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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] Diable Avionics-Joestar edition v2.9.2c  (Read 126802 times)

Caymon Joestar

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #45 on: March 13, 2024, 03:29:20 PM »

Adding in a few bugs in 2.9.1.

  • Dampened S-modded on prebuild in is not giving the increase to deployment.
  • All four of the new ships are not effected by the pilot skill Support Doctrine.
  • The built in micro missiles systems on the ships and the not the small micro missile launcher only does one reload at a time.  It only does the reload when the full bank is empty vs cycling the reloads so you are seeing a large drop in missiles. Also with 2.9.1 Ashes of the Dominion skill Unstoppable Force is no longer interacting correctly after the update.


Just played for a little bit so far but I did notice the Ashfall is wildly mobile after the ability is used.  I looked at the file and it might be because it has the frigate version of that ability.  It currently is using diableavionics_evasion and it might be better if it had diableavionics_heavyflicker could remove the extra mobility boost.  It seems like the mass might be reduced after the use of diableavionics_evasion or it is just part of that skill.


Edit: The built in S-modded version of Dampened Mounts do not seem to work at all right now as it does not adjust Op or adjust deployment costs.  I did check with TMI and it still shows the range change.
micro missile reload isn't a bug and also isn't working the way you state. You can see in the tooltip of the missile that it reloads one volley at a time, not the full ammo, kind of similar to the autopulse laser which reloads one shot at a time. You can't see the ammo reload progress unless you have fully depleted the ammo but it is happening in the background. Easily testable with simulation with one of the missions. Fire maelstrom's array once then wait 20 seconds, you suddenly have full ammo again.
Smod dampened mounts are a bit weird and doesn't apply its dp and op changes without spending some time on the campaign map but it is working as far as I can tell (ibis costing 2 op instead of 4, recson v costing 8 instead of 12).
Support doctrine is working for me with the new ships. Ashfall goes from 25 to 20, riptide from 24 to 19, etc. Should note that built in dampened perfectly counteracts both cruisers dp reduction from support doctrine so in this case you would see no change in dp from either source.
No idea about the aotd interaction since I don't use that mod.

The smod dampened mounts not applying the smod op reduction is a limitation of the game, the easiest way to fix it is just remove or add a hullmod and that will apply the op reduction.

Support doctrine has always worked by reducing then applying any dp increase.

And the Aotd thing isn’t really my problem to fix, I don’t use the mod nor do I know how it works so you want to take it up with the aotd author to fix
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balordezul

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #46 on: March 13, 2024, 04:21:38 PM »

Thanks for the reply Joestar the changes to the Riptide and Ashfall have made a big difference.
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Purple Nebula

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #47 on: March 21, 2024, 11:58:44 AM »

Joestar, the new hero of robotics.

Thank you for picking up this mod after the absolute ** that was caused to fellow game enjoyers and community members. Lets hope none such antics repeat itself again.

Burn bright fellow Starfarer!
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"We are brothers and sisters, all the same, all as one. This Brotherhood stands on group effort.
The more you bring to the table, the more you will be rewarded for your efforts.
Having said that, WHO'S READY TO RID THIS SECTOR OF THE HEGEMONY?!"

~ Nebula, TNB General

SoftCloth

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #48 on: March 22, 2024, 12:07:05 AM »

First of all thank you for keeping this mod alive it was my first faction mod I installed and its been the only one I play really.

Bug report? (sorry a little new to this)

The magicbox pd is working as intended but the ai always seems to turn off the autofire essentially making it useless on any ship but the one your piloting. I tried to see if it was a problem on my end I reinstalled the mod and disabled every other mod (except nexerelin for easy access) to see if there was some issue but the ai always seems to do that.
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jtcbrown

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #49 on: March 22, 2024, 11:07:15 AM »

I needs my Armaa Dibble wings.  NEEDS.  THEM.

