Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1425


Pages: 1 ... 177 178 [179] 180 181 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791210 times)

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2670 on: June 08, 2017, 03:20:42 PM »

i also initially thought Kraits are OP, from looking at their stats and loadout, but on the other hand... Warthogs. ._.

those are even tougher, harder to hit with many weapons because of being smaller, have 3 fighters per wing, and though they are slower and not quite as damaging, they also have the Decoy Flares that make them powerful strike support craft if timed correctly. Alex said he might nerf them a bit, but also probably only through increased OP cost -- which Krait already have. so if Kraits need a nerf, i don't think it should be a big one.
Logged

Andimar

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2671 on: June 09, 2017, 05:32:35 AM »

My feedback:

First, I must say it feels good to play with BlackRock again. I bought Starsector some 4 or 5 years ago, when it was first made available for purchase, and your mod has since become my favorite by a significant margin, and that's saying something when considering the wealth of talented modders on these boards (Tartiflette ftw!).
I think it had been 1 year and a half since I last got my hands on the Nevermore... I was giddy with joy when I first did yesterday after such a long time. :P

By the way... Is the Nevermore B no longer a thing? :(

I see a few BlackRock weapons still have an ammunition count. Are these legacy elements meant to be changed or there by design (The Medium Scalaron Blaster for instance) ?

The fighters:

The Krait does feel much much powerful than every other fighter you have available from BlackRock in my experience. But some are just as good if not better already in the base game (warthog indeed says hello) so I can't blame you. Fighters in every mod feel pretty damn OP in general. If I wanted to min max I would only ever get carriers in this version of the game.

The Mosquito feels maybe a little weak. My mosquitos seemed to have trouble getting back to my carriers quickly enough for a refill. It might have had to do with their extreme speed; they turned around their motherships for a while before actually docking/

The Vespa missed their torpedoes on immobile, large ships 2/3 of the time. That's... quite an extreme miss rate. Seemed to me the speed/manoeuvrability of the craft was the issue again. They couldn't properly align with their targets before firing.

I didn't really try the others yet, so I'll do that before I say more. :)

Congrats with the mod, again.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2672 on: June 09, 2017, 10:14:56 AM »

after trying Serkets + Kraits combo, i now also think that maybe something there does need a nerf... :D

i agree reducing Kraits' mobility would probably be the way to go (their burst jet engines look really cool though, so i'd prefer a base speed reduction over removing the system), and maybe take away one of their two PD weapons. Micro Argus might also be more fitting for Serkets in place of their Shredders, since the latter actually adds quite a bit of anti-ship potential in addition to defense.


The Mosquito feels maybe a little weak. My mosquitos seemed to have trouble getting back to my carriers quickly enough for a refill. It might have had to do with their extreme speed; they turned around their motherships for a while before actually docking
i haven't noticed that docking issue so far, though i haven't really payed close attention either. as for them being a little weak, they could maybe do with a replacement time reduction, 12 seconds is a bit high for a wing of 3 with their low durability and OP cost. i think they're strong enough when they don't get shot down too quickly though, and a significant durability increase wouldn't quite fit with their 'budget light bomber' theme, imo.

Quote
The Vespa missed their torpedoes on immobile, large ships 2/3 of the time. That's... quite an extreme miss rate. Seemed to me the speed/manoeuvrability of the craft was the issue again. They couldn't properly align with their targets before firing.
that's been an issue pre-0.8 as well. their torpedos being a bit faster than average somewhat made up for it, but their high strafing speeds can be a hindrance. in my experience, this can be mostly negated by giving them good strike vectors, as in not parking their parent carrier right next to the target, or not making them escort an allied ship and fire at any target that gets close. but of course that's difficult now when not piloting the carrier yourself, since you can't even give them direct rally & strike commands on the tactical map anymore. :/

would be a shame if they'd need to get the same torpedo tracking that vanilla bombers have now, but similarly if they'd need to be made much slower, since both of these differences help distinguish them now. but it might be necessary, if they can't be made to more accurately take their own velocity into account when aiming even at stationary targets..
Logged

Absolutecero

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2673 on: June 09, 2017, 09:17:47 PM »

Have you ever thought of giving the gonodactylus a reloading hammer claw it doesn't have to bee fast. I just thought that since the torpedo is build in could reload for heavy mining and fighting.
Logged

Phearlock

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2674 on: June 09, 2017, 11:01:47 PM »

Even having 2 from the missile skill back in 0.72 was pretty powerful. The Gonodactylus is my favorite budget-destroyer and is in a pretty good spot. And I'd argue you don't need more than 2. It has enough OP to fit expanded missile racks, and can run it's built-in hammerclaw + 3 more small missile making it a respectable pocket-missile destroyer that still has some bite left after expending its torps/missiles.

Consider that, with a load of 3 torpedo launchers and the hammerclaw, you can fairly easily overload and then burst down enemy cruisers that find themselves at 50% or so flux. Once that's done, you've basically expended your destroyers missiles for a cruiser, which is a good trade. And can scoot around murdering frigates with your ship system and acceptable ballistic broadside.

