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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 337242 times)

leonvision

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #525 on: July 20, 2012, 08:06:31 PM »

hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.
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hydremajor

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #526 on: July 20, 2012, 11:19:35 PM »

hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

Already the case >_>

By release time the lore behind it won't mean sh*t
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leonvision

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #527 on: July 20, 2012, 11:22:41 PM »

hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

Already the case >_>

By release time the lore behind it won't mean sh*t

nope, you can still turn it slightly WITH the turret's turn rate, im talking about completely locked when it's firing.
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Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #528 on: July 21, 2012, 04:32:47 PM »

hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

Already the case >_>

By release time the lore behind it won't mean sh*t

Lore is nice but really doesn't matter in an alpha. The lore can be rewritten to match good gameplay afterall.
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #529 on: July 22, 2012, 01:37:02 PM »

The lance is only a good sniper weapon because ships wouldn't arm shields when too far away from a lance turret, with that fix it should resolve some issues.

Wrong again. The Lance's enormous burst damage currently overloads the shields of all fighters and most (if not all) mid- and low-tech frigates.
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Xareh

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #530 on: July 22, 2012, 01:56:21 PM »

The lance is only a good sniper weapon because ships wouldn't arm shields when too far away from a lance turret, with that fix it should resolve some issues.

Wrong again. The Lance's enormous burst damage currently overloads the shields of all fighters and most (if not all) mid- and low-tech frigates.
Not to mention being absolute mayhem if it hits armour and enemy ships run away if they see themselves in range
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armoredcookie

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #531 on: July 22, 2012, 02:34:29 PM »

Is the Tachyon Lance getting a cost/OP cost reduction too? I'd never want to use that weapon if it had the same OP cost yet is around two thirds to half as effective as it is now.
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #532 on: July 22, 2012, 02:47:16 PM »

Is the Tachyon Lance getting a cost/OP cost reduction too? I'd never want to use that weapon if it had the same OP cost yet is around two thirds to half as effective as it is now.

I'd probably still use it, as it'd still be absolutely devastating to fighters, frigates, and ships with their shields down. It's still a LOT of burst damage and range, and a lot of EMP delivered. I think it'll still be worth the cost.
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Reshy

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #533 on: July 22, 2012, 04:35:57 PM »

The lance is only a good sniper weapon because ships wouldn't arm shields when too far away from a lance turret, with that fix it should resolve some issues.

Wrong again. The Lance's enormous burst damage currently overloads the shields of all fighters and most (if not all) mid- and low-tech frigates.


Let's see:

Lance Burst Damage:  1500 + 750 EMP 
Total Damage to shields:  1500


Fighters:

Dagger Flux Capacity:  600 ( Efficiency .6 ) = 1000

Longbow Flux Capacity:  600 ( Efficiency .6 ) = 1000

Trident Flux Capacity:  1000 ( Efficiency .6 ) = 1666.6

Xyphos Flux Capacity:  1000 ( Efficiency .6 ) = 1666.6




Frigates:
Brawler Flux Capacity: 2750 ( Efficiency .8 ) = 3437.5 Total Damage Absorption.

Dram Flux Capacity:  1500 ( Efficiency 1.2 ) = 1250 Total Damage Absorption.

Hyperion Flux Capacity:  3300 ( Efficiency .6 ) = 5500 Total Damage Absorption.

Lasher Flux Capacity:  2100 ( Efficiency 1.0 ) = 2100 Total Damage Absorption.

Omen Flux Capacity:  2200 ( Efficiency .4 ) = 5500

Shuttle Flux Capacity:  1600 ( Efficiency .8 ) = 2000

Tempest Flux Capacity:  2500 ( Efficiency .8 ) = 3125

Vigilance Flux Capacity:  1900 ( Efficiency .8 ) = 2375

Wolf Flux Capacity:  2250 ( Efficiency .8 ) = 2812.5



I believe you are quite wrong.
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Cosmitz

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #534 on: July 22, 2012, 05:03:37 PM »

Lances are by far not the best 'damage' guns in the game. They won't take out an Onslaught but they will help nuking its engines from 3000m away while you keep it focused on your cruiser.
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #535 on: July 22, 2012, 10:27:36 PM »

The lance is only a good sniper weapon because ships wouldn't arm shields when too far away from a lance turret, with that fix it should resolve some issues.