:D

But yes, thank you for keeping this going.  By far my favorite faction mod.  And I'm not even that into robuttech.
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ChocoMoo

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #50 on: March 22, 2024, 11:44:11 PM »

YES, I can finally get the transformer ships in 0.97a!
(Thanks for maintaining and improving this great mod)
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jtcbrown

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #51 on: March 23, 2024, 09:57:09 AM »

First of all thank you for keeping this mod alive it was my first faction mod I installed and its been the only one I play really.

Bug report? (sorry a little new to this)

The magicbox pd is working as intended but the ai always seems to turn off the autofire essentially making it useless on any ship but the one your piloting. I tried to see if it was a problem on my end I reinstalled the mod and disabled every other mod (except nexerelin for easy access) to see if there was some issue but the ai always seems to do that.

Mix them in with other PD groups.  I don't know if this will fix, and haven't noticed myself but don't often check once I've set an AI ship up.  But worth a try.  Will see if I can test as well, as I use the MBPDM often enough in my fits.
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balordezul

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #52 on: March 23, 2024, 12:19:23 PM »


I can see panda being non threatening from a player perspective as the AI won't utilize its strengths correctly. It's one of those ships that is really strong in player hands but kind of middling in AI hands because various reasons, including the weaknesses you mentioned. Probably why it's not fielded that often in AI fleets.
In the player hands, flanking is no problem because player can use ship system to quickly turn around but AI uses all its charges just moving back and forth instead of strategically to dump flux or punish flankers or reload weapons. AI also won't abuse the superior range of the panda to "kite". It's true the paragon can outrange the panda but only if it is using 1000 range beams, otherwise the panda is going to be winning the range game. Nearly all non beam large energies are 700 range. A 1000 range recson v gets extended to 1200 range and then further by itu to 1920 range. The larges might be a closer match since they are a lot further back but it's not a huge discrepancy I think. Uhlans will still reach out to 2080 range. And anyway, other capital ships aren't so lucky to have +100% range like the paragon does.
The last loadout I used for panda under AI control was 6 thrush + 2 opfer + 4 artassault at the front. It had rear facing hexafires to deter flankers and that weird orb PD weapon in the 360 medium turret and some ibis' in the middle smalls. For wanzers, it had a raven, a blizzaia, and an avalanche I think or maybe that support wanzer. This panda was part of a heavy carrier focused fleet though, in which all medium missiles (2 from storms, 1 from fractuses) were thrushes so there were tons of micro missiles and wanzer flying around preventing enemies from easily maneuvering.
Also something that came to mind while writing this is PD with dampened mounts is ridiculously strong. +200 range is insanity, close to 60% range boost for the ibis for example. Enemy fleets have a very hard time using fighters or missiles against diable capitals.

Are were right, I have spent a lot of hours over the last week with the Pandemonium and you can make some lean effective builds pre S-modding dampened.   It is lean but at least there are good options in the large mounting to give you effective choices.

@Joestar
The Daze micro missile cluster is burst 16 and reload 8.  I did not see a burst 16 version in the weapon_data.csv.  I will note that it feels good at burst 16 for the daze with it being the lower mobility cruiser and a large hit box.  Either way I wanted to point out the oddity. 



The new glowfang equation rifle technically works but needs a major balancing pass. Lower applicable damage than the Artassault Revolvers but it has a high ordnance point value and more flux usage and I was using a Ashfall with two of each to test it.   Two simple suggestions depending on how you want it to work either a cheap budget weapon at the current stats just ordnance points around 3 similar to the HMI Xi Liu Small Mining Collector but it trades shorter range for more damage.  If it needs to be more costly than a Rescon S it needs to pull its weight with a better RoF paired with a reasonable flux or second. 



I do recommend the pre built in Dampened Mounts to get a different name and maybe a recolored icon to separate it from the normal hull mod version. I see the two version of Dampened Mounts similar to Integrated Targeting Unit and Advanced Targeting Core. Where both do similar things but to different degrees.

Ashfall's current ship ability Evasive Maneuvers gives the ship an excessive mobility boost for the size of the ship.  It really should share the ship ability Phase Flicker Core with the Haze.  This way it still has a mobility boost but not nearly as extreme as it currently is. (Is anyone else playing this version of DA and watching the Ashfall zoom all around?)

