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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 989302 times)

armoredcookie

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Re: Neutrino Corp. (v. 1.2)
« Reply #195 on: June 26, 2012, 02:14:10 AM »

Do want carriers inside of carriers, 7 flight decks please  :D
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #196 on: June 26, 2012, 06:32:42 AM »

I might wait until 0.53 with their drone system since it seems to be able to spawn ships and stuff, which seems to be... quite... inteeeresting... hehehe

But I can consider making a fairly Light carrier of either destroyer/cruiser class but up to you guys, since neutrino isn't exactly a fighter heavy group, still need a decent interceptor but that may be pushing the effectiveness of the faction xD

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Temjin

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Re: Neutrino Corp. (v. 1.2)
« Reply #197 on: June 26, 2012, 06:55:27 AM »

hey is there by chance going to..be a small carrier for neutrino's anytime soon?


The PileDriver has a flight deck. That, combined with its primary armament, makes it an incredible support ship.
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IIE16 Yoshi

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Re: Neutrino Corp. (v. 1.2)
« Reply #198 on: June 26, 2012, 07:08:15 AM »

I might wait until 0.53 with their drone system since it seems to be able to spawn ships and stuff, which seems to be... quite... inteeeresting... hehehe

But I can consider making a fairly Light carrier of either destroyer/cruiser class but up to you guys, since neutrino isn't exactly a fighter heavy group, still need a decent interceptor but that may be pushing the effectiveness of the faction xD


*uses Flohs for pretty light shows everywhere*
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #199 on: June 26, 2012, 11:55:16 AM »

The pile driver might have that landing deck removed for the sensor drone subsystem, that way I can wedge in a proper carrier, It was only meant to carry 1 drohne to help find targets to blow up.

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SteelRonin

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Re: Neutrino Corp. (v. 1.2)
« Reply #200 on: July 17, 2012, 09:00:42 AM »

a little bug that ive found:

the Singularity frigates dont use their pulsed beam cannons (i believe thats what theyre called) even though they are part of one of the variants of that ship... thoughts?
« Last Edit: July 17, 2012, 09:04:36 AM by SteelRonin »
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Temjin

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Re: Neutrino Corp. (v. 1.2)
« Reply #201 on: July 17, 2012, 09:11:37 AM »

a little bug that ive found:

the Singularity frigates dont use their pulsed beam cannons (i believe thats what theyre called) even though they are part of one of the variants of that ship... thoughts?

Maybe too much burst flux for their capacity?
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SteelRonin

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Re: Neutrino Corp. (v. 1.2)
« Reply #202 on: July 17, 2012, 09:37:48 AM »

i presumed this was it but then why is it a stock variant?
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #203 on: July 17, 2012, 10:22:10 AM »

I can confirm this bug, I gave it a bit of testing and find it's an AI issue,

The pulsed beam cannons have no traverse so no matter how big their weapon arcs are, they can never actually turn. The AI turns the ship until the enemy reaches the edge of the weapon arc, but the weapon itself can't move within that arc, so it'll always never be able to point at the enemy, hence, unable to fire, i'll put up a bug post later, thanks for the help :) atm I'll see what i can do to make it use the weapon.
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #204 on: July 17, 2012, 01:20:00 PM »

As a quick hotfix to make the Singularity Elite variant fire its beam cannons, Take off one or some of the hull mods, and add atleast 2-3 flux capacitors to allow it to the fire. Manually you can still use these weapons, but in AI hands, it'll need more flux headroom, this issue has been addressed in 0.53a. ^.^
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SteelRonin

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Re: Neutrino Corp. (v. 1.2)
« Reply #205 on: July 18, 2012, 12:53:39 AM »

after getting the singularity working i was suprised by its lack of accuracy, but i struggled on and eventually got around 20000 credits
i decided to get a floh and ten immediatly learned why it was so expensive when it took down an eagle all on its lonesome!

i am seriously chuffed with that!
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #206 on: July 18, 2012, 06:20:41 AM »

The singularity is an odd one, but I say it's not the best choice for frigate vs. frigate,

As of the current version, there's slight bug with Flohs that I'm hoping can be fixed but it's a neat lil bugger  ;)
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Trylobot

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Re: Neutrino Corp. (v. 1.2)
« Reply #207 on: July 26, 2012, 03:18:20 PM »

This mod is looking better every time I visit. Top-quality modding work here FF
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FlashFrozen

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Re: Neutrino Corp. (v. 1.2)
« Reply #208 on: July 26, 2012, 05:24:07 PM »

Thanks ^.^

I sometimes visit just to stare at it too  :D

Probably gonna expand on the non military side soon.
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Kaitol

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Re: Neutrino Corp. (v. 1.2)
« Reply #209 on: July 30, 2012, 04:51:26 PM »

Been trying out some ships from this mod, figured I'd give some feedback.

Please note that these are for the default loadouts, unless otherwise stated.

Banshee: The energy broadside is kinda terribad, on top of it being fixed, and thus awkward as hell to use, it also recharges slowly. There's a reason the conquest no longer has a fixed broadside. I'd personally switch it to limited arc turrets, similar to the conquest.

Limited shield arc mean if you are on the frontlines against any appreciably threatening force, you are likely going to die. You can only block one small angle, and your arcs of fire are limited enough to make it difficult to quickly deal with multiple threats approaching from your flanks. So any more then two enemies at once is untenable. Your shield is so efficient you can probably laugh off one ship though.

The engines really aren't that amazing, despite the description. It's not slow... for a capital ship, but neither is it that fast for a capital ship. This may be colored by my use of other mods though.

Probably not a ship I would personally use very often, given I'm not terribly fond of missiles, and the awkwardness of the broadside. I've yet to see how the AI handles it either. I may try playing with the loadout a bit to see if I can pull something I like out of it, but otherwise not a personal flagship. Pity, because it looks pretty rad.

Tldr; Definitely not a frontline capital ship, at least in the default variant. Passable midline command/fire support ship. Not too strong... although for its looks and pricetag I was expecting something a bit more... impressive. Maybe even a bit on the weak side for a military-grade capital ship. Shields, speed, and the broadside might maybe need tweaking, although that's just a personal opinion.

Singularity: Its efficient shields make it eminently suitable for escort roles, even without weapons, distracting an opponent, and tanking them nearly indefinitely. It also makes it excellent as a strike frigate, it can tank all damage coming from its target as it moves in.

Its automated nature means any damage it takes costs you no crew, making it good for tanking, especially on prolonged voyages, I imagine that will make it even better when the campaign is fleshed out.

However, when looking at it from a player controlled perspective, this becomes a disadvantage, no crew means no elite bonus to engines, shields, or flux.

Fixed frontal weaponry, even if powerful, mean it's terrible at dealing with multiple opponents at once by itself, turning to fire on one means nearly completely exposing yourself to another, leaving your engines wide open. This ship definitely works best in a group or 1v1 role.

Tldr; A much simpler analysis. An excellent escort, hunter, and strike frigate. Lack of crew, limited arc shields, and slow firing burst weaponry make it unsuitable for solo use. Neither overpowered or underpowered.


That's all I've extensively tested out so far, might post more if I get the hankering to put any others through their paces.
« Last Edit: July 30, 2012, 04:53:11 PM by Kaitol »
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