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Author Topic: [0.97a] Hiver Swarm - V1.1.2 - 03/27/24  (Read 242244 times)

gentulf

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #165 on: August 23, 2022, 02:15:06 PM »

As to ship’s apparent lack of weaknesses, maybe lowering their armor values below average would make sense? Lore-wise it would make sense that their biological hulls can’t be too tough as it’s a living thing and being able to regenerate it on the fly could be the tradeoff for low armor values.

Also their weapons, if one gains their blueprints, should probably be way more expensive, an order of magnitude so because some of them are basically the best weapons in the game overall exceeding even [REDACTED] weapons in quality, while the latter can cost 500 000 when bought from the [REDACTED] NPC.
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nooder

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #166 on: September 03, 2022, 09:56:29 AM »

i did the edits to play as them and i think they are balanced in player's hads coz even the smallest ship if u put hive weapons on it costs around 300-500k yea they are strong but im struggling to buy more that causes me to get my ass kicked by other modded factions or vanila factions with much more ships lol  :D
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trstrs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #167 on: September 05, 2022, 09:00:53 AM »

Great mod. Had a lot fun repelling or beenig caught by few Hiver fleet. Few thoughts about making mod more balanced. Hiver's ships have biolagical hull perk, but weapon counts as high tech, so it can be used by anyone without penalty. It will make sense to give non-hiver ships penalty for bioweapon use(maybe to build into the ship modification, like nutrition tank, which allows to use it, or give it weight and flux penalty, dunno). Late game i am just ignore 1000 range 800 dps fluxchip cannons, otherwise it will ruin game. We need more missiles, guided, acid based, pd distracting.   
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LordKhorne

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #168 on: September 06, 2022, 11:10:47 AM »

for some reason your mod causes to game to lag extremely in combat. I don't know why but it does this but it does.
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arima1234

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #169 on: September 06, 2022, 09:12:34 PM »

Lol just fought againt 2 fleet with nexelim mod. tbh it made me feel how desperated when IoM fought againt tyrannid in 40k (i barely won with the sacrified of my fleet, alies and battle station). But i think it need a slightly adjustment because like ppl stated above hivers don't really have weakness so its is fun when you fight first few times but very annoying when you fight constantly.
- There are too fast and too tough. It's ok when they are strong shield, armor and they can regen but atleast they should have a weakness like slow (their cruiser like prince can tank a whole gang of ships) ? and it work really well to their doctrine (strong, tanky, can regen but slow)
- The fighter are too op especially the one from mother carrier. it really can kill all the ship if not get a focus fire and spawn too fast, like i state above tough is ok but can you change the respawn time ? or atleast made it glass canon dmg dealer or super tank but low dmg.
- About flux, ships like SIM seems never get overheated, the heat recover is too fast
Sorry for my bad english.

« Last Edit: September 07, 2022, 12:59:59 AM by arima1234 »
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Olfand

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #170 on: September 07, 2022, 05:29:22 AM »

The idea for this mod is really good, an insectoid alien threat to the sector while the superpowers can't help but fight each other for pride, glory and conquest make the moded starsector really fun.

However this mod COULD be fun if not that unfair and unbalanced. There's much to say to make it a serious dangerous threat as the remnant and the regen hullmod for organic ships is a logic and nice mechanic, however ...

The 2 only thing that might give a chance to defeat a regular hiver fleet is hiding behind a station when they invade, or using a zerg rush tactic and launch every ship you have to one target at a time to try and destroy it. And even those methods have a near 0 chance to succeed.

One exemple that make me rage like hell are the fighters. For exemple my parangon with its full escort got wrecked by a part of the hivers fighters without having even a chance to see any enemy ship. And i try some tactics with different ships even a fleet full anti fighters and even that isn't even efficiency.

If by miracle i can pass the fighters waves, the carriers are too well equiped to fight on their own ! Everything's maxed with the hivers : armor, hullpoint, flux cap and vent, nav speed, ect ... and i'm not talking about the numerous ships with phase or damper field like effect. Saying this sounds like i'm talking about one of the OP sonic OC from the fan base.

