Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 3 4 [5] 6 7 ... 35

Author Topic: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!  (Read 272853 times)

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #60 on: September 07, 2021, 01:01:21 AM »

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.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).
Logged
^^

Algoul

  • Lieutenant
  • **
  • Posts: 99
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #61 on: September 07, 2021, 09:45:28 AM »

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.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).

Let me speak as a representative of the exact opposite opinion: the weapons are PERFECTLY balanced. This is exactly what you need for a thoughtful, accurately calculated alpha hit. That is why it does not need to be limited to sale, its price is the best limiter. The best way to spread is to create a minifaction of villains, dangerous periodic bosses that can be killed for this sweet loot.
Logged

default

  • Lieutenant
  • **
  • Posts: 80
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
« Reply #62 on: September 07, 2021, 07:06:30 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.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).

That is fair. I normally stop a run after probably 30-50 hours, I think? I never count. I never make it to cycle 240. It is just my opinion anyway, not saying it should be changed.

As for the Titan missile... I never actually figured out how to use it, and most of the time when I launched it, a few PD capable ships would swat it away before I could even figure out if it was supposed to detonate or even what the potential detonation did in the first place. The Cluster Torpedo though, that has been swatted out of space multiple times, yet it still split up and did its job. Kind of odd, but who am I to complain? They still died.

Quote
Let me speak as a representative of the exact opposite opinion: the weapons are PERFECTLY balanced. This is exactly what you need for a thoughtful, accurately calculated alpha hit. That is why it does not need to be limited to sale, its price is the best limiter. The best way to spread is to create a minifaction of villains, dangerous periodic bosses that can be killed for this sweet loot.

I'm not saying all the weapons are equally unfair, I was mostly just saying the Cluster Torpedo seems a cut above the rest even after being purposely balanced above vanilla. Alpha strikes shouldn't be the ONLY strike though. Against any station, if the thing hits the station dead on, it's likely to nuke the entire thing, plus most of the AI fleet if there is one based on their programming telling them to hide behind the station. I have won multiple fights against stations barely having to lift a finger aside from the one torpedo. I do get the purpose, and it's not a problem when you're not fighting a station since you only get one per ship. I have gone against fleets and feeling like I wasted it because it didn't kill enough. As for the bosses, I do like the idea, but it would probably feel similar to SWP bounty fleets.
Logged
"There's nothing like a trail of blood to find your way back home."

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
« Reply #63 on: September 12, 2021, 08:40:40 AM »

v1.7 is out! Please make sure to delete any previous versions before updating your mod folder.
Download
Logged
^^

dcong89

  • Ensign
  • *
  • Posts: 39
  • Work Hard Play Hard
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
« Reply #64 on: September 12, 2021, 08:24:29 PM »

Yesss new wepon is out , supper love your mod !
Logged

NaranNarman

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
« Reply #65 on: September 14, 2021, 12:14:56 AM »

I love this mod! keep up the good work
Logged

phonon5891

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #66 on: September 16, 2021, 02:36:48 AM »

Great mod! It always irked me how most otherwise great mods have this super cool/fun/OP gun, then nerf it to the ground, leaving users like myself without some fun toy to look forward to for the endgame. That said, I also appreciate how these weapons aren't just "LOL U WIN" buttons -- for example, using fusion beam without good flux management = ded. Thanks for making this!

I am wondering though: did the drop rate/prism market-chance change between 1.6 and 1.7? Your changelog did mention the cluster torp drop rate was nerfed, but...

Before I would pretty consistently get at least one of the superweapons in prism or from derelicts/stations/ruins by endgame (max level, jangala --> sun, etc), but the most recent 5 games I played, I've only found a superweapon ONCE(at prism) -- and I couldn't even use it because it was the Tartarus and my fleet was ballistics/energy focused. In each of those 5 games I've scoured 70-90ish% of the sector, found/fought pretty much all the IBBs/stations/rare ships/whatever, but the superweapons remained elusive. It got to the point where I even had a good amount of the (also rare) plaguebringer weapons from drops, derelicts, etc, but still no superweapons.
Logged

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #67 on: September 16, 2021, 05:42:41 AM »

Great mod! It always irked me how most otherwise great mods have this super cool/fun/OP gun, then nerf it to the ground, leaving users like myself without some fun toy to look forward to for the endgame. That said, I also appreciate how these weapons aren't just "LOL U WIN" buttons -- for example, using fusion beam without good flux management = ded. Thanks for making this!

I am wondering though: did the drop rate/prism market-chance change between 1.6 and 1.7? Your changelog did mention the cluster torp drop rate was nerfed, but...

