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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 990438 times)

sdmike1

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Re: Neutrino Corp. (v. 1.5)
« Reply #300 on: March 20, 2013, 02:13:23 PM »

We are all doomed :D

SainnQ

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Re: Neutrino Corp. (v. 1.5)
« Reply #301 on: March 21, 2013, 03:42:39 PM »

Is it a Cruiser? It looks Destroyer sized.

Also the Neutron cannons replacement for the photon Cannons?

Are they like plasma bolt throwers or beam emitters?
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FlashFrozen

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Re: Neutrino Corp. (v. 1.5)
« Reply #302 on: March 21, 2013, 04:18:11 PM »

It is indeed a cruiser it is slightly bigger than an aurora, not exactly the most well armed, but very usable for what it is.

Neutron pulse cannons are indeed meant to be the replacement, but atm they feel very high end and will need to be adjusted ... somehow.
Think of them in terms of visual a miniature plasma cannon, with the slowest projectiles you can still use. They also hit pretty hard. I'd expect the skill to boost projectile speed would be immensely beneficial.
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Aratoop

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Re: Neutrino Corp. (v. 1.5)
« Reply #303 on: March 22, 2013, 07:59:20 AM »

Fatal: null error upon entering 'edit variants'. With devmode, obviously.

Spoiler
Fatal: Ship hull [neutrino_blowtorch]variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
[close]
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The community's response to a change is inversely proportional to its importance.

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FlashFrozen

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Re: Neutrino Corp. (v. 1.5)
« Reply #304 on: March 22, 2013, 10:44:47 AM »

Fatal: null error upon entering 'edit variants'. With devmode, obviously.

Spoiler
Fatal: Ship hull [neutrino_blowtorch]variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]
[close]

There is an error

Ship hull [neutrino_blowtorch] variant [neutrino_blowtorch_bare]: slot id [WS 7] not found for weapon [neutrino_fusionlance]


I've fixed the variant file in my personal version, but didn't update the download because it doesn't get called out generally, but definitely won't be an issue in v.1.6

Unless of course did this happen in campaign?


I've never used devmode yet, so does this crash the moment you start editing variants with devmode or something you have to work to manually make it crash?
if it is more serious I'll put up a supplementary patch.

but I guess nows a good time to try devmode at least :P
« Last Edit: March 22, 2013, 10:46:21 AM by FlashFrozen »
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Aratoop

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Re: Neutrino Corp. (v. 1.5)
« Reply #305 on: March 22, 2013, 11:34:29 AM »

It happens as soon as you click the 'edit variants' button :p

Guess I'll just have to play the game...  ::)
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The community's response to a change is inversely proportional to its importance.

What do you call a dog who's a magician? A labracadabra

FlashFrozen

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Re: Neutrino Corp. (v. 1.55)
« Reply #306 on: March 22, 2013, 12:48:59 PM »

I guess I'll put up a supplementary update,

Neutrino Corp. v. 1.55
http://www.mediafire.com/?tvh1rute66gdule

TheEND Phase Carrier

This Black Ops cruiser was meant for deep incursions into unknown systems or more rarely, deliveries of sensitive documents that could not be sent over standard FTL communications. With 4 landing decks, it has ample room to support the relatively few fighter the corporation possesses. With technology learned from the Causality, the ability to indefinitely phase a cruiser was achieved, partially with the phase ring nearing the back. With 4 embedded medium energy weapons and a single turret medium, it has more direct firepower than one would expect of a carrier. Similarly, it also employs the phase missile system as to supplement the already fearsome armament.

- Adv. Photo - -XL. Adv. Photon - - Neutron Pulse Cannon -


Probably most of the changes of note, if I remember anymore I'll add it in the notes
Code
Version 1.55
-Added TheEND Phase carrier
-Added Neutron Pulse Cannons
-Lowered Drache repair cost from 15 to 12
-Lowered Schwarm repair cost from 20 to 15
-Changed Lathe to a Cruiser
-Lowered Lathe op from 220 to 200 (because capital hullmods costed more)
-Removed arcs from Lathe frontal Large slots
-Changed Piledriver to a Destroyer
-Lowered Pile Driver FP from 14 to 12
-Lowered Pile Driver HP from 4250 to 3000
-Lowered Pile Driver Armor from 1250 to 950
-Increased Speed of Pile Driver from 70 to 80
-Increased Nirvash broadside arc from 5 to 15
-Changed Damage type of derp launcher to high explosive ( prob op. )
-Increased Javelin torpedo per missile damage form 1250 to 1450
-Changed light photon to shoot 3 missile bursts of 3x150 vs 1x250
-Added Jackhammer to station
-Increased range of all Pulsars by 100
-Fixed blowtorch bare variant bug
-Updated Advanced torpedo launcher sprites.


