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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 991150 times)

Taverius

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1050 on: March 12, 2016, 04:20:56 AM »

Hey Deathfly, did a little playing around:

  • Flohs seem completely broken now. Not only is there the previous issue of slow beam + firing while moving at max range = not ever hitting anything, but now they just seem to never even try to fire, which they did in 0.7.1a
  • Nirvash is much better, but it the broadside mounts angles are too narrow and the fixed front-facing weapon confuses the AI still. Conquest/Odissey have 90deg arcs for a reason. I had to set the angles to 90 and remove the built-in, and then it became able to kill things, quite effectively. Tried swapping the Neutron for an Adv Torp first and while it was doing better it looked like it was still trying to aim it at things - may be more hidden mount strangeness? In any case its definitely possible for it to work now.
  • Pile Driver (A) description still mentions built-in UPC and boosted neutronium plating
  • Banshee Norn: Quasar + Broadside = what? Frankly, none of the NC capitals are much fun to fly apart from the Unsung, I'd love it if that were to change as right now I never upgrade the flagship past a Lathe. Normal Banshee is ok but just as good in AI hands so I leave it to an officer, Norn is weird and JH is far too slow - and also the PAC is still silly. Its odd to me that the most fun you can have with NC large energy weapons is Banshee (a missile boat) or Lathe (a cruiser).
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Deathfly

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1051 on: March 15, 2016, 01:47:03 AM »

@Taverius
OK, I think I found the Floh's issue. With luck it should be fixed in next release.
And for Nirvash, I can't reproduce the front facing issue form my end, at least in simulation. AI always try to use its strong side to face the enemy unless it decide to pull out or pursue. And indeed, a braodside ship IS a bad design for Neutrino but since we always needs some bad design so that is OK for me.
For Banshee Norn, this a ship that "can fit broadside build" instead of "broadside ship". in some case you can even left all the broadside slots empty to got more vents and hullmods(oh, maybe I should make such a variant and give it less OP).
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Taverius

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1052 on: March 15, 2016, 02:18:24 AM »

No, no, Nirvash with 90 arcs and no built-in neutron was pretty good. Not particularly fast at killing in the AI's hands - broadside AI can still use some work - but totally effective in a pack with mauls etc.

Happy to hear about the Flohs.

Btw, after some further play I'm not too sure about the current state of the grinder.

Yeah, it can hit pretty hard for a cruiser that small, but the combination of extremely focused single purpose & poor PD with its system means it becomes non-viable in my fleets as soon as I start fighting mainly cruiser fleets. The AI seems to suck pretty hard at ship systems with downsides that steep, probably why Alex removed them from high energy focus.

Not sure what can be done, but unlike the Falcon it has a much much smaller window of usefulness in a campaign -  this makes me sad, I've always liked the ship and want to use it more, but using them to escort Mauls/Nirvash/Lathes is just giving the enemy free kills.
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Bastion.Systems

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1053 on: March 27, 2016, 11:58:44 AM »

Neutrino is such a cool faction, heavily automated high-tech with utilitarian design, hidden weapon slots. Designs remind me of Caldari State, but are somewhat more sleek and uniform.
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Deathfly

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1054 on: April 04, 2016, 04:05:57 AM »

Heh, I just learned something about ship superiority and weapon superiority so...

Joke aside, just some more bug fix and ner...er, adjustment.



Download Neutrino corp 1.83-RC3

Spoiler
Code
RC3
------------------------------------------------
Support Version Checker

Antiproton Laser
-State restored to 1.82 time
-Beam no longer piercing missiles
-Each beam it shot will try to aim at missile in small arc independently.

Unsung
-OP reduce to 450.
-Flux dissipation reduce to 2000
-Flux capacity reduce to 30000
-Armor rating reduce to 1750

Phased Array Cannon
-Cost 28000 flux to fire(was 24000).
-Range decrease to 950.

Neutron Lance
-Cost 7000 flux to fire(was 6000).
-Range decrease to 1000.

Silver Lance
-Now the armor braking effect will related to target's flux level. It will do more armor braking hits while target's flux level is high.
-Will have chance to release EMP arc in path.
-Cost 13500 flux to fire.(Was 9000)

Bane and Misery
-Crit damage halved.
-Shots will spread wider after continuous firing.

Heavy Neutron Pulse Cannon
-DPS increace to 400(200).

Neutron Pulse Cannon
-DPS increace to 250 by slightly increace ROF.

Neutron Pulse Cannon v(F) replaced by Triple Neutron Pulse Cannon
-Fire a 9x150 burst every 6 secands.
-Max ammo reduce to 18(2 bursts). Reload 9 ammo in 30 secands.
-Projectiles travel slow and scattered.
-OP cost increase to 14.

