Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I'm curious: since apparently the mechanics of phasing are editable like other ship systems, is it possible to change the key bindings for its (or any other system's, for that matter) activation? If so, I'm assuming the choices would only be the F key or right mouse button, but that's all I'm interested in.Also, if it the above is possible, then would this allow for a ship to have two systems, with one system bound to the right mouse button, and the other bound to the F key?
A ship can't have two systems unless one of them is phase-cloak-instead-of-shields, though. The way it's specified is there's a "system" field in ship_data.csv that has the proper system, and you set the shieldType field to PHASE for phase ships. Really, shieldType ought to be renamed to "defenseType".
Quote from: JamesRaynor on July 22, 2012, 04:35:57 PMQuote from: Temjin on July 22, 2012, 01:37:02 PMQuote from: JamesRaynor on July 20, 2012, 05:06:11 PMThe 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: 1500Fighters:Dagger Flux Capacity: 600 ( Efficiency .6 ) = 1000Longbow Flux Capacity: 600 ( Efficiency .6 ) = 1000Trident Flux Capacity: 1000 ( Efficiency .6 ) = 1666.6Xyphos Flux Capacity: 1000 ( Efficiency .6 ) = 1666.6Frigates: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 ) = 5500Shuttle Flux Capacity: 1600 ( Efficiency .8 ) = 2000Tempest Flux Capacity: 2500 ( Efficiency .8 ) = 3125Vigilance Flux Capacity: 1900 ( Efficiency .8 ) = 2375Wolf Flux Capacity: 2250 ( Efficiency .8 ) = 2812.5I 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.
Quote from: Temjin on July 22, 2012, 01:37:02 PMQuote from: JamesRaynor on July 20, 2012, 05:06:11 PMThe 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: 1500Fighters:Dagger Flux Capacity: 600 ( Efficiency .6 ) = 1000Longbow Flux Capacity: 600 ( Efficiency .6 ) = 1000Trident Flux Capacity: 1000 ( Efficiency .6 ) = 1666.6Xyphos Flux Capacity: 1000 ( Efficiency .6 ) = 1666.6Frigates: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 ) = 5500Shuttle Flux Capacity: 1600 ( Efficiency .8 ) = 2000Tempest Flux Capacity: 2500 ( Efficiency .8 ) = 3125Vigilance Flux Capacity: 1900 ( Efficiency .8 ) = 2375Wolf Flux Capacity: 2250 ( Efficiency .8 ) = 2812.5I believe you are quite wrong.
Quote from: JamesRaynor on July 20, 2012, 05:06:11 PMThe 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.
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.
@JamesRaynor: It kind of feels like you're picking away at technicalities in Temjin's post without addressing the larger point.I can't help but wonder if you've tried the lance in earnest in terms of building a fleet around it - otherwise, I seriously doubt you'd call it "modestly overpowered". Whether it takes 2 or 3 or even 4 shots to take out a frigate is academic. The point is that a lance-heavy fleet with a few spotters dominates absolutely anything else right now - generally, with no losses. If you feel that this is fine, we'll just have to agree to disagree I'd say - based on some playtesting - that it's "modestly overpowered" after these changes.
Wait, is it possible then to create a phase ship that has an optical cloak aswell? (To make the ship more invisible
I never got my question answered, so let me re-quote it Quote from: Upgradecap on July 23, 2012, 12:50:17 PMWait, is it possible then to create a phase ship that has an optical cloak aswell? (To make the ship more invisible Bear in mind that I'd like offical answer on this
Ships colored in blue can survive two shots, you also forget that lances require a spotter to be effective. I see the lance as an energy artillery gun, weak in short range or against prepared, good otherwise. What I don't quite like is that people are complaining that an artillery weapon does too much damage when it's very weak up close and relies on other ships to operate effectively. I also don't believe that the correct solution to a modestly overpowered weapon is to nerf it to the point where no one will want to use it. It sounds a little too close to TF2 and their tendency to nerf good weapons into the ground because people whine and moan, like the tomislav from tf2 was nerfed into yet another gimp gun for the heavy, like the other 2 it already has. I seriously want a weapon that's worth using next to the auto-pulse. Right now there's not any good energy weapon besides for the lance that can compete with the autopulse. I don't believe the solution is to make everything equally as impotent to induce some semblance of 'balance'. What irks me the most is people complaining about a gun being really good at what it's supposed to be good at. Back to the Tomislav again, people complained that a gun who penalizes damage and increases deployment speed was too powerful because it increases deployment speed. Frankly I see the lance going down the same path already. Incredibly flux inefficient, subpar damage, soft flux, horrendous OP cost, with these changes it'll be just another HIL, flashy but ultimately useless and impractical.
Right, no optical cloaking as far as the AI is concerned. Which is part of the reason of why there isn't any, so it's not the kind thing you could just "throw in".I've really got to take a look at making the AI itself moddable, though. It's going to be a fair bit of work, but that's something I'd really like to do at some point. Hopefully no hitherto-unseen barrier presents itself.