 13 [14]

Author Topic: [0.98a-RC5] Machina Void Shipyards v. 0.70a  (Read 426324 times)

zanthiem

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #195 on: April 14, 2025, 09:04:38 PM »

Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.


this is what peak performance looks like
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
Logged
Go my children with the blessings of the Digital Omni-Messiah.

Karak03

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #196 on: April 15, 2025, 12:10:34 AM »

Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.


this is what peak performance looks like
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
Are you referring to the traits shown in the top right corner? That would be Starship Legends. https://fractalsoftworks.com/forum/index.php?topic=15321.0
Logged

zanthiem

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #197 on: April 15, 2025, 08:30:00 AM »

Thanks will add to next run
Logged
Go my children with the blessings of the Digital Omni-Messiah.

Psyentific

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #198 on: April 15, 2025, 12:20:04 PM »

and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.

The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.
Logged

zanthiem

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #199 on: April 15, 2025, 07:19:17 PM »

and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.

The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.
Not gonna argue and I rely heavily on MVS small weapons but the variety of medium and large weapons for UAF has made some nice ballistic spam and stacking range perks I'm still outranging the enemy's with small then when they get just outside their weapons range the big guns open up and it's a lethal mix plus the reigna III does as effective a job as the coil for 4 op and the same stack ability since it's designated pd.
Logged
Go my children with the blessings of the Digital Omni-Messiah.

prof_pessimist

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #200 on: April 17, 2025, 10:50:32 AM »

Hey just wanted to say thank you. I tend to play a power fantasy with so many mods balance kind of goes out the window. Yet theres one ship that somehow finds its way into my line regardless of what OP crap i have installed.

To me the Abysswalker is the best ship in the game. Love the design, love the layout.

Love the mod. I get excited every time you update it.
Logged

FortunaDraken

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #201 on: April 18, 2025, 08:45:04 PM »

Hey, I wanted to ask something about the Aquinas cruiser. In fights, it's acting like a carrier in that it's hiding behind my other ships a lot. But with a 0 range support drone and the weapon mounts and top speed it has, it feels like it should be on the front lines, or at least getting in closer than it currently is. I had a look in the data trying to work out why it's hiding so much and realised it doesn't have the NO_AUTO_ESCORT tag that ships like the Legion and Mora have. I'm wondering if maybe it should have that added to it in order to let it get up closer and use its weapons, especially since one of its autofits is called "Close Assault".

I could be wrong and it's meant to be more of a carrier but it just kind of feels like its supposed to be getting in there more.
Logged

Hawler

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« Reply #202 on: April 22, 2025, 05:00:07 AM »

Hello, I wanted to ask if there is a safe way to remove the ASCII ships from the mod, or if you maybe could be persuaded to create a setting to disable them? I hope this doesn't come across mean in any way, I just want to keep my game as immersive as I can, but I love your ship designs so, so much :') At first I just thought I'll disable the mod again and leave it at that, but I couldn't stop thinking back to what I'm missing out on, so I made this account and thought I'd ask.. Again, sorry if this comes across as mean, I don't mean to be :/ (Your ship designs are truly peak)
Logged
Pages: 1 ... 12 13 [14]