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

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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986314 times)

Uomoz

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Re: Neutrino Corp. (v. 1.02)
« Reply #45 on: May 09, 2012, 01:43:21 AM »

Not *much* vanilla-balanced :\. I would understand a better version of any vanilla ships, but their current raw efficiency is way too high.

That's too bad because I totally love your style (and lore).

That said I believe you're the best kitbasher with vanilla stuff around by a long shot.

SMALL EDIT: Rofl, I'm too tired this late period, too many exams xD.

Spoiler
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« Last Edit: May 09, 2012, 02:36:53 AM by Uomoz »
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WKOB

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Re: Neutrino Corp. (v. 1.02)
« Reply #46 on: May 09, 2012, 02:26:06 AM »

In AI vs. AI fights the Lathe always gets slaughtered, in my tests at least, so I don't think it's an issue.

Quote
I believe you're the best kitbasher with vanilla stuff around (imho)

You believe your honest opinion?
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FlashFrozen

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Re: Neutrino Corp. (v. 1.02)
« Reply #47 on: May 09, 2012, 08:01:21 AM »

hmm, the shipbalancer doesn't play nice with openoffice at all, my recomended values get broken xD

but lemme see what i can do, not hard to tweak these imo :P

EDIT: after playing with the ship balancer I've found what was causing the serious chart messup on the balance suite, it's the shield effectiveness ratio.

« Last Edit: May 09, 2012, 09:21:35 AM by FlashFrozen »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.02)
« Reply #48 on: May 09, 2012, 09:33:12 AM »

Pic for easy way to show what i'm saying.

Just by changing it to 0.9 instead of 0.2 you can see



everything is slightly more in line, as of the moment, the balancer completely ignores shield arc ( which for my ships are very narrow )  and emphasizes shield efficiency



This doesn't mean I won't continue balancing my ships though :)
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FlashFrozen

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Re: Neutrino Corp. (v. 1.02)
« Reply #49 on: May 09, 2012, 09:38:23 AM »

it probably is just the calculation tacks on the shield efficiency at the end as an overall coefficient and probably assumse your ship has like a full 360 shield or something :P
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Sunfire

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Re: Neutrino Corp. (v. 1.03)
« Reply #50 on: May 09, 2012, 01:06:49 PM »

The balancer assumes that if your ship has omni shields that they have a reasonable arc, so the fact that your ships have very small shield arcs is ignored. If only I knew how to code  :(.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.04)
« Reply #51 on: May 14, 2012, 11:25:35 AM »

Pew for new update!

The broadside ai still isn't quite... satisfactory, so the ai will prob not hit you with the new ship, but you are welcome to walk into its broadside as you wish though :)

EDIT: Pew pew! a silent update cause I cans, Do try out the special mission I added in for the lulz :D
« Last Edit: May 18, 2012, 04:58:24 PM by FlashFrozen »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.06)
« Reply #52 on: May 22, 2012, 02:11:09 PM »

Update for GREAT JUSTICE.

Might need help/feedback on these new bombers, might also tone down the grinder but it feels.. alright..

Anyone know what you modify to reduce fleet spawns? xP



The Drache or big ass bomber, depends fairly on meta game things, It's one shot bomber designed to overload a ship, but if you decide to suck it up with armor, you'll probably regret it. It's there to force your hand, either take a 10-12 second overload, or serious damage ( I wish I could tone down the damage, but since emp no longer affects flux I have to add it back onto damage)
Best counter i can think of will probably be high explosive / missile spam. Alot of OPs for only anti capital use.



The Grinder is a fairly standard frontal oriented cruiser with a focus on hard flux damage. might remove 2 of the torp launchers for balance if it's too much.



The Schwarzgeist is a double bomber wing with a fairly consistent payload.  If you have too many of these wings i'd say it'll become OP so let's keep to 1-2 wings max. The low flux dissipation cripples it's sustainable dps, but it has fairly good burst that is hard to pd counter. Use interceptors or something that carries high explosives since these have no pd whatsoever, lotus interceptors are op tho :D



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Psiyon

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Re: Neutrino Corp. (v. 1.06)
« Reply #53 on: May 22, 2012, 02:45:23 PM »

The Grinder looks pretty hot, I must say.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.06)
« Reply #54 on: May 22, 2012, 03:07:46 PM »

I do try  :D

now for the balance part..
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.06)
« Reply #55 on: May 22, 2012, 07:38:04 PM »

Maybe I play too much of Uomoz's Corvus and Omega's Minimash, but I can see a massive Nomad Maser in the Jackhammer.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.06)
« Reply #56 on: May 22, 2012, 08:21:10 PM »

It may be big but it's all about how you use it .. *snicker*
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Archduke Astro

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Re: Neutrino Corp. (v. 1.06)
« Reply #57 on: May 23, 2012, 12:30:22 AM »

It may be big but it's all about how you use it .. *snicker*

[pokerface]
It's not the metal, it's the motion.
[/pokerface]
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

FlashFrozen

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Re: Neutrino Corp. (v. 1.06)
« Reply #58 on: May 26, 2012, 11:36:37 AM »

o.= wait what,

that avatar...

could you possibly be battlecruiser from WoT? =.o

*conspiracy keanu*
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arcibalde

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Re: Neutrino Corp. (v. 1.06)
« Reply #59 on: May 26, 2012, 01:34:20 PM »

^^ you play wot?
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Relics MOD - vanilla balanced - Campaign integrated
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