It doesn't need to regerate.
Logged

Absolutecero

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2675 on: June 09, 2017, 11:14:15 PM »

Fair enough. Just a suggestion I had if it's op to have more then one missile I will make do.
Logged

HuoShengdi

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2676 on: June 10, 2017, 12:13:00 AM »

I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed. It practically requires that you have the +maneuverability pilot skill or auxiliary thrusters to be able to swat down flanking frigates.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2677 on: June 10, 2017, 10:53:33 AM »

I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed.
that slugging feeling is intentional. in an earlier version, it had a lot better base meneuverability, but was also quite a bit more fragile. it is supposed to be a heavy destroyer now, and it has both the armor and the weapons to deserve that designation.

i find this version of the Desdinova a lot more satisfying to fly. it still has amazing mobility compared to other ships with comparable durability and firepower, but requires a bit more thought put into positioning, and timing of the Jet charges; it's not quite as trivial anymore to dodge a torpedo or back off to avoid being surrounded, if you've just used the Jets to close in for a kill.
Logged

cjuicy

  • Captain
  • ****
  • Posts: 353
  • Figuring out how the hell to wear heels (She/it)
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2678 on: June 10, 2017, 01:15:19 PM »

I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed.
that slugging feeling is intentional. in an earlier version, it had a lot better base meneuverability, but was also quite a bit more fragile. it is supposed to be a heavy destroyer now, and it has both the armor and the weapons to deserve that designation.

i find this version of the Desdinova a lot more satisfying to fly. it still has amazing mobility compared to other ships with comparable durability and firepower, but requires a bit more thought put into positioning, and timing of the Jet charges; it's not quite as trivial anymore to dodge a torpedo or back off to avoid being surrounded, if you've just used the Jets to close in for a kill.
I agree. It makes you think on when and where to use the jets to scoot around. It makes for a greater challenge.
And remember kids, having a challenge is fun!
Logged
It's been a long time, but I still love ya!

- Pfp done by Sleepyfish!

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2679 on: June 10, 2017, 03:05:36 PM »

Yeah why is it when I enable this mod the Bounties have them too. Kinda seems off balance and there is always more of them then you and ruins the lore since are these ships supposed to be hard to come by and arent blackrock secretive? Also there still needs to be a very large carrier for this faction like the astral in a way
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2680 on: June 10, 2017, 06:21:25 PM »

pirates use pirate-specific versions of Blackrock ships, not the standard ones.

and no, not all standard Blackrock ships are supposedly rare or secret either, lorewise. like Tri-Tachyon, they're a profit oriented corporation as much as a major political and military faction, so they sell some of their hardware to individuals or in places that will likely not create a risk for Blackrock. they're probably not gonna sell a Karkinos or Morpheus, but the shrimp is based on a previously civilian mining ship that i would think wasn't a heavily guarded military asset, and Weevil's description (iirc) actually mentions being popular with independent captains.

i do agree that the new Blackrock pirate ships are a bit too common though. Robberflies especially seem abundant, and are actually really good compared to many other (D) or (P) ships.


as for a "very large carrier", Kurmaraja now has 4 fighter bays, similar to Legion. that's not quite Astral level, but it's not too far off either. more ships are always nice, but i don't think Blackrock "needs" a dedicated pure carrier capital, and capital ships in general take a looot of work to make, due to their size.
Logged

ANGRYABOUTELVES

  • Admiral
  • *****
  • Posts: 592
  • AE ALTADOON GHARTOK PADHOME
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2681 on: June 10, 2017, 10:25:42 PM »

I don't think Blackrock should ever get a dedicated carrier ship, just because they've also got the BRDY engine hullmod. If you put that on something along the lines of an Astral and you've also got Helmsmanship 3, you could kite around with 6 fighter wings at +80 speed. You can already do that with the Kurmajara, run around at 150 speed or so and pick enemy fleets apart with your fighters, but it's only got 4 fighter wings so it can't kill everything with fighters alone. Most things, sure, but not everything.

Also what did you do to my beautiful Stenos where did all the weapon slots go?!?!?!?!?!?!
« Last Edit: June 10, 2017, 10:32:53 PM by ANGRYABOUTELVES »
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2682 on: June 11, 2017, 06:23:28 PM »

Well get rid of the speed bonus with the carrier and give it fighter bonuses or shield ones
Logged

Psycho Landlord

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2683 on: June 11, 2017, 06:59:43 PM »

Blackrock having a dedicated carrier vessel, a ship that is by definition a near-static long range strike platform, would make next to no sense thematically. They're a fast moving hit and run based shock attack fleet. The Kurmaraja is already a ridiculous battlecarrier. They don't need a super carrier, at all.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1340
  • On break.
    • View Profile
Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2684 on: June 11, 2017, 07:14:20 PM »

I'm frankly surprised the Kurmaraja got as many decks as it did. (Grateful, mind you, it's a really unique battlecarrier, but it came out of left field.)

Well get rid of the speed bonus with the carrier and give it fighter bonuses or shield ones

You've been here a while, you're rude and pushy, and you have highly specific tastes. Why not start your own mod?

I'm rude and pushy with highly specific tastes, but I take it out on my code and not the forum, so inexplicably, people almost like me.
Logged
Pages: 1 ... 177 178 [179] 180 181 ... 209