The Dampened deployment costs values should be relooked at as they are high overall but especially for the frigates and destroyers whom generally get the least return for taking it and get the largest % increase for deployment.


The last two suggestions are more of a creative "what if" or brainstorming some possibilities. As always you are doing the work so do what you want with this but maybe it can help your own creativity.

What is Advanced Avionics was a stock signature hull mod of DA where all the ships had it.  Similar to Junker for HMI or ScalarTech Drives as an example.  Even if the buff is small it might be interesting.

One possible direction could be the concept of flying hard, fast on the razors edge(red = goes faster, thanks 40k orks).  Maybe it could grant a speed boost when over 65% flux and small boost to flux disruption rate increase.  I like the idea of living on the edge and it is already played with that idea tied to the Hexafire Scatter weapons about running the ships hot.  I'm still not sold on that weapon vs your other DA options as an aside. Just a possibility and trying to think of way to make Advanced Avionics worth taking.

I would love to see a missile themed hull mod that is mutually exclusive with the normal hull mod Dampened Mounts (not the prebuilt in one) restricted to DA tagged ships.  I have been playing around with a number of missile hull mods from other mods to see what you could do with DA ships including the auto take of ECCM from the base game.  The results have been fun and showed me that if the DA missiles had a way to boost them and reload ammo it would create an interesting alternative to blend into the fleet built.  Right now missiles for DA are mostly screening your Wanzers outside of a few setups but they have potential to be viable combat style.  I would love to see a missile auto forge similar to Ironshell but replaced the ships cargo hold to take it setting it to zero.  Something like a 60s autofroge restocking a % of the total ammo so you could use medium Thunderbolt MRM pods and Banish Torpedo Launchers in a lesser manner than the Thrush LRMs. Add in a faster reload timer for the missile that have a reload option and it is a good start. An S-mod upgrade for it could be any combination of a small hit point boost to missiles, RoF for missile, to a % increase to missile damage.

As a side note Thrush LRMs can do work when they have enough speed, HP and reload reduction.  Currently running ECCM, prv's Missile Plating, AotD's Unstoppable Force, YunroCore's Automated Missile Racks to see how Mirco missiles and Thrush LRMs would work at a better RoF, flight speed, and more missile HP.
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SoftCloth

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #53 on: March 25, 2024, 11:15:40 PM »

First of all thank you for keeping this mod alive it was my first faction mod I installed and its been the only one I play really.

Bug report? (sorry a little new to this)

The magicbox pd is working as intended but the ai always seems to turn off the autofire essentially making it useless on any ship but the one your piloting. I tried to see if it was a problem on my end I reinstalled the mod and disabled every other mod (except nexerelin for easy access) to see if there was some issue but the ai always seems to do that.

Mix them in with other PD groups.  I don't know if this will fix, and haven't noticed myself but don't often check once I've set an AI ship up.  But worth a try.  Will see if I can test as well, as I use the MBPDM often enough in my fits.

Thanks for the suggestion but its only really a band-aid fix as I use some ships with exclusively magicboxes.(Versant, vapor, and Hayle) meaning I can't reliably use this as I can't control which of the main guns the ai wants to keep as autofire. Although this is really a small specific issue, I can just easily go back to using IBIS for everything. If I could make a recommendation real quick though if the magicboxes do get patched maybe make them also target strikecraft too? I know on the description it says it's a munition interception only, but it would be nice if it was a more flexible pd. Although it would have to go up in op cost and make the missile it fires have next to no hp so it can be shot down by strikecraft. But it would be a neat addition maybe 6op cost as it would be between other two small point defense options and it's also taking up a missile slot which you usually want for heavier hitting weapons.
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Zone51alex

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #54 on: March 26, 2024, 09:00:53 PM »

i Kitbased the sprite for the GlowFang, tho my initial idea would be to make it a Big Damage single shot(600) Weapon with a long reload 10 seconds.
you can test that by simply changing the damage per shot to 600 and the reload to 10 seconds on the GlowFang.
tho if someone wants me to add that variant of the Small Mount Glowtusk to DA Weapons Pack, just an ask is needed(my version and his version have different ID's so it won't do anything bad).

