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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a-RC6/0.96a-RC10]Gensoukyou Manufacture 0.8.1.rc1_t10 (English Translation)  (Read 86491 times)

Phenir

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I can't get the miko ship to fire its main cannon under AI control. I see it has a custom AI for the weapon and it wants to reserve some charge for ship system but even with 100% charge it won't fire.
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Warnoise

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This is a pretty poorly balanced mod imo. I've seen a gensoukyu cruiser tank a full barrage of invictus like nothing. It looks like a bug with some of their skill turning them immortal or something
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Phenir

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This is a pretty poorly balanced mod imo. I've seen a gensoukyu cruiser tank a full barrage of invictus like nothing. It looks like a bug with some of their skill turning them immortal or something
Which cruiser? Kiseki has a system that makes all projectiles, but not missiles or beams, miss them for like 3 seconds. Basically damper field except worse besides specifically projectiles only volleys like the invictus lol. There is a frigate that buffs nearby ships with -30% damage. Also, all ships in their fleet buff all other ships in the fleet's shield by 2%, up to 25%. So killing all the frigates first will make the rest of the ships weaker.

I can't get the miko ship to fire its main cannon under AI control. I see it has a custom AI for the weapon and it wants to reserve some charge for ship system but even with 100% charge it won't fire.
Follow up on this, you can get it to fire if the weapon is in a linked group with another weapon, one of the lunatic variants does this, but that just results in the AI blowing all its charge.
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FlandreScarlet

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These are some wonderful looking ships!!
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Isaew

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the sci-fi is alive! love this mod!
This is one of my latest discoveries on the forum.
Author, please continue your awesome work.
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Atmo

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Faction music feels kinda "blasted" on my phones, rest of the music is normal. Like they recorded over a strong bass version.
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spartan448

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This is a pretty poorly balanced mod imo. I've seen a gensoukyu cruiser tank a full barrage of invictus like nothing. It looks like a bug with some of their skill turning them immortal or something

That's... not particularly hard to achieve. The Invictus kind of sucks to begin with, and the ships in this mod are all *firmly* high tech when it comes to their flux stats, with hullmods that reward playing super aggro with refreshed flux pools. But in exchange they are paper thin. Like moreso than normal hightech. Oddly enough, they're weak to beams and flanking attacks though. So the new laser missiles actually tend to problem solve their ships quite well.
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spartan448

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Has anyone figured out how recruiting Reimu works yet? My first run I got her immediately after recruiting Tokiko, but this run she's been completely absent. I wonder if maybe it has something to do with Tokiko's dialogue choices after her quest?
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Phenir

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Has anyone figured out how recruiting Reimu works yet? My first run I got her immediately after recruiting Tokiko, but this run she's been completely absent. I wonder if maybe it has something to do with Tokiko's dialogue choices after her quest?
It's just rng. As long as you have Tokiko and are at a Gensokyo planet, it has a chance to spawn.
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Martinsuki

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It looks and feels awesome but it is ridiculously broken against vanilla or somewhat balanced modded ships, at least in my experience. First time encountering them i had a fleet able to do around 300k bounty missions fairly easy and some 200k bounty from these guys absolutely wrecked me, idk if it was just an unlucky comp or what but would be nice a heads up on balance  :P
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Zoppy

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It looks and feels awesome but it is ridiculously broken against vanilla or somewhat balanced modded ships, at least in my experience. First time encountering them i had a fleet able to do around 300k bounty missions fairly easy and some 200k bounty from these guys absolutely wrecked me, idk if it was just an unlucky comp or what but would be nice a heads up on balance  :P

It is not broken against vanilla. I too got absolutely creamed the first few times fighting them. Their fleet doctrine is quite different from vanilla factions and most modded factions. Once you learn their ships and their hull mods in detail, you'll see some improvement against them. Build strategies around their fleet doctrine and they become weaker than vanilla factions. Part of the fun is solving this puzzle so I won't spoil it for you. Although I'll point you in the right direction. First you have to understand the Inter-Gap Flux Linking Module hull mod. Does this hull mod lead all or nothing assaults with fleets of around an equal strength to be a wise choice? Said mod is a heavy OP investment so their ships are overall weaker than their vanilla counterparts once you take it into account. There are many more factors. The more you learn, the more you can use it against them. Try to start as Gensoukyou Manufacture and play a bit with their ships yourself.
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Phenir

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Their serpent missiles are pretty unfair though.
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Zoppy

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Their serpent missiles are pretty unfair though.

They require you to stand still for a while to be a threat. Frigates and most destroyers are barely affected and versus large cruisers or capitals. Well, what is a volley of sky serpent missiles versus a volley of reapers? One scratches the armor and deals a bit of damage the other is death. I've tried them on a couple of pirate falcons, which I like to keep in my navy composition as flankers. The sabot+harpoon combo is deadlier. The sky serpent missiles takes longer to kill bigger stuff, if they are able to at all. The one to look out for in my opinion is the yakouchoo sustained suppression (large) missile. As an opener it's not much at all, it's a bit of a "sleeper". Preventing the enemy from recovering. Sure a cyclone reaper launcher is great, just not against mobile targets. Yakouchoo is also really good at taking out frigates and fighters. It "fixes" the battlefield in your favor.
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AngelSpirit

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Yeah, I don't really feel the mod is too-strong in any aspect. The ships are very glassy once their shields go down or you go around them.

I'll make an exception for the Miko though. That ship is...quite something. Especially if it has the destroyer-special hullmod, it's near goddamn invincible with its ability to weave in and out of fights and absurd bonus range + flux cost reduction.
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Zoppy

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Yeah, I don't really feel the mod is too-strong in any aspect. The ships are very glassy once their shields go down or you go around them.

I'll make an exception for the Miko though. That ship is...quite something. Especially if it has the destroyer-special hullmod, it's near goddamn invincible with its ability to weave in and out of fights and absurd bonus range + flux cost reduction.

The Miko is indeed quite strong, but having used it myself for a decent amount of time. I can point to one weakness. It doesn't have much in the way of sustained damage. There is some spike potential with its spirit weapon, but that takes out of its kiting potential. The special hull mod it has likes weapons with many projectiles like their energy weapon needlers. So it sort of have to rely on the spirit weapon to get through armor. Even the hull mod you can get which increases energy weapon damage to armor by 50% is not enough in an on itself, if you want to challenge cruisers and make use of its special hull mod. The ship itself is very costly for a destroyer. It's like a strange cousin to the hyperion. I'm not saying it's weak. The Miko fights way above its weight class, even if you take the large cruiser-like cost into account. What I'm saying is it's no Excelsior (from the Ship/Weapon Pack 1.15.1 mod).
I didn't know until recently (having played for years), that you could even get that (Excelsior) ship. The ship from the bounty is unsalvageable. Found one with the weakest signal near a planet. The radar wouldn't identify it, even when I was really close to it.

From my experience piloting the Miko I can say it is more of a harrasment and flanking unit. It has been quite weak against fighter wings and masses of fast missiles with good tracking. Sure it can kite away, that just means it didn't get to use its spike damage weapon and most likely only scratched a few shields. It'll have to recharge spirit energy again in the next minute or two before it can strike again effectively. The ai isn't keen on saving spirit energy which means it's not too much of a threat to anything above light cruisers. Keeping your units together and it wont even have much of strike potential.
« Last Edit: May 29, 2024, 05:24:26 PM by Zoppy »
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