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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Mayasuran Navy 12.0.0 RC1  (Read 914155 times)

Sarthaeil

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #840 on: April 25, 2025, 10:46:21 PM »

Awesome mod. I like the ships it adds, specifically the Vishnu. that being said i have noticed the Vishnu(M) is missing .ship file and is also missing from ship_data.csv despite having all sprites available as well as the mark vll B data. Just decided to point that out in case that was a mistake. If not, well i still added it back on my end (really like the blue paintjob).
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sot

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #841 on: April 26, 2025, 10:46:47 AM »

How is Scaramouche and its heavy ion beams balanced? Six grand of shield damage for 232 flux on a 10 dp destroyer with great mobility. It's a monster of a flagship.
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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #842 on: April 27, 2025, 11:42:29 PM »

Some feedback about the Vishnu.
Let me say before hand, I love this mod, but I really don't like the Vishnu.

When I first saw it, I thought it was some kind of meme from some other mod I had installed.
It spins WAY to fast with Capital Jets + Aux thrusters.
Instead of moving it's guns, it's easier to move the entire ship to face the direction you want, it's silly.

Besides that, I love the design idea, but I found the default layout was maxing out flux like crazy.
(Also it has hardened sub systems when it has 11 minutes of PPT by default?)
It has loads of guns yes, but it can't last longer than 10 seconds in combat before being unable to shoot from overflux.
After more testing, it's not even the guns that are doing it.
I took the dual flak cannons and it does better, the default PD setup was pulling 1680 flux.
Even then, it still struggles with flux and I'm not sure how to build it.
The PD has such long range, they lock onto ships and are running constantly, burning flux while not really accomplishing anything.
I tried shield shunting just so I can get all the guns to shoot, and it seems to do the trick.. but now it dies to carriers and missiles.. even with all the PD.
At 80 points, it just feels way overpriced. It won in the sim vs 90 points of pirate crap, but lost 40% of it's HP and all of it's armor.
I'd buff the accuracy of the main guns, lower it's turn speed, and buff the shield/flux ratio. Right now it's a C tier capital imo.

 
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Ntxno

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #843 on: April 28, 2025, 04:10:07 AM »

Vishnu with vanilla weapons only. Shield shunt+elite captain, ship is pretty OP i feed bad using it against anything thats not endgame threats.

Love the oldschool battleship feel tho. Wish there were more ships with this aesthetic/utility.

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Lostinworlds

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #844 on: April 28, 2025, 10:55:48 AM »

Some feedback about the Vishnu.
Let me say before hand, I love this mod, but I really don't like the Vishnu.

When I first saw it, I thought it was some kind of meme from some other mod I had installed.
It spins WAY to fast with Capital Jets + Aux thrusters.
Instead of moving it's guns, it's easier to move the entire ship to face the direction you want, it's silly.

Besides that, I love the design idea, but I found the default layout was maxing out flux like crazy.
(Also it has hardened sub systems when it has 11 minutes of PPT by default?)
It has loads of guns yes, but it can't last longer than 10 seconds in combat before being unable to shoot from overflux.
After more testing, it's not even the guns that are doing it.
I took the dual flak cannons and it does better, the default PD setup was pulling 1680 flux.
Even then, it still struggles with flux and I'm not sure how to build it.
The PD has such long range, they lock onto ships and are running constantly, burning flux while not really accomplishing anything.
I tried shield shunting just so I can get all the guns to shoot, and it seems to do the trick.. but now it dies to carriers and missiles.. even with all the PD.
At 80 points, it just feels way overpriced. It won in the sim vs 90 points of pirate crap, but lost 40% of it's HP and all of it's armor.
I'd buff the accuracy of the main guns, lower it's turn speed, and buff the shield/flux ratio. Right now it's a C tier capital imo.

I think with the OP cost of weapons being reduced, autofit has some spare points for guns, and it inserts some generic hull mods like Blast Doors and Hardened Subsystems just to fill them out. Without changes to the base autofit template, you'll eventually get those hull mods on other ships too. And regarding fast rotation (forget Conquest): Invictus, that short brick rotates very slowly, but with skills + auxiliary thrusters you can get it to rotate pretty fast. With all the "slow rotating" guns and maneuverable ships, it's faster to align them with maneuvering. Oddesey with HIL as an example. You won't be able to track frigates without turning. So you're suggesting making the broadside ship sit there and absorb torpedo salvos? Advanced turret gyros solve the slow turn rate issue, the Mark VII has near perfect accuracy after ~1 second reload, so those are pretty weird suggestions. I would do "Capital Jets" with 2 charges or shorter duration, and would make unfold shield with 120 degrees ark and a little faster. Clumped gun placement make it very susceptible to EMP.
« Last Edit: April 28, 2025, 11:43:51 AM by Lostinworlds »
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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #845 on: April 28, 2025, 12:31:19 PM »

Vishnu with vanilla weapons only. Shield shunt+elite captain, ship is pretty OP i feed bad using it against anything thats not endgame threats.

Love the oldschool battleship feel tho. Wish there were more ships with this aesthetic/utility.


Thanks, I'll try adding some railguns and HV.
I want to like it, but maybe I'm just spoiled by the Javanicus.


I think with the OP cost of weapons being reduced, autofit has some spare points for guns, and it inserts some generic hull mods like Blast Doors and Hardened Subsystems just to fill them out. Without changes to the base autofit template, you'll eventually get those hull mods on other ships too. And regarding fast rotation (forget Conquest): Invictus, that short brick rotates very slowly, but with skills + auxiliary thrusters you can get it to rotate pretty fast. With all the "slow rotating" guns and maneuverable ships, it's faster to align them with maneuvering. Oddesey with HIL as an example. You won't be able to track frigates without turning. So you're suggesting making the broadside ship sit there and absorb torpedo salvos? Advanced turret gyros solve the slow turn rate issue, the Mark VII has near perfect accuracy after ~1 second reload, so those are pretty weird suggestions. I would do "Capital Jets" with 2 charges or shorter duration, and would make unfold shield with 120 degrees ark and a little faster. Clumped gun placement make it very susceptible to EMP.
That must be it. When I first saw Hardened Subsystems I thought I was missing some inbuilt SO effect on it.
"So you're suggesting making the broadside ship sit there and absorb torpedo salvos?"
Basically yes. Like a longer, two sided version of the Invictus. I'm not saying that would make it better in combat, objectively that would be a nerf, but I think it would feel more fun to play like that. When I first fought it, it was constantly spinning, like, comically fast for a ship it's size. My reaction was "wtf is this thing?" Not "Oh no a deadly super capital."
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Drachenor

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #846 on: April 29, 2025, 07:35:28 AM »

So is there any story or quest content or not yet?

I'm loving the ships and the like, and I see the custom portraits...just wondering if there is stuff to do.
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wingsofliberty

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #847 on: May 10, 2025, 06:28:15 AM »

Hello! Wanted to say the ships in your mod are amazing. But recent changes to diplomacy in vanilla Starsector have made it sorta awkward to play. You can't resolve the crisis in a peaceful way because you need a Persean League commission and Mayasura is separate in this mod, so unless you want to betray your faction, you have to fight the League while they use Mayasuran ships. I wish I could just join while retaining the Mayasuran commission instead of getting a Persean one.
Also, as people have been saying, (M) Scaramouche is insanely strong and quite casually punches above it's weight. In the simulator, one of them is easily capable of 1 v 1  a cruiser, two of them can even bring down an Onslaught. And that's even without me piloting one. Maybe it could use a nerf?
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