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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Metelson Industries 2.0.3 The Sound Update  (Read 33745 times)

Knight Chase

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[0.97a] Metelson Industries 2.0.3 The Sound Update
« on: March 17, 2024, 12:35:18 AM »





Metelson Industries boasts a lengthy history, yet it was only in the last 300 cycles that it evolved to compete with Tri-Tachyon. Established pre-Collapse as an emerging Rim-world mining corporation, Metelson began modestly as a tool and vehicle manufacturer for traditional mining techniques requiring such equipment. Space mining was not always feasible and sometimes still isn't practical.

As the Collapse occurred, the company dwindled to a mere few on the planet Ragnus, where they had last established a foothold. A new company leader emerged there, and from the Collapse to the present, the company has continued to operate and evolve.

The first significant step toward becoming a power capable of rivaling Tri-Tachyon in their local system was the production of custom-designed and implemented space-mining articles. Despite the challenges posed by the ubiquitous PDA of Tri-Tachyon, Metelson succeeded in producing these items. Soon, the modified Hounds from Ragnus emerged with considerable effectiveness, despite their initial shortcomings.

It was in these last 70 cycles that Metelson's strength and true potential for development surged! Equipped with miners and honest people of various backgrounds (including some less reputable characters), Metelson Industries has managed to maintain control over their system and even expand its influence following the collapse of the independent government.

Though a corporation, Metelson's founder held a belief in a democratic republic. Consequently, the company aimed to establish a similar governance. However, as Ragnus faced mass riots and turmoil, Metelson adopted a communist approach to governance during crises. In the first 30 cycles of Ragnus's recovery and rebuilding, it implemented a lenient communistic (more socialist) rule with martial law enforced as necessary. Once Metelson Industries deemed it appropriate, new governments were established, transitioning from communistic rule to a fully democratic republic on Ragnus. The republic is organized into territories across the planet, each an independent entity, yet all ultimately answer to the Metelson council when necessary.

Today, Ragnus thrives as a bustling arid world orbiting a red dwarf, characterized by a strong mining ethic and culture. Much of their fleet is designed to be highly visible since the tools they frequently use can lead to explosive or otherwise noticeable results. However, just because they are visible doesn’t mean they can't detect you just as effectively.

https://github.com/KnightShii/Starsector/raw/master/Metelson%202.0.3.zip



I've added a buncha stuff to port over Metelson Industries to 0.97a, lots of balance changes and there's a bit too much to list. Hope you enjoy!
Spoiler
2.0.3
-Updated Vigil to have Vigilance stats, speed reduced to 120 from 130
So the normal vigilance got a big buff, this should make it a tiny bit better and fill the role as the upgraded Metelson Vigilance.
-Added Medium Kasta SRM Pod
Should round out the medium options for Metelson. Normal vanilla selections have heavy autocannon, arbalest, sabot SRM, so this should provide a flux free way of using the composite/missile mounts on Metelson ships.
-Changed Composite Medium mounts on Mantarn-class to Universal.
This should let you use more of the varied options Metelson has in the medium area.
-Changed central medium ballistic turret on Grancursor to Hybrid.
-Changed rear medium ballistic turrets on Gadfar-class to composite.
So, this is gonna let you use a combination of the large hardpoint missile plus rear missiles ideally Kasta SRM pod.
This might be a bit unbalanced but I'll need more feedback. However, this should let the Gadfar-class branch out a tiny bit more.
-Changed Composite Medium mounts on Cringer to Universal.
Also should let you use the energy weapons that Metelson has. This gives the Metelson cruisers a lot of variety for builds.
-Changed Acutor OP to 200 from 180, Changed ship system to Accelerated Ammo Feeder from Acutor Drones, Added one built in bay with Acutor drones, Added in Repair Gantry built-in
This should solidify the Acutor as a long range support vessel/support carrier.
-Changed Articu drone to 5 second refit, changed stats to be more of a Talon analogue, removed advanced optics.
This means its more durable for a deck than system based fighter, less range a bit less speed.
-Added a special haha secret collab ship


2.0.2 The Sound Update
-Changed Combat MG to fully automatic
This should make it pretty fun to use. It's got a 0.1 refire time, so its pretty fast.
-Added Guilmjnor custom sound, changed burst size to 3 seconds/changed burst delay from 4 seconds to 8 seconds.
This triples the burst damage but gives it a sbustantially longer cooldown.
-Added custom Molaris blaster sound
-Changed Sylva Autocannon spread from 5 to 1.5/sec
So, this should make it more accurate in short bursts rewarding SKILLED play. Before it had almost the same recoil stat as a heavy mortar.
-Changed Crackler damage from 50 to 75, burst size from 4 to 5, added spread. Energy/shot to 33.
This should make the crackler worthwhile as a PD flak option for its 6 OP cost.
-Adjusted Light Maser energy/shot to 45 from 30
This should make it more balanced with the IR pulse laser.
-Adjusted Kasta SRM flight time from 6 to 5
Also standardizing SRM flight time.
This should be more inline with the IR Pulse Laser.
-Added custom Heavy Maser Sound, Light Maser sound, Sylva Autocannon sound, Kasta SRM sound, crackler sound.\
-Standardized projectile velocities with vanilla projectiles.
This should make them feel very standard, so muscle memory with weapons in the same category should be easy to adapt to.
Big thanks to Mesotronik for making high quality sounds!