Floh
-Flux capability increase to 2000. Shield efficiency reduce to 0.55

Derp Charge CIWS
-Max charges reduce to 3.

Maul
-Siege Mode will take 3 seconds to charge up. While charging up the weapon fire will be blocked(to give AI some time to line up their weapons).

Neutronium Plating
-Will cause one second overload while collapsed.

Polyphase Amplifier
-No longer disable shield.
-Cost hard flux to use. And block hard flux dissipation.

Some minor VFX adjustment.

And something CLASSIFIED...
[close]

Edit: Opps, seems like I was too drunk at that moment. Change log added.
« Last Edit: April 04, 2016, 05:35:08 AM by Deathfly »
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Code and decode almost everythings with a genomics approach.
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Taverius

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC2)
« Reply #1055 on: April 04, 2016, 04:59:57 AM »

The changelog, it is blank. In any case thanks Deathfly and FlashFrozen :D
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Huginn

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1056 on: April 05, 2016, 11:02:14 AM »

Is this mod compatible with Nexerelin and SS+ active at the same time?
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Bastion.Systems

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1057 on: April 05, 2016, 12:06:32 PM »

Is this mod compatible with Nexerelin and SS+ active at the same time?
Yes
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Genjou

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1058 on: April 07, 2016, 05:04:33 AM »

Excuse me, but u planned to return Photon Cannon and Heavy Photon Repeater in mod?) If yes, maybe it possible to create for small slot too?)))

P.S. I really liked this weapons =^___^=
« Last Edit: April 07, 2016, 05:23:59 AM by Genjou »
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Deathfly

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1059 on: April 07, 2016, 08:36:34 PM »

Some good news. I managed to reworked the "elliptic shield" things that will make them look much less artificial. And finally add an "all system green" animation for the build-in PAC.

Is this mod compatible with Nexerelin and SS+ active at the same time?

Neutrino is on the Nexerelin compatible list. You can check this out in Nexerelin's OP.
Most faction mods are compatible with SS+, including Neutrino.
A SS+ integrated mod means it can got more benefit form SS+'s features like variants randomizer, mixed-tech fleets generator, and IBB bounties. But most unintegrated one do compatible with it, although it will not support those eatra features.

Excuse me, but u planned to return Photon Cannon and Heavy Photon Repeater in mod?) If yes, maybe it possible to create for small slot too?)))

P.S. I really liked this weapons =^___^=

I may think about adding the pho...wait, excuse me, you just said photon what?
« Last Edit: April 07, 2016, 09:14:29 PM by Deathfly »
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Code and decode almost everythings with a genomics approach.
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Genjou

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1060 on: April 07, 2016, 10:47:27 PM »

I may think about adding the pho...wait, excuse me, you just said photon what?

- Energy -
-Anti-Proton Laser - - Darkmatter Beam cannon - - >>>Photon Cannon<<< - - Pulsed Beam Cannon - -
>>><<<

- Large Energy -
- Fusion Lance - - Particle Cannon Array - - >>>Heavy Photon Repeater<<< - - Unstable Photon Cannon - - Tractor Beam - - Neutron Lance - - Phased Array Cannon -
>>><<<

ehh...?
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Deathfly

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1061 on: April 08, 2016, 12:28:14 AM »

@Genjou
OK, that's a energy based missile weapon in long time ago...seems like if I can't just add it back in since that will lead to some balance issues. But I do have something in my mind so let me try and see frist.
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A not-so-noob functional geneticist
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Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Genjou

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1062 on: April 08, 2016, 05:32:47 AM »

@Deathfly
OK, that's a energy based missile weapon in long time ago...

Sorry if was rough, i didnt want, really ^_^'

seems like if I can't just add it back in since that will lead to some balance issues. But I do have something in my mind so let me try and see frist.

Ok, this is no problem, if need balance - just do it! ~_^ And thanks for took this)))

P.S. I like this weapon not only for very good stats (yes, maybe little imbalance in past...but never mind, tehehe ::)), most like appearance/projectile and his flight/shot sounds/etc...well, u know, right? 8)

P.P.S. Anyway, if re-edit and inject in mod - u make me happy and i will very grateful to u =^____________^=
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Hazard

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1063 on: April 09, 2016, 07:11:24 AM »

Question, is the Neutrino Omega Upgrade meant to replace the SS+ ship class-based range boost? My Unsung has a less range with the Omega installed than it has with ITU.
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Taverius

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Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« Reply #1064 on: April 09, 2016, 08:02:19 AM »

AFAIR yes, that's intended.
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