Before I would pretty consistently get at least one of the superweapons in prism or from derelicts/stations/ruins by endgame (max level, jangala --> sun, etc), but the most recent 5 games I played, I've only found a superweapon ONCE(at prism) -- and I couldn't even use it because it was the Tartarus and my fleet was ballistics/energy focused. In each of those 5 games I've scoured 70-90ish% of the sector, found/fought pretty much all the IBBs/stations/rare ships/whatever, but the superweapons remained elusive. It got to the point where I even had a good amount of the (also rare) plaguebringer weapons from drops, derelicts, etc, but still no superweapons.

Regarding changes to drop rates, few updates ago i doubled the values for all weapons but then reverted the one for Cluster Torpedo since it's the only win button in this mod, aside from that i do change some values from time to time but they are very insignificant to mention in the log, an exception goes to Positron Lens since it had x10 times higher drop rate than whats originally intended (which is fixed now).

Some comments here are telling me that people are finding "a decent amount" of Superweapons epically in Prism Freeport and that's the main motive behind not changing anything for now, unless people agree that the weapons are too rare/too common i would tweak the values again.
Logged
^^

CyberSultanVader

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #68 on: September 17, 2021, 12:54:13 PM »

Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.
Logged

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #69 on: September 17, 2021, 01:53:13 PM »

Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

The problem with small and medium Superweapons is that they will be hard to balance around their OP range, a good medium Superweapon can replace to low end heavy weapons of the same mount type making it idea for bigger slots while on low OP rather than mounting a heavy weapon as originally intended, same thing applies to smaller weapons and medium slots.
Logged
^^

Mordodrukow

  • Captain
  • ****
  • Posts: 275
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #70 on: September 18, 2021, 12:05:43 AM »

Have a few questions:
1. Isnt Photon lens a little bit OP for its cost and cooldown? It literally removes drawback of kinetics hitting armor, turning it into energy type.

2. Will BH generator drag phased ships?

3. Also, can you make a premium version of BH generator, which also creates research station around it?  ;D
Logged
Spoiler
[close]

Mira Lendin

  • Captain
  • ****
  • Posts: 315
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #71 on: September 18, 2021, 02:01:10 AM »

Have a few questions:
1. Isnt Photon lens a little bit OP for its cost and cooldown? It literally removes drawback of kinetics hitting armor, turning it into energy type.

2. Will BH generator drag phased ships?

3. Also, can you make a premium version of BH generator, which also creates research station around it?  ;D

I designed the Photon lens for the soul purpose of making kinetic weapons viable against hull and armor so the point you mentioned is acceptable, now for BH, it only drags phase ships that got affected by it while they were outside of phase state, it should be noted that Blackholes disrupts the speed of affected ships for it's duration only if they were near it during it's creation, so if you phase afterward the speed penalty would still apply but it's not as strong as the pull effect.
« Last Edit: September 19, 2021, 01:11:56 AM by Mira Lendin »
Logged
^^

CyberSultanVader

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #72 on: September 19, 2021, 05:58:06 AM »

Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

The problem with small and medium Superweapons is that they will be hard to balance around their OP range, a good medium Superweapon can replace to low end heavy weapons of the same mount type making it idea for bigger slots while on low OP rather than mounting a heavy weapon as originally intended, same thing applies to smaller weapons and medium slots.

Hello I understand what you mean. Still it would be nice if you can figure out a proper balance in order to add some small and medium slot super weapons into your mod. At the end of the day they are supwerweapons which are super rare and meant for some extra fun so it shouldnt be too bad if you add some. Since they are supposed to be rare its not like it will ruin game balance as player wont have many in the first place, so perhaps a few OP weapons as a reward will be fine. Im sure you can figure something out since you are good at this!
Logged

Szasz

  • Captain
  • ****
  • Posts: 314
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
« Reply #73 on: September 19, 2021, 07:34:47 AM »

I can describe this mod in one sentence: The enemy finally gets to fear your Sunder.
Feeling some shame about using the supercharged fusion beam, but I wouldn't tag the others as 'unbalanced' so far.
However these are harder to find than Omega weapons, how are we supposed to 'farm' these?
Other than acquisition, the mod is a blast, I did not experience such a cool moment with a video game since, well, ever.

edit: oh fudge, found out acquisition is tied to having Nexerelin, lol
A reliable and renewable vanilla source is advised.
« Last Edit: September 19, 2021, 07:57:19 AM by Szasz »
Logged

Mordodrukow

  • Captain
  • ****
  • Posts: 275
    • View Profile
Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
« Reply #74 on: September 19, 2021, 03:06:15 PM »

Tech mining is a good place to spawn that stuff in vanilla. It needs more reasons to build.
Logged
Spoiler
[close]
Pages: 1 ... 3 4 [5] 6 7 ... 35