2.0.1
-Added S-mod bonus to Ionic Hullnodes.
This basically gives it an additional 10% reduction in damage from projectiles/fragmentation/emp damage. Also, puts the damage taken from beams from 30% to 20% instead.
-Added S-mod to Primitive Hangar Bay
basically this means you can negate the 50% penalty entirely.
-Thrudgelmir Resprite/rebalance
removed two small turrets at the back, added one deck. This should make the Thrudgelmir more sufficient with another deck. Should have the same amount of OP.
-Changed Guilmjnor to High Explosive
As an Asteroid Cracker, I definitely think it should be more... Explosive
Also, changed the colors on it plus gave it stats more akin to a Tachyon Lance.
-Added Repair Apparatus Icon
Differentiates itself from the Salvage Gantry Icon.
-Changed Miller Autocannon to single fire gun.
Refire rate is at 0.4 seconds, making it a quick rapid fire autocannon just above 100 DPS.
-Changed damage of Sylva Cannon to 75, adjusted refire rate to 0.2 from 0.75
-Changed name of Sylva Cannon to Sylva Autocannon
These changes should make the Sylva Autocannon more of a longer range, lesser DPS version of the assault chaingun. Kind of like a bofors, which is REALLY fun to play with.
-Adjusted Crackler burst delay from 0.05 to 0.1
Should make it a bit more spread to cover more ground.
-Adjusted barrel positions for all weapons, this should make the muzzle flashes much more consistent.


2.0.0
-Massive weapons rebalance
Too much to list AGAIN,
-most noticeably Crackler Buff, refire rate changed to 1 second, standardized stats
-Kasta MRSM turned into kinetic version of the Locust SRM launcher
This turns it into a very potent alternative to the sabot launcher and is capable of missile saturation
-Molaris Blaster Damage Buff to 400 from 275, visuals tweaked
-Heavy Maser Damage Buff to 200 from 100, burst delay changed to 0.15 to match Light Maser
This makes the Light and Heavy Maser feel much more uniform as a big step up
-Added Actel Battery
yet to be used XL version of the Actel Cannon
-Heavy CmG renamed to Heavy Combat MG
-Removed ammo system from Padent PD and Actel Cannon
Unnecessary at this point
-Added Trails to Actel Cannon(s)
this looks really cool

-Fixed up hullmod descriptions
Should be EXTREMELY accurate

-Added Metelson Hound to faction
-Removed .skin files for the Farin
This means no Luddic/LP skins
-Readded Cringer-Class Cruiser
-Readded Grancursor-Class Cruiser
Both of these are pretty old Metelson ships, but renewed to add onto the roster!
-Added Stareater-class Converted Salvager
This is a Starliner conversion with a focus on salvaging/fuel capacity, should have fun with this!
-Redone Mantarn-class
Has extra small ballistic at the back
-Rebalanced Obex-class Bomber to 20 OP
Two hammers * 3 is pretty busted, therefore I made it on par with the perdition. Might need feedback on it.
-Redone all fighters, they should look pretty uniform with their variants/engines now

-Readded Test Mission
Should be able to test most of the Metelson ships here

NOT COMPATIBLE WITH 1.0.2 SAVES

[close]

Huge thanks to Azmond aka Az the Squishy for letting me port this over!
Original thread -  https://fractalsoftworks.com/forum/index.php?topic=8100.0
« Last Edit: June 15, 2024, 10:07:00 PM by Knight Chase »
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Dazs

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Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« Reply #1 on: March 17, 2024, 07:39:55 AM »

This is so nice of you to take over the mod. I remember playing as them waaaaay back and just figured it was one of mods I really enjoyed that was left to time. I will defiantly give it a go and maybe even give them an enemy listing in TTSC for lore sake when I get to updating that mod. Thank you for bringing this back to the community.