If in early i was enthousiastic about finding a strat to defeat those mighty foes, after getting steamrolled in every way by this mod it just frustrate me everytime they decide to pick up a fight with me. I'll have to redo a campaign again without this mod, because in his current state that's a big no no for me.

Now that i've vented my frustration i think some things can be easily done to balance the hiver without making them as lame as the Pirates and luddics. Some ideas that i've come with are the armor rating. Those ship are living organisms right ? So it woudn't be illogical to assume that even if they are high tech who can absorb massive amouts of damage with shields and vent easily their armor might be lowered. And that applies for the speed too, the majority of the big hiver boys are carriers so their massiveness shouldn't allow the to go full speed boy at the slightest inconvenience. Same for the weapons mounts the carriers shouldn't be able to erase any foe that comes for is chitinian a**.

The fighters well ... they're absolutely awfull to deal with. Maybe making them less tanky, or else deadly ? reducing a stat or another or even making them the disposable thing like insectoids drones : they coul have a limited time since launch and die passed some time. And the replacement rate not being this insane but like launching waves of numerous fighters who are fragile but really look like a swarm of disposable drones for the glory of the hivemind and the queens themselves !

Well those are juste some ideas and my ranting about this mod that could be one of the funniest to play in the mod community.

Have a nice day and bun bright fellow commander !

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Dazs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #171 on: September 07, 2022, 07:55:16 AM »

Hello one and all. I apologize for being MIA for the last couple weeks. I was on a two week vacation (which I believed I mentioned in the CFT thread) and when I got back I was so overloaded with work that I had no time for play. I truly appreciate all the thoughts and ideas given to all my mods in my absence and I *should* be able to start working on updates by the weekend. I will be starting with changes to Hiver Swarm and working my way to the other two faction mods as well as some ideas for Ore Refinery (no ETA on those just know they are on my to-do list)

I will give more detailed feedback once I have time to go through all the replies on all my mods and get back to you all.

Thank you,
Dazs

trstrs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #172 on: September 07, 2022, 10:39:53 AM »

One thing, please do not nerf Hivers. It is interesting as tough faction. Some things as locations, specialized industrisies, star bases, maybe, but overall, you can beat them. Speed, distance, firepower, they gone. I personally will be hapy to see super Hiver (to confront Gown from scalartech solutions, or sajuuk-khar), but other, those who got their immertion broken. Maybe give them weaken version of mod? PS they are not superpower or something, big ships do not have speed boost or kind of flicker, missiles not swarmers and can be intercepted.
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grinningsphinx

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #173 on: September 07, 2022, 11:20:44 PM »

Hiya!!!

Stopped in just to check how this mod was coming along!

Wow...so what im reading is a lot of posts from players that probably struggle against any number of factions.

Guys, ive run Hiver ships..ive run against Hiver ships. Early or mid game, you may struggle. Once you get over the mid game hump and have some stuff of your own you can spank Hiver fleets. You know where the systems are, you know that they have to cross space to get to your colonies. If you set up in a spot that allows them to easily reach your colony without interdiction well...yall kinda asked for it. Its like...thinking you can just go out with a vanilla fleet set with cruisers and up and right away go after the Templar systems back in the day lol. No..just not gonna happen. Running Hivers as your only mod next to Nexelerin and everything else vanilla is a mistake if thats what people are doing. You need the tools: ships, weapons, ship mods, leveled captains and a decently filled out main character to fight on par. Last stage defense stations, money to buy some support fleets, a couple of high commands etc.

Anyway, thumbs up Dazs! Glad to see its still around. Too many factions just really dont provide much of a late game challenge.

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gentulf

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #174 on: September 08, 2022, 12:53:11 PM »

While I see people supporting Hivers as being very strong and in principle I am not against it, they have some weapons that are pretty much perfect and having access to them is very upsetting to the general feel of all the other weapons you can find (basically everything feels pointless if you can just use hiver weapons).

I am not sure if I like them being more threatening than Remnant fleets.