Wrong again. The Lance's enormous burst damage currently overloads the shields of all fighters and most (if not all) mid- and low-tech frigates.


Let's see:

Lance Burst Damage:  1500 + 750 EMP 
Total Damage to shields:  1500


Fighters:

Dagger Flux Capacity:  600 ( Efficiency .6 ) = 1000

Longbow Flux Capacity:  600 ( Efficiency .6 ) = 1000

Trident Flux Capacity:  1000 ( Efficiency .6 ) = 1666.6

Xyphos Flux Capacity:  1000 ( Efficiency .6 ) = 1666.6




Frigates:
Brawler Flux Capacity: 2750 ( Efficiency .8 ) = 3437.5 Total Damage Absorption.

Dram Flux Capacity:  1500 ( Efficiency 1.2 ) = 1250 Total Damage Absorption.

Hyperion Flux Capacity:  3300 ( Efficiency .6 ) = 5500 Total Damage Absorption.

Lasher Flux Capacity:  2100 ( Efficiency 1.0 ) = 2100 Total Damage Absorption.

Omen Flux Capacity:  2200 ( Efficiency .4 ) = 5500

Shuttle Flux Capacity:  1600 ( Efficiency .8 ) = 2000

Tempest Flux Capacity:  2500 ( Efficiency .8 ) = 3125

Vigilance Flux Capacity:  1900 ( Efficiency .8 ) = 2375

Wolf Flux Capacity:  2250 ( Efficiency .8 ) = 2812.5



I believe you are quite wrong.

I didn't say it did it in one shot. Typically it's two shots, since the refire rate is sufficient that most frigates cannot dissipate enough soft flux in time for the second shot to force the shields down. The fighters will all almost certainly die in two shots. Once the shields go down on frigates, it's game over, as the massive EMP will knock everything out and shot number three is the finisher.

Keep in mind that this is done at a range where absolutely nothing short of Pilums or another Lance has any hope of firing back. Taking out ships in two or three perfectly accurate shots from halfway across the map is hilariously broken... and unshielded fighter wings (the vast majority) suffer even more, losing one or two members per lance shot.
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Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #536 on: July 22, 2012, 10:56:00 PM »

Also to consider: the Lance combines perfectly with other lances either on the same ship or different. Two lances on one ship will pierce the shields on every frigate except the omen or hyperion in 2 volleys with no possible retaliation. A 4 lance Paragon will punch through every single frigate and in multiple shots any destroyer.
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arcibalde

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #537 on: July 23, 2012, 01:34:57 AM »

Also to consider: the Lance combines perfectly with other lances either on the same ship or different. Two lances on one ship will pierce the shields on every frigate except the omen or hyperion in 2 volleys with no possible retaliation. A 4 lance Paragon will punch through every single frigate and in multiple shots any destroyer.

This. You don't use just 1 Lance.
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theSONY

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #538 on: July 23, 2012, 04:30:38 AM »

well uf you use more then 1 lance then of course it will be a good wepon, like many more large wepon type,
lances are good only on far range, on cqc its almost suicide ( pint def + lancec + shield = overfux in no time) 
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #539 on: July 23, 2012, 06:10:40 AM »

well uf you use more then 1 lance then of course it will be a good wepon, like many more large wepon type,
lances are good only on far range, on cqc its almost suicide ( pint def + lancec + shield = overfux in no time) 

They're pretty solid up close too... huge burst damage punches through armor and the enormous EMP burst disables just about everything it hits.

And keep in mind, it's very easy to use the lance JUST at long range. Stick two on an Odyssey and give it a "Carrier" or "Fire Support" waypoint behind a cloud of fighters and watch everything melt.
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