and i don't Usually Post on the starsector forums alot so its better to just contact me on discord or talk directly to Caymon Joestar.
« Last Edit: March 26, 2024, 09:09:30 PM by Zone51alex »
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Ryers

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #55 on: March 27, 2024, 02:56:37 AM »

hey, on the baby glowfang question, what about making it a HE antimatter blaster? maybe a wanzer could carry variant of it, like a
bomber? idk, just my 'train of thought' 2 cents

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Fenrir

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #56 on: March 28, 2024, 05:48:49 PM »

Lisan-Al-Gaib! Lisan-Al-Gaib!
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*cough* try tossing the PK into a black hole *cough*

Killsode

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #57 on: March 31, 2024, 03:15:02 AM »

Diable's extremely low ranged ballistics weapons have always perplexed me, especially in the face of the 0.96 ballistics rebalance. Almost all the weapons are under ranged, and the small mounts are typically extremely expensive (The glowfang is hot garbage)

I would love to see a balance pass done on Diable's weapons as i rarely find myself using more than one or two (the artdeux is good) over simple vanilla counterparts unless i really want to use red weapons on red ships. The medium, and especially small, ballistics need some love.
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Phenir

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #58 on: March 31, 2024, 09:17:16 PM »

Diable's extremely low ranged ballistics weapons have always perplexed me, especially in the face of the 0.96 ballistics rebalance. Almost all the weapons are under ranged, and the small mounts are typically extremely expensive (The glowfang is hot garbage)

I would love to see a balance pass done on Diable's weapons as i rarely find myself using more than one or two (the artdeux is good) over simple vanilla counterparts unless i really want to use red weapons on red ships. The medium, and especially small, ballistics need some love.
I think the mediums are fine. Recsons have the same range as hvd but higher hit strength, more dps, but lack the emp component. Grave has more dps than any other medium kinetic, even beating the heavy machine gun. Heavy machine gun does have significant efficiency advantage though while the grave has a big range advantage. Artdeux dps and range combo is just insanity, nothing comparable in vanilla. Glowfang has extremely high hit strength and still manages to have decent dps unlike the mauler.
For smalls, they are a mixed bag though. Artassaults have more dps than any other HE small and hit strength matching the mortar. Recsons again have range and hit strength over railgun. The dps is a little lacking though when you are paying 1 more op and 25% worse efficiency. The grave and glowfang are kind of weak though. Grave has really high burst dps but the burst lasts barely a second, pretty good with expanded mags though, especially smoded. The glowfang looks legitimately bugged. 400 flux cost which is the same as the medium but even if the cost was halved, I still wouldn't use it over the artassault which costs less op and has a lot more dps and is more efficient.
As for the Ibises, they are valid sidegrades. They have a special fixed recoil pattern compared to the vulcan's random recoil, allowing it to more reliably hit targets, and there isn't really a medium pd that compares to the raptor. Flak is aoe, so different niche.
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Killsode

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Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« Reply #59 on: April 01, 2024, 02:27:25 AM »

Glowfang Glowtusk has extremely high hit strength and still manages to have decent dps unlike the mauler.

the glowtusk does however have 400 less range(600v1000), less than heavy mortar(600v700) which is both 3op cheaper(10v7) and technically has a higher DPS (200v220). Although the glowtusk does however do it in single fast shells with better accuracy... the range is still extremely painful though.
most of the small weapons also have 100-200 less range than their typical counterparts, being 500-600 rather than the typical 700 of the lightac, lightag, railgun, and light needler.

Now, i did realize after my previous message that lower ranger higher damage could be the intent, taking advantage of diable's high mobility and occasional flat 200SU range increase on a couple ships. Its just that i think it'd be worthwhile to go through the weapons and check whether or not they fit that idea or another. There's something about a couple of them that just feels a bit off. Diable has been a very carefully tuned mod that i dont think has quite kept up with updates.
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