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Author Topic: [0.95.1a] Magellan Protectorate v1.5a - Big update.  (Read 208294 times)

Deageon

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #255 on: October 12, 2022, 08:52:09 PM »

I'm gonna be honest, it does feel like the massive armor spike isn't entirely worth it when slapped with the 25% damage reduction maximum. Like, okay, maybe when you're dealing with capital scale? Sure. But the Graff [Herd] seems to steadily get whittled down fast as all hell, even with as much armor and hull layered onto it from hullmods as possible.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #256 on: October 12, 2022, 09:22:38 PM »

Yeah, I expect some messiness with a mechanic like that - the Ablative Composites hulls really need a right-click Canister Flak or something similar to work correctly - but the Graff [Herd] variant is very much a junky beater ship, like the rest of the Herd lineup. So I'm fine with it sucking a little bit.
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Deageon

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #257 on: October 12, 2022, 10:09:31 PM »

Also, the Musa/Nan appear to be unable to be brought back to Classic-spec unless one is using the over time D-mod removal skill (at least, I think that's why one of my Nans turned classic). And the Phillips (D) doesn't have the Civilian-grade hullmod, but I assume that's more because weird skin-bugginess than anything else.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #258 on: October 12, 2022, 10:22:42 PM »

And, hotfixed. Should fix the skin crash, and tweaked a couple of other minor things.
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Killsode

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #259 on: October 13, 2022, 04:09:42 PM »

Huh, i never realized the capella was so squishy at only 3500 hull 300 armor... huh, guess i never noticed how quick i got shredded until this update, probably due to the fact the herd use plenty of HE and FRAG... By the way, the herd are actually damn scary.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #260 on: October 13, 2022, 04:49:32 PM »

Huh, i never realized the capella was so squishy at only 3500 hull 300 armor... huh, guess i never noticed how quick i got shredded until this update, probably due to the fact the herd use plenty of HE and FRAG...
Yeah, it's a bit squishy! You want to really abuse that bow armor; it's handy for more than just ramming.

By the way, the herd are actually damn scary.
It's all the barbecue, probably (love me some smoked brisket)
They struggle with shields, though, so it's always worth making an investment in the more shield-tanky options. A couple of Chenels built for team-fighting will rip Herd fleets up good.
« Last Edit: October 13, 2022, 04:51:25 PM by Harmful Mechanic »
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Melcyna

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #261 on: October 14, 2022, 08:14:55 AM »

You know, the Herd for a subrace that's meant to be the janky, rough, and more insane version of Magellan have a couple of ships that feels kinda better than the Magellan version...
Like the missile variant of their Dekker, Dekker-M
They r packing a wallop with their missiles and cutting beam especially when pressuring lighter ships against anything that isn't well protected by PD or fighters.

Quite liking them, one thing that always bug me about Dekker is how odd it looks when you jam it with guns and how tiny it's hull is, but with Dekker-M the pods gave it a better silhouette and overall shape.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #262 on: October 14, 2022, 12:06:22 PM »

Yep! That's how subfactions work; they're better at some things and worse at others, and inherently unbalanced. Frigate-scale hulls are the Herd specialization; everything else they have is support for the frigate swarm.

(And yeah, some of it is better. Vanilla does that with the Luddic Path; built-in SO? yes please, ditto more aggressive ship systems).
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Killsode

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #263 on: October 15, 2022, 05:41:09 AM »

I've got some questions about how some of the hullmods work. How does the leveller refit's increase to energy projectile range work? is it a base increase of 200su or a flat increase of 200su? And how do the magellan shield, engine, and fighter hullmods malfunction? The engine one is pretty simple with random engine failures but the other two a little less clear.
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Clefftheserendian

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #264 on: October 15, 2022, 11:03:41 PM »

 :-\  is there any/what's the console command for antique weapons bluprints?
or the blueprints for magellan big guns.

<3 your work.
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Killsode

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #265 on: October 16, 2022, 02:31:17 AM »

:-\  is there any/what's the console command for antique weapons bluprints?
or the blueprints for magellan big guns.

