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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986219 times)

Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #870 on: October 04, 2015, 09:33:38 PM »

Got an error while trying out the Silver Lance for the first time. Not firing it at an enemy, just firing it into empty space in the simulator.

Quote
9250042 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
   at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #871 on: October 04, 2015, 10:10:52 PM »

Got an error while trying out the Silver Lance for the first time. Not firing it at an enemy, just firing it into empty space in the simulator.

Quote
9250042 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
java.lang.NoSuchMethodError: data.scripts.plugins.FakeBeamPlugin.renderFakeBeam(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFFFLcom/fs/starfarer/api/graphics/SpriteAPI;Ljava/awt/Color;)Ldata/scripts/plugins/FakeBeamPlugin$FakeBeam;
   at data.scripts.weapons.NeutSilverLanceEffect.advance(NeutSilverLanceEffect.java:337)
   at com.fs.starfarer.combat.entities.ship.oOOO.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

opps, seem like the fakebeam lib I use is a little more advance then SCY's and we got a classes names duplicate issue here.
Gona to fix it out soon.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #872 on: October 05, 2015, 02:25:43 AM »

Fixed that bug and some more things.

http://www.mediafire.com/download/zfnye4gdx6iasgg/Neutrino_corp_Deathfly%27s_patch_Build_6.1_for_1.81.zip

Spoiler
Code
Build 6.1 (for Neutrino corp v 1.81)
----------------------

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the "no such method" wrong when firing Silver Lance caused by Fakebeam's class name duplicate issue.

-Misery's range lower to 750(from 900). Reduce its flux cost to 60 per shot(form 100). ROF up to 300 shot/min.
-Pulsed Beam Cannon' damage increase 25% (to ). Slightly improve its performance at long range. Flux cost increase to 870 per burst (from 525). Op +1.
-Dual Giga Pulse Laser' damage and flux cost increase 50%. Base ammo increase to 6 (from 5). Ammo regenerate down to 12 per minute (form 20).
-Antiproton Laser now will focusing on target, make them work a lot better on PD. OP increase 1.
-All kinds of Neutron Pulse Cannon will regen ammo at 1/10 of it's ROF.
-Derp Launcher now will reload 3 ammo per minute, and cost 200 enengy per shot.
-Particle Cannon Array will reload 17 ammo per minute.and base ammo reduce to 40

-Derp Charge CIWS now fire in 3 shots burst. And regen 1 charge per minute.

-Rearm the Blowtorch as a C-rig. Fusion Lance will build-in on it and not be sold on market anymore.


Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
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NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #873 on: October 05, 2015, 03:51:05 AM »

I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]

Wait, what? I thought that didn't spawn naturally in Nexerelin.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #874 on: October 05, 2015, 04:15:45 AM »

I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]

Wait, what? I thought that didn't spawn naturally in Nexerelin.

I thought that too. But it do spawn naturally in Nexerelin now for some reason.
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Histidine

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #875 on: October 05, 2015, 05:08:13 AM »

From older Deathfly patch version:

Code
"utility":{
"neutrino_vice_elite":10,
"neutrino_hacksaw_standard":10,
"neutrino_hacksaw_assault":10,
"neutrino_singularity_updated":10,
"neutrino_relativity_standard":10,
"neutrino_grinder_standard":10,
"neutrino_banshee_elite":10,
"neutrino_bansheenorn_standard":10,
"neutrino_nirvash_standard":10,
"neutrino_theend_standard":10,
"neutrino_sledgehammer_standard":10,
"neutrino_sledgehammer_assault":10,
"neutrino_piledriver_standard":10,
"neutrino_hildolfr_standard":10,
"neutrino_lathe_standard":10,
"neutrino_jackhammer2_standard":10,
"neutrino_colossus_standard":10,
"neutrino_maul_standard":10,
"neutrino_falken_standard":10,
"neutrino_criticality_standard":10,
"neutrino_gepard2_wing":10,
},
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NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #876 on: October 05, 2015, 05:17:15 PM »

Oh neat! I wound up adding it to the prism_boss file in my Nexerelin install just to have a chance of it spawning, but I'll have to check out this new patched version.
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Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #877 on: October 05, 2015, 05:18:12 PM »

The Silver Lance appears fixed with the update.
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Agalyon

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #878 on: October 12, 2015, 10:17:01 PM »

Getting this crash fighting a hacksaw in the simulator.