Maelstrom

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Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« Reply #2 on: March 17, 2024, 01:58:54 PM »

did you add any new ships or weapons?
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Knight Chase

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Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« Reply #3 on: March 18, 2024, 01:17:43 PM »

did you add any new ships or weapons?
not yet
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Knight Chase

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Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« Reply #4 on: March 18, 2024, 01:18:24 PM »

1.0.2
-Standardized Engine length with vanilla ships
-Standardized Turret mounts arcs/angles
Not too big of a patch, I plan on adding new weapons for the Thrudgelmir including a weapon change system.
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Isaew

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Re: [0.97a] Metelson Industries 1.0.2 REMASTERED
« Reply #5 on: March 21, 2024, 10:24:28 AM »

great start, keep on =)
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ctuncks

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Re: [0.97a] Metelson Industries 1.0.2 REMASTERED
« Reply #6 on: March 31, 2024, 06:31:07 PM »

I know you've only just recently released this remaster, but just wondering is there a reason why Crackler seems to be so poorly stated? Just comparing it to HMI's Slagger Buck Gun which is a very similar weapon, it has double the OP cost of the HMI weapon for 5 times less dps. It's got an extremely lengthy charge up time for a Point Defense weapon (7 seconds) making less useful for it's role even if it had a better damage profile.

Additionally the burst size is listed as 4.333333333, as it's a Projectile weapon and not a Beam the game can only seem to fire bursts in full integers and not fire an additional round every 3rd burst.
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Knight Chase

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Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« Reply #7 on: April 01, 2024, 05:49:38 AM »



2.0.0
-Massive weapons rebalance
Too much to list AGAIN,
-most noticeably Crackler Buff, refire rate changed to 1 second, standardized stats
-Kasta MRSM turned into kinetic version of the Locust SRM launcher
This turns it into a very potent alternative to the sabot launcher and is capable of missile saturation
-Molaris Blaster Damage Buff to 400 from 275, visuals tweaked
-Heavy Maser Damage Buff to 200 from 100, burst delay changed to 0.15 to match Light Maser
This makes the Light and Heavy Maser feel much more uniform as a big step up
-Added Actel Battery
yet to be used XL version of the Actel Cannon
-Heavy CmG renamed to Heavy Combat MG
-Removed ammo system from Padent PD and Actel Cannon
Unnecessary at this point
-Added Trails to Actel Cannon(s)
this looks really cool

-Fixed up hullmod descriptions
Should be EXTREMELY accurate

-Added Metelson Hound to faction
-Removed .skin files for the Farin
This means no Luddic/LP skins
-Readded Cringer-Class Cruiser
-Readded Grancursor-Class Cruiser
Both of these are pretty old Metelson ships, but renewed to add onto the roster!
-Added Stareater-class Converted Salvager
This is a Starliner conversion with a focus on salvaging/fuel capacity, should have fun with this!
-Redone Mantarn-class
Has extra small ballistic at the back
-Rebalanced Obex-class Bomber to 20 OP
Two hammers * 3 is pretty busted, therefore I made it on par with the perdition. Might need feedback on it.
-Redone all fighters, they should look pretty uniform with their variants/engines now

-Readded Test Mission
Should be able to test most of the Metelson ships here

NOT COMPATIBLE WITH 1.0.2 SAVES
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Coil

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Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« Reply #8 on: April 10, 2024, 03:45:22 AM »

Damn that planet music is a banger
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LawDog_Gav

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Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« Reply #9 on: April 12, 2024, 04:46:37 PM »

Love this mod, the music pops
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Knight Chase

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Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« Reply #10 on: April 16, 2024, 10:23:27 PM »

THRUDGELMIR UPDATE SOON

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Knight Chase

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Re: [0.97a] Metelson Industries 2.0.1 REMASTERED
« Reply #11 on: April 18, 2024, 07:26:32 PM »

2.0.1
-Added S-mod bonus to Ionic Hullnodes.
This basically gives it an additional 10% reduction in damage from projectiles/fragmentation/emp damage. Also, puts the damage taken from beams from 30% to 20% instead.
-Added S-mod to Primitive Hangar Bay
basically this means you can negate the 50% penalty entirely.
-Thrudgelmir Resprite/rebalance
removed two small turrets at the back, added one deck. This should make the Thrudgelmir more sufficient with another deck. Should have the same amount of OP.
-Changed Guilmjnor to High Explosive
As an Asteroid Cracker, I definitely think it should be more... Explosive
Also, changed the colors on it plus gave it stats more akin to a Tachyon Lance.
-Added Repair Apparatus Icon
Differentiates itself from the Salvage Gantry Icon.
-Changed Miller Autocannon to single fire gun.
Refire rate is at 0.4 seconds, making it a quick rapid fire autocannon just above 100 DPS.
-Changed damage of Sylva Cannon to 75, adjusted refire rate to 0.2 from 0.75
-Changed name of Sylva Cannon to Sylva Autocannon
These changes should make the Sylva Autocannon more of a longer range, lesser DPS version of the assault chaingun. Kind of like a bofors, which is REALLY fun to play with.
-Adjusted Crackler burst delay from 0.05 to 0.1
Should make it a bit more spread to cover more ground.
-Adjusted barrel positions for all weapons, this should make the muzzle flashes much more consistent.