<3 your work.

you can use the console command 'addspecial' to add blueprint bundles, weapon_bp, and ship_bp. magellan only has five packages for magellan core, advanced, startiger, herd, and leveler. you can find the ID's for those with 'List specials magellan', pro tip after the list 'type' you can narrow down the list into a search by inputting something a space afterwards, it'll search both ID and attached name ^.^
you can search for a weapon id with 'list weapons magellan' then add a blueprint of the weapon you want with something like 'addspecial weapon_bp magellan_medautocannon' that one specifically is the antique autocannon found on the classic mallory. there's only a small collection of antique weapons, but they're quite neat and frankly impossible to aquire beyond a handful without CC or mods.
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Clefftheserendian

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #266 on: October 16, 2022, 03:12:46 AM »

:-\  is there any/what's the console command for antique weapons bluprints?
or the blueprints for magellan big guns.

<3 your work.

you can use the console command 'addspecial' to add blueprint bundles, weapon_bp, and ship_bp. magellan only has five packages for magellan core, advanced, startiger, herd, and leveler. you can find the ID's for those with 'List specials magellan', pro tip after the list 'type' you can narrow down the list into a search by inputting something a space afterwards, it'll search both ID and attached name ^.^
you can search for a weapon id with 'list weapons magellan' then add a blueprint of the weapon you want with something like 'addspecial weapon_bp magellan_medautocannon' that one specifically is the antique autocannon found on the classic mallory. there's only a small collection of antique weapons, but they're quite neat and frankly impossible to aquire beyond a handful without CC or mods.

sure did very rare xD, im loving this, the chenel TMC is sick!
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Uttrik

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #267 on: October 16, 2022, 03:45:59 AM »

I can turn their market spawns back on - but until they actually have fleet spawning and missions associated with them, what we have now is a stopgap to keep the hulls available at all. They're meant to be a reward for the first half of the story missions, not something you just buy.
I would honestly appreciate it.  Magellan ships are some of my favorites, but I'm one of those people that almost immediately lose interest in a game once I start using the console to add things.  Having the variants be a rare possibility in the Jashed market was quite nice and adds excitement to getting one. 
 
Edit: Oh, and just checking, has anyone found the Boneshaker Battery (the tri-barrel version) in the Magellan markets at all?  I'm about 8 hours into a new Nex game on the current patch and the only ones I have are from recovering the graveyard ships.  They're not tagged as antique or indicated as rare, so I'm not sure if I'm just extremely unlucky or if something is blocking them from showing up in shops.
« Last Edit: October 16, 2022, 03:53:24 AM by Uttrik »
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Killsode

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #268 on: October 16, 2022, 09:08:59 AM »

Oh, and just checking, has anyone found the Boneshaker Battery (the tri-barrel version) in the Magellan markets at all?  I'm about 8 hours into a new Nex game on the current patch and the only ones I have are from recovering the graveyard ships.  They're not tagged as antique or indicated as rare, so I'm not sure if I'm just extremely unlucky or if something is blocking them from showing up in shops.

Yeah its just like the antique weapons, only available on wrecks and blackcollar ships if they spawned.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #269 on: October 16, 2022, 02:15:01 PM »

I've got some questions about how some of the hullmods work. How does the leveller refit's increase to energy projectile range work? is it a base increase of 200su or a flat increase of 200su?
Flat.

And how do the magellan shield, engine, and fighter hullmods malfunction? The engine one is pretty simple with random engine failures but the other two a little less clear.
Guess you'll just have to find out - that's what happens when you try to mix incompatible tech! Nobody knows and it might be bad.
(I will note that all the effects are balanced so that it's not a pure trap... but as a general rule, benefits are reduced, and Fun Stuff might happen to you).

As a design principle, I think it's important to deter players from abusing hullmods to stack bonuses willy-nilly; there should be more choosing between alternatives, and hull-specific choices. Lends a little more flavor to the game. So... if you try to make Magellan hulls, and hullmods, do things they aren't meant to do, they'll fight you a little bit. Makes the game more interesting.

I can turn their market spawns back on - but until they actually have fleet spawning and missions associated with them, what we have now is a stopgap to keep the hulls available at all. They're meant to be a reward for the first half of the story missions, not something you just buy.
I would honestly appreciate it.  Magellan ships are some of my favorites, but I'm one of those people that almost immediately lose interest in a game once I start using the console to add things.  Having the variants be a rare possibility in the Jashed market was quite nice and adds excitement to getting one.
(I did. This way they're at least available.)
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