Also their presence in the sector still makes some quests target their systems which is very annoying, although not game breaking.
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gentulf

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #175 on: September 08, 2022, 01:32:36 PM »

Thinking more about weapons - it's most frustrating that I have to pay up to 500 000 credits to Midnight Dissonant to buy certain [REDACTED] weapons that you can't really get otherwise but can just stumble upon a Hiver blueprint and just produce them with low cost (relative to huge utility).

Maybe some weapons should be re-categorized as "super weapons" and made unavailable as blueprint and rare in usage (perhaps even very rarely available to buy at Midnight Dissonant)?
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grinningsphinx

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #176 on: September 09, 2022, 10:12:19 AM »

Thinking more about weapons - it's most frustrating that I have to pay up to 500 000 credits to Midnight Dissonant to buy certain [REDACTED] weapons that you can't really get otherwise but can just stumble upon a Hiver blueprint and just produce them with low cost (relative to huge utility).

Maybe some weapons should be re-categorized as "super weapons" and made unavailable as blueprint and rare in usage (perhaps even very rarely available to buy at Midnight Dissonant)?

Overall, in my games at least, hivers have some good non beam energy weapons.  They dont have any ballistics to speak of and the missiles are okay-ish compared to other factions that i run. I mean, unless something new has been added since the last time i played. Other factions missiles  have better use case scenario and as far as i know dont have any beams worth mounting. Same with mediocre point defense.

The counter to the fighter spam is the same as all factions with fighter spam; you either have the stuff to counter it or you dont...fighter/missile swarm stuff has always been very either or in star sector. I can either counter with my own  spam or i can take ships that very much out range them while still providing a small/medium threat screen of drones and throwaway regenerating missiles. Fighting a huge block of remnants actually gives me more Angst then Hivers, simply because of the AI pilots and the massive super agro charges that tend to break your lines and annihilate focused targets. Two systems off the tops of my head that are especially effective against hivers are the large energy artillery that throws out waves of slower moving energy balls, and the large ballistic weapons that put out clouds of fragmentation damage. Anything that saturates and area with good reload speed works though.

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trstrs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #177 on: September 09, 2022, 10:46:27 AM »

Thinking more about weapons - it's most frustrating that I have to pay up to 500 000 credits to Midnight Dissonant to buy certain [REDACTED] weapons that you can't really get otherwise but can just stumble upon a Hiver blueprint and just produce them with low cost (relative to huge utility).

Maybe some weapons should be re-categorized as "super weapons" and made unavailable as blueprint and rare in usage (perhaps even very rarely available to buy at Midnight Dissonant)?
there is nothing to do with it, at last for now, just ignore bluprints and illegal weapon traders.
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gentulf

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #178 on: September 09, 2022, 11:30:29 AM »

Come to think of it more, maybe one solution is to make it more difficult to use Hiver weapons on non-hiver ships. A check can be run to see if a ship has Biological Hull mod, and if not make it more expensive (higher OP cost or lower efficiency) or outright impossible to mount those (or make some special hull mod that is required on non-Hiver ships). This way the following is achieved:
  • The weapons can still be powerful.
  • Hiver ships can still be powerful with their weapons.
  • The player can't just stumble upon a weapon and get to use it effectively without actually facing Hivers.

It is also very lore-friendly because as Hiver weapons are such alien technology it would make sense that it's not really feasible to just slap them onto conventional ships.

Tangentially, Hiver ships are kind of like automated ships — they are not standard machines that your crews have experience with. It could be even argued that they should work like those, with a skill required to even use them (neural link)? That is just food for thought though.
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trstrs

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Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« Reply #179 on: September 09, 2022, 12:16:49 PM »

 I just have to repeat to myself: do not demand nearly impossible from mod maker, special industries for Hivers (hard to handle to nonHivers), special healer ships, rammers/jumpers, enormous/acid torpedoes, coordinator ships (like capital size giving boost to frigates around him). Exteme rich lore have a lot of earlier sci fi implementations (R.A. Heinlein for example) or some GW creature, but only one mod touching the idea. Kinda sad.
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