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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!  (Read 272728 times)

hydremajor

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Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
« Reply #45 on: August 16, 2021, 04:37:09 AM »

Any chance you could keep a version on the side where only the player has access to that ?
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
« Reply #46 on: August 16, 2021, 07:21:37 AM »

Any chance you could keep a version on the side where only the player has access to that ?
As of right now, there is not a single AI ship or faction that would use any of these weapons against the player (as stated in "How to get them" section), i will be having a separate version where these weapons would be used by the AI for people who are looking for a bit more challenge (or i can just integrate it as an option which can be turned on/off in the settings file).
« Last Edit: August 16, 2021, 09:27:38 AM by Mira Lendin »
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hydremajor

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Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
« Reply #47 on: August 16, 2021, 08:20:59 AM »

That would be appreciated, cheers.
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hope1243

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Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
« Reply #48 on: August 22, 2021, 05:28:33 PM »

I must comment on your inhumane crime of wasting 5s of my not-so-precious life.
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
« Reply #49 on: August 22, 2021, 10:45:00 PM »

I must comment on your inhumane crime of wasting 5s of my not-so-precious life.
I didn't expect anyone to read it, reading is so 90's, anyway you're welcome lol
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #50 on: September 01, 2021, 04:10:05 PM »

Before anyone asks, this mod will never include stuff like new ships and/or factions even if it hints at it, it will be something different.
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Artay

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #51 on: September 02, 2021, 03:27:51 AM »

Well, if not ships, then maybe superwings? Some high-end bomber or fighter? :3

A shotgun superweapon maybe? :v
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #52 on: September 02, 2021, 07:41:47 PM »

Well, if not ships, then maybe superwings? Some high-end bomber or fighter? :3

A shotgun superweapon maybe? :v
Or special weapon research syndicate, like people who refit your weapons into something different, people you can talk with in random stations.
« Last Edit: September 02, 2021, 07:46:20 PM by Mira Lendin »
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Atmos

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #53 on: September 04, 2021, 09:04:17 PM »

The AI does not use these weapons well and the Supercharged Fusion Beam is OP. This mod is great. Would recommend
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #54 on: September 04, 2021, 10:00:52 PM »

The AI does not use these weapons well and the Supercharged Fusion Beam is OP. This mod is great. Would recommend
that's intended, both of them :)
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DownTheDrain

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #55 on: September 05, 2021, 12:41:29 AM »

Supercharged Fusion Beam is OP.

Pretty sure they're all OP and that's the point.
I've only really used the Electromagnetic Railgun so far and it was hilariously broken and fun in player hands. Then again I've only found like 5 of these guns ever so others might be even stronger.
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default

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #56 on: September 05, 2021, 01:00:49 PM »

So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.

That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.
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"There's nothing like a trail of blood to find your way back home."

DownTheDrain

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #57 on: September 05, 2021, 01:20:24 PM »

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.
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default

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #58 on: September 05, 2021, 01:34:57 PM »

Quote
There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.

That is true, though I generally don't like buying the super ships either. I did buy many of the super weapons in my current playthrough, but I will likely not do that in later runs. It was primarily to find out what they did in the first place, as descriptions are not demonstrations. Not saying that you literally have to buy them when you do see them, it's just a little odd how easy it is (in the case you don't mind waiting around for a few market refreshes after you obtain the money) when it's supposed to be extremely rare. There have been a good few times where none of them are available at the freeport, so I'm not saying it's an issue. Just an opinion.
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"There's nothing like a trail of blood to find your way back home."

DaST

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Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #59 on: September 06, 2021, 12:27:28 PM »

I just want to say I *** love this mod <3
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