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What would you like to see in Blackrock?

More ships
- 758 (23.6%)
More weapons
- 484 (15.1%)
More campaign features
- 481 (15%)
Space monsters
- 707 (22.1%)
More lore
- 209 (6.5%)
More music
- 132 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 278 (8.7%)

Total Members Voted: 1431


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1804626 times)

Krelian

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2685 on: June 11, 2017, 09:08:22 PM »

First time playing with this mod... and decided to begin in this faction (in nexerelin). I must say, the art is awesome. The pics were not representative of the beautiful sprites this ships have. really enjoying this.
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Cycerin

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2686 on: June 12, 2017, 12:26:21 PM »

Glad to hear that : D

I'm reducing the incidence of pirate BRDY ships in an upcoming QoL/adjustment patch, among other things. Thanks for all the feedback so far.

Re: Vespas, their Furies are actually turreted to aid in aiming. In general, bomber aim is inherently imperfect with dumbfire weapons and that's just something I cannot fix if I want them to keep using Furies, which I do. As for Mosquitos, I have not noticed any buggy behavior related to landing on carriers, and if there was, it would not be related to speed (since their accel/decel is high)

I am going to do a pass of all the fighters based on feedback and my own playtesting.
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Chronosfear

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2687 on: June 12, 2017, 12:27:34 PM »

Hi,
some more minor feedback

Krait
The Wing is OP. I have taken the Kurmaraja (was and still is my favorite BRDY Ship ) with 4 Wings of Kraits ( Carrier spec of curse ) and only PD weapons with some Darts as frigate pest control.
So my only real offensive power were my Kraits. And they are... I´ve taken a 350-400k pirate bounty fleet ( including only very small amount of carriers on the enemy side ) with an Onslaught and some decent other cruiser class ships with high level officers as you might guess. And I did it without taking to much damage myself. Especially after taking care of those sneaky frigates  8)
I think removing speed is not the way to go. Also i would not like to have him weaker (  ::) ;D ) its much needed : Maybe remove one of its HE Guns or give him custom ones with longer clip load times.

I don't think that the officers of the AI take to many useless skill for the ship they are piloting ( since most of them now got uses )

Desdinova
Honestly my favorite destroyers now. Still fast ( very nice shipsystem ) nice frontal firepower. Yet got some weakness so you need to be aware of aaaand of curse : beautiful
Fun to fly and also fun to fight ( also pirates got to many of them, but thats another story )

Moth
Nice tanker here. Can really be of some use in combat like the description says. My fleet now includes one :)
Now I just need and armored/combat support cargotransport. The eschaton is to large for me.

Convergence
To slow and expensive carrier to take to combat ( adding very slow rate of turn and speed declassifies it for me )
I prefer to take Typheus in every situation ( due to faster speed its nearly as save ) and with less cost, some more can be deployed.
Might need a improvement.

Gonodactylus
Not a review : But i laughed my ass of off a few times already : Ouch to late, that torpedo is going to hurt , hits my armor and bounces off and continues to spin around until it runs out of speed.
Happened a bunch of times already ( is the single shot missile bugged in AI hands )

Robberfly
God, that thing is fast. I think of giving it the frontal shield gen, deploy a few of them and use it to bring disorder into enemy lines. ( havent tried yet )
Havent tried it in 0.72, so not sure if I'm going to now. But could be fun.


Chronosfear


 

 
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Morbo513

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2688 on: June 12, 2017, 01:08:44 PM »

Speaking of the incidence of ships, I'm having real trouble finding Mantises in markets, both in Nex' Corvus and random generated modes. If there are any, I buy them, but they're never replaced it seems. Using Dynasector as well if that makes a difference.
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AxleMC131

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2689 on: June 12, 2017, 02:57:37 PM »

Re: Vespas, their Furies are actually turreted to aid in aiming. In general, bomber aim is inherently imperfect with dumbfire weapons...

*Furiously takes notes*
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Lopunny Zen

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2690 on: June 12, 2017, 04:54:34 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.
Well maybe people need to get their *** together and use common sense. We havent been using that and look how the world turned out...like ***. So no sometimes I am going to get *** off because thats all people listen too half the time. It is LOGICAL to have a large dedicated carrier and IN FACT even the naval warfare switched to them for their fast hard strikes with faster crafts and hard to detect. Maybe you need to have a large fighter fleet deal with a problem. I am mad nad pushy because I am passionate about things changing for the better and people put up a fight for that.
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2691 on: June 12, 2017, 05:45:17 PM »

I am mad nad pushy because I am passionate about things changing for the better and people put up a fight for that.
as Soren said, you're always welcome to create your own mod, in your own design. then you don't have to deal with people "putting up a fight" against what you feel the mod should be like. feedback for other mod-authors is, generally speaking, appreciated, but telling someone else that their mod "needs