INCOMPATIBLE WITH 2.0.0, I HAVE MADE MANY CHANGES; DO NOT RISK YOUR SAVE

« Last Edit: April 18, 2024, 07:30:53 PM by Knight Chase »
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Trulock

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Re: [0.97a] Metelson Industries 2.0.1 REMASTERED
« Reply #12 on: May 20, 2024, 06:17:53 AM »

Some balance feedback from my recent playing with some of this factions ships and weapons:

THRUDGELMIR - I really like this capital. Feels unique in that it is slow going back so you need to use your turn and burn. On that note its turn rate is too high. It feels like a frigate. I suggest reducing its turn rate by a fair amount.

Light Maser: It is way too power efficient for the range and damage. It needs to be close to 1 at least. its bigger brother is more balanced.
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Knight Chase

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Re: [0.97a] Metelson Industries 2.0.2 The Sound Update
« Reply #13 on: June 14, 2024, 07:10:52 PM »

2.0.2 The Sound Update
-Changed Combat MG to fully automatic
This should make it pretty fun to use. It's got a 0.1 refire time, so its pretty fast.
-Added Guilmjnor custom sound, changed burst size to 3 seconds/changed burst delay from 4 seconds to 8 seconds.
This triples the burst damage but gives it a substantially longer cooldown.
-Added custom Molaris blaster sound
-Changed Sylva Autocannon spread from 5 to 1.5/sec
So, this should make it more accurate in short bursts rewarding SKILLED play. Before it had almost the same recoil stat as a heavy mortar.
-Changed Crackler damage from 50 to 75, burst size from 4 to 5, added spread. Energy/shot to 33.
This should make the crackler worthwhile as a PD flak option for its 6 OP cost.
-Adjusted Light Maser energy/shot to 45 from 30
This should make it more balanced with the IR pulse laser.
-Adjusted Kasta SRM flight time from 6 to 5
Also standardizing SRM flight time.
This should be more inline with the IR Pulse Laser.
-Added custom Heavy Maser Sound, Light Maser sound, Sylva Autocannon sound, Kasta SRM sound, crackler sound.\
-Standardized projectile velocities with vanilla projectiles.
This should make them feel very standard, so muscle memory with weapons in the same category should be easy to adapt to.
Big thanks to Mesotronik for making high quality sounds!

I didn't remove anything so its PROBABLY compatible.
« Last Edit: June 14, 2024, 07:14:17 PM by Knight Chase »
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Blaze

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Re: [0.97a] Metelson Industries 2.0.1 REMASTERED
« Reply #14 on: June 15, 2024, 05:08:21 AM »

I'm glad that someone took over maintaining Metelson Industries. This was my favorite faction due to its simple and easy integration, no bloat and weaknesses to be compensated. The fleet was meant to operate alongside a fleet of beefcakes and it still does that very well even today.

I'm sure you have your own mod to care for (I also enjoy the Mayasuran navy, particularly the Patriot); but if you ever decide to add more, there are spots where this mod is showing its age.

The Vigil, the Vigilance variant which "packs additional armor", actually has less armor than its base variant; but is faster? I'm assuming the Vigilance was altered somewhere along the line.

The Acutor seems to have fallen further out of competitiveness with the introduction of the Atlas Mk2 with its superior fire support and OP. It also uses the older repair gantry and the old ship system method for deploying drones. The repair system isn't bad by any means, but the frigate restriction and how useful the salvage gantry is; particularly on capships. Hopefully you can find a way to give the old gal a tune-up.

Regarding weapon variety; there's a lack of kinetic damage, meaning you'll need to rely on energy weapons and the Kasta for shield cracking. However, there's a dearth of medium energy mounts on the ships that aren't frigates. Larger ships do have plenty of Medium Composite mounts, but there isn't a medium version of the Kasta. Of course, we were always meant to supplement outside weaponry, but it's odd that a faction whose headliners are the Molaris Blaster and Heavy Maser struggle to mount them. Perhaps make the Molaris a hybrid weapon like the mining blaster is now?

The Obex seems to struggle to engage enemies at times; I've seen them hang around behind the ship and not fire for lengths at a time. I seem to have solved it by going into the mi_Obex_bomber.variant file and separating the two weapons, which had been grouped together.

In the Mining_weapons file, you forgot to change the Mining_lance entry to Heavy_Maser.
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