Code
3019663 [Thread-5] DEBUG org.lazywizard.radar.renderers.combat.ShipRenderer  - Triangulated hull 'neutrino_hacksaw' successfully
3082924 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
 at org.lwjgl.util.vector.Vector2f.add(Vector2f.java:191)
 at data.scripts.AIs.Missiles.Neutrino_PhotonTorpedoAI.advance(Neutrino_PhotonTorpedoAI.java:94)
 at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
 at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
 at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
 at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
 at com.fs.starfarer.combat.D.o00000(Unknown Source)
 at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
 at java.lang.Thread.run(Unknown Source)
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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #879 on: October 18, 2015, 02:33:55 AM »

OK, fixed that NPE and some more weapon balance and some more quality polish.

http://www.mediafire.com/download/76mw3uzzjpbon5c/Neutrino_corp_Deathfly%27s_patch_Build_6.3_for_1.81.zip

Spoiler
Code
Build 6.3 (for Neutrino corp v 1.81)
----------------------

-Fix a NPE caused by Neutrino_PhotonTorpedoAI.

-Blowtorch's armor decrease to 500, OP decrease to 10.

-Nirvash's broadside battery firing arc adjusted a bit to fit the broadside AI now.(temporary)

-Adjusted Neutron Lance and Phased Array Cannon's firing pattern so not too more flux free chargedown beams now.(goodbay, fire'n vent cheating)
-Adjusted Neutron Lance and Phased Array Cannon's damage a bit. Neutron Lance's OP decrease to 32(form 35).

-Dual Giga Pulse Laser brust damage decrease to 1000. OP decrease to 18(from 20).

-Graviton Inversion Device became a build in weapon and not longer sold on market.

-Light Photon Torpedo RPM down to 30. Regenerate 9 ammo per 45 seconds.
-Photon Torpedo Launcher fire more quickly in brust(form 1.5 down to 0.6 second).

-Sapper SRM fire more quickly in brust(form 2.8 to 1.05 second).
-Sapper SRM and Goliath SRM Launcher will no longer cause friendly fire after missile flameout.

-Adv. P. Torpedo fly speed increase to 200 (from 160). Damage adjusted to 260x1 + 80x3 + 20x10. Flux per shot decrease to 350(from 375).
-Adv. P. Torpedo now use a more accurate way to detect distance to target so they will release closer to a thin ship form broadside(but this may cause them cresh into a flicking shield sometimes)
-Adv. P. Torpedo Single base ammo increase to 3.
-Dual Adv. P. Torpedo RPM increase to 10, base ammo increase to 12.
-Quad Adv. P. Torpedo RPM increase to 24, base ammo increase to 36, OP increase to 24, fire in 4 shots burst.

-A small AI trick to make sure AI controled ship would not interrupt Adv. P. Torpedo and Phase Missile burst by venting.(Not fully tested. If anyone found AI act weird with them, please PM me.)

-Derp Launcher and Derp CIWS will reload 1 burst per 45 secend. DERP will no cause friendly fire. Derp CIWS cooldown increase to 4 seconds.

-Remove the ammo limit for Neutron Pulse Cannon and Neutron Pulse Battery.
-Heavy Neutron Pulse Cannon and Neutron Pulse Cannon v. (F) base ammo decrease to 50. Reload at 1/4 RPM.

-Pulsar Beam OP decrease to 6. DPS increase to 98.

-Hit by Graviton Inversion Device or Siege Fusor will knock you out now.

-Guardian Shield will got damaged while overloaded.

-Clean up some collision polygons to lower the CPU load.

-Adjusted some variants.

-And...did I mentioned the Falken is three times powerful then the other mass production model now?
[close]

Next step maybe I shoul took my head into the ships balance. I know someone will gona to hate this...
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HELMUT

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #880 on: October 23, 2015, 01:23:19 PM »

Just finished my Neutrino campaign and have some feedback. However there's so much stuff to say... I'll probably forget a few. The big question is obviously "are they too strong?" which for me is definitely yes, i managed to take down all the SS+ boss bounties without teching the combat skill. The three things that stand out the most were :

-Their armour, better than low-tech ships.
-The hidden mounts can't be disabled, which make them really deadly in brawl.
-The very low crew requirement, which allow for bigger fleets.

Anyway, let's start with the frigates.

The Singularity is probably the best Neutrino frigate for every scenarios. Two hidden hardpoints that can't be disabled, more armor than any vanilla frigate, pretty good mobility, inexpensive to maintain and of course the 0.4 shield. Its only main weakness is its expensive deployment cost of 7, but that's not really a problem during early game and for late game you rarely deploy frigates anyway. Oh, and no peak performance limit too!