Also, just playing around with the grinder a bit (absolutely not official  ::))
Spoiler

hmm, Idk, I do sorta like the symmetry though :D

[close]
« Last Edit: March 22, 2013, 06:33:18 PM by FlashFrozen »
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ValkyriaL

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Re: Neutrino Corp. (v. 1.55)
« Reply #307 on: March 22, 2013, 03:53:26 PM »

Code
-Lowered Pile Driver HP from 42500 to 3000

Pile driver had 42500 hp?...
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FlashFrozen

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Re: Neutrino Corp. (v. 1.55)
« Reply #308 on: March 22, 2013, 04:01:30 PM »

Just a typo in just the log, fixing now ;D
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SainnQ

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Re: Neutrino Corp. (v. 1.55)
« Reply #309 on: March 22, 2013, 05:29:18 PM »

For some reason none of the supply fleets are bringing in the new Phase carrier
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FlashFrozen

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Re: Neutrino Corp. (v. 1.55)
« Reply #310 on: March 22, 2013, 06:01:54 PM »

It may of been one of the earlier versions of 1.55 where I forgot to update the convoy file, lol
Or it could just the convoy script doing it's randomized magic as usual, but if it persists, try another fresh copy, my apologies :P
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SainnQ

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Re: Neutrino Corp. (v. 1.55)
« Reply #311 on: March 22, 2013, 08:39:49 PM »


So I turned everything up to 11 to playtest the new Neutron cannons

They're awesome, but even with Increased Stress Tolerances, everything from a "fast" cruiser and down can evade the bolts at a pretty decent rate.

Dunno if intended. but I'd say they just cruise along at a bit too slow a pace.
Also I was wondering if it was planned to implement a LARGE turret equivalent of them, I recall a particular weapon I think in the Neutrino arsenal that had these disabling emp arcs upon weapon impact. Maybe implement those into it for added flare, and indicator of damage.

I wouldn't make like a dual Neutron pulse cannon, that would just *** damn face even if the individual cannons were kept at Medium Hardpoint levels of performance.

Throw in Entopic Range Finger, and Integrated Targeting Unit and they would be a near perfect all around general purpose weapon.
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phyrex

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Re: Neutrino Corp. (v. 1.55)
« Reply #312 on: March 22, 2013, 08:47:11 PM »

Quote


man, that ship is freakin awesome looking. the aft section especially just look SOOOOO good.
and the bow too actually.

ok the damn whole thing just look freakin fantastic
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FlashFrozen

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Re: Neutrino Corp. (v. 1.55)
« Reply #313 on: March 22, 2013, 09:44:24 PM »


So I turned everything up to 11 to playtest the new Neutron cannons

They're awesome, but even with Increased Stress Tolerances, everything from a "fast" cruiser and down can evade the bolts at a pretty decent rate.

Dunno if intended. but I'd say they just cruise along at a bit too slow a pace.
Also I was wondering if it was planned to implement a LARGE turret equivalent of them, I recall a particular weapon I think in the Neutrino arsenal that had these disabling emp arcs upon weapon impact. Maybe implement those into it for added flare, and indicator of damage.

I wouldn't make like a dual Neutron pulse cannon, that would just *** damn face even if the individual cannons were kept at Medium Hardpoint levels of performance.

Throw in Entopic Range Finger, and Integrated Targeting Unit and they would be a near perfect all around general purpose weapon.

They definitely are meant to be that slow ;)

http://youtu.be/aDd9VxS_VJc?t=13m7s

as an example of what I wanted them to be like, slow, hard hitting, and you can see the trail of death long before they hit.

I'm still wondering how a large slot equivalent would be like, a quad mount is still up for grabs, or a single barrel heavy version with either slowerrof/higherdmg/fasterprojectile
But for 14 OP I still think it's just a tid bit overpowered, it's does more than a heavy blaster, but costs much less than a plasma cannon, but it's soooo easy to dodge.
Maybe limited ammo? something. :P

As a sidenote, a special effect was planned that would be similiar to the shard autocannons from BRDY but this effect would be high explosive dmg based and guaranteed to happen on hull contact, but It already feels pretty strong as is :P

Quote
Spoiler
[close]

man, that ship is freakin awesome looking. the aft section especially just look SOOOOO good.
and the bow too actually.

ok the damn whole thing just look freakin fantastic

Thanks for the compliments :)
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SainnQ

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Re: Neutrino Corp. (v. 1.55)
« Reply #314 on: March 22, 2013, 09:53:51 PM »

Aw dude you just reminded me of how wonky X3:AP has been behaving for me with my couple of mods.

Well as it stands, I think they're actually really well balanced. I like to think of Neutrino as a Technology Conglomerate who's somehow got the up & up on cutting edge replacements to the more common place armory available to the Era-Restricted factions.

So I see it as being fine right now, especially with how slow that damn projectile speed is.

A quad barreled large variant would be awesome, maybe one that spins up before belting out a staccato burst of 4 rounds?
I wish I could remember what weapon it was that had that EMP arc effect on contact, it was like a miniature version of the EMP Emission, Giving it a Shard Autocannon like Explosive hull effect would be obscene tho, it already wrecks so much ass as far as armor is concerned. Lol.
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