The Relativity is less impressive. Not quite as fast, armed and armoured (but still more than a Brawler). It's actually quite a bit more fragile than its brother, it have a wider profile that the small shield can't cover. My Relativities rarely lasted for long in campaign, the Singularity felt surprisingly more resilient as it survived for almost the whole campaign. It's not completely inferior though, the arc surge emitter makes for a terrific point defence system and can even threaten bigger, unshielded ships. It's probably one of the few Neutrino frigates where its heavy armor is kinda justified.

Flash compared the Criticality to a Hound in his changelog, and i feel the same. While it's dirt cheap to maintain, it is ridiculously expensive to field at 10 DP. It lack the large cargo of the Hound. On the battlefield, i had a lot of trouble to make it works. It doesn't have a shield and have 25 less armor than the brawler. Its system make it ridiculously mobile as long as it works but otherwise it's as slow as a buffalo. The triple medium mount could in theory allow for some interesting builds but its weak flux stats (the weakest of all Neutrino frigates) make it quite difficult. And given the boosters system consume flux, that ship rapidly become a death trap for the pilot. While the ship's whole idea is good, it doesn't really work in practice. Oh, it's also a massive missile magnet, making its already short life expectancy even shorter.

The Causality is a strange one, i loved it before but now i'm not so sure. It's the only frigate with a peak performance timer, which is needed given the nature of its cloak. The huge phase cloak activation flux cost make it quite easy to catch it with its pants down after an attack, which make it better in the role of a long range harasser. I don't really like the cloak upkeep at 0, which mean it can stay cloaked as long as it want and it can lead to some infuriating situations where a Causality refuse to un-phase. It need an upkeep, even if tiny, to avoid those situations.

For the destroyer, the Hacksaw is more or less a high-tech Enforcer, but with roughly the same armor as an Eagle. It's an awesome ship of the line, and while it doesn't have the "optimal" firepower of the Enforcer, it's much more tankier and with the 4 hidden small missiles slots that can't be disabled, it will bitterly fight to the end.

The Sledgehammer is another weird one. Its numerous missile mounts can make it whatever you want it to be, but not in an excessive way. It suffer from the same problem as the Hacksaw in the sense that it is ridiculously hard to kill. Its big weakness is the outrageous deployment cost, 15, as much as a Dominator. The numbers feel a bit extreme. Otherwise, i noticed that the AI wasn't able to use the built in siege fusor, probably due to the very long charge-up.

Then there's the Piledriver, directly competing with the Vice for the same role. I made a post about it long ago and while Flash indeed made some balance changes, i still feel there's only one place for those two. And the stats of those two ships kinda feel... Weird. Technically speaking, the Piledriver is a cheaper vessel with better all around stats while the Vice is crappier but with more guns. I feel one of those two should need to fill its own role.
I know that a while ago, the Piledriver used to have a launch bay, which was very, very powerful considering it also have a large hidden energy hardpoint. But at least, it filled the role of destroyer carrier that the Neutrino still lack today. I think changing the Piledriver back to a carrier could be interesting, with of course many tweaks to weaken its stats to make it not broken. This way, the Vice could finally assume the role of dedicated long range fire support of the fleet. Honestly, i'll leave this decision up to you. I personally think this would be more interesting.

Otherwise, same nerfs as above i guess, evening some of the stats, mostly the armor. The Vice might possibly need the hybrid mount treatment in the future, two medium missile and one large could end up ugly.

Now for the cruisers... The Grinder is probably the most balanced one in the bunch. It is a *light* cruiser, but given it's Neutrino, it's more of an analogue to the Aurora than the Falcon. It's very fast, faster than a Falcon without maneuvring jets. It's also quite tanky, right between the Eagle and Dominator if you ignore the shields but is otherwise surprisingly average. At first i had trouble finding a proper build for this ship, the weapons layout is pretty strange and the weak flux stats doesn't allow much diversities. It's a weird ship, but once you can get it working it does surprisingly well.

The Nirvash was the huge surprise of the campaign. Previously, i couldn't make this ship work for anything but i know realize how incredible it is. It's almost as tough as a Dominator, faster than an Eagle and with an absurd amount of firepower, with 90% of it being hidden and immune to EMP. The main trick is that it is a broadside ship.

The common mistake i made was to try to make use of the frontal large energy. Once i understood that it was a "trap" mount (it eat an unnecessary large amount of OPs and flux that you desperately need), i decided to go with an asymmetrical build similar to what i usually do with the Conquest. 5 pulsar repeater on the left side, nothing else on the other one, maximum vent/capacity, and unleasing hell on everything that came too close. It worked well, frighteningly so, especially since the maneuvring jet allowed me to reposition all the time. It works okay-ish with the AI as well, but then it's better to fill the other side with guns too, even at the cost of lower flux stats. I think it's a good ship, which will probably become even better with the new broadside AI that'll come with 0.7.

The Maul is the biggest, toughest Neutrino cruiser but also the least mobile and most expensive, it cost nearly as much as a capital ship to deploy. Its obvious role is med/long range fire support with the 3 large energy and 3 medium missiles. I didn't used it much in my campaign as it had some trouble keeping up with the rest of the fleet in combat.

TheEND is currently the only "small" carrier of the faction. Compared to the heron, it's obviously more expensive but also have quite a bit more firepower. Like the Causality, it have a big phase activation cost but no upkeep.

Overall, not much to say about the cruisers. Only the Nirvash may require a little bit of rework in its design. For the capital ships however, there's some issues.

I had a problem with the Colossus and somehow managed to lost its drone even though the ship was still alive. I'm not sure what caused this. Also, when the said drone is destroyed, this happen :

Spoiler
[close]

The explosion is for some reason absolutely gigantic, not sure if it's intended.

Then i tried the Jackhammer, and unsurprisingly, the phased array cannon and its 16.000 burst damage is ridiculous. Its ability to instakill a destroyer at 1200 range is just too much.

For the Banshee, it will probably require the hybrid mount treatment for the next update, maybe. A buff to the broadsides energy firing arc like you did to the Nirvash would also be welcome.

Another problem is about the Drache bomber and its graviton inversion device. In my campaign, it could overload any shield it reached, which is kinda overpowered. Another strange side effect, the bomb explosion push away the targeted ship. Not very practical for the rest of the bombers.

My last issue will be about the sapper srm. The missiles will slow down reaching a certain distance, even though they haven't reached their "maximum" distance. Which mean the AI will often fire as far as possible and they'll stop just in front of the target.

Oh and a last thing, some weapons weren't available in any stations in my campaign, the neutron lance and pulse cannon battery, don't know why.

That's mostly it, even though there's probably more stuffs that i can't remember. The most important would to even the stats about armor compared to vanilla. Neutrino can (and should) have above average armor, because of the nature of their shield system. Just not that much. It would also be very good to find a solution to the hidden weapon problem. Obviously, those can't be "normal" mounts, because they'd show and would looks very goofy on some ships. Can't help much on this one, i'll let the coders say what they think about it.

The last problem, probably the biggest one about the faction, is the small amount of crew required. Currently, the crew is a huge part of the logistic rating of the fleet. And because Neutrinos ships don't need much crew, they can field absolutely massive fleets. It's true that the very high deployment cost prevent them from flooding the battlefield, but they can still send waves after waves of ships. At max level (vanilla SS) and without going past 100 logistic points , i was able to field 22 Grinders cruisers compared to only 11 Eagles. 0.7 will change quite a few things about the number of ships you can have, so i'm not sure how this will end up but right now that's the biggest imbalance about the mod.

That's all. Even though the faction was clearly too strong, it was still fun to play, which is the most important after all. Just need another balance pass and it should be on the same level as vanilla.
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Midnight Kitsune

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #881 on: October 23, 2015, 02:21:31 PM »

One thing about those shield drones that I would like to add is they show up as HUGE ships on the common radar and that might have something to do with the explosion size
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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #882 on: October 23, 2015, 03:13:12 PM »


I had a problem with the Colossus and somehow managed to lost its drone even though the ship was still alive. I'm not sure what caused this. Also, when the said drone is destroyed, this happen :

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The explosion is for some reason absolutely gigantic, not sure if it's intended.

Explosion size is collision radius + 200 SU.

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #883 on: October 23, 2015, 07:26:29 PM »

Explosion size is collision radius + 200 SU.
The collision radius of both shield drones will reduce to 50 when they were disabled. But seems like this may not work every time.
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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #884 on: October 24, 2015, 06:15:23 PM »

One thing about those shield drones that I would like to add is they show up as HUGE ships on the common radar and that might have something to do with the explosion size

Forgot to mention this in my last post but you can hide specific entities from the Common Radar in the latest version now.

Here is a good chance to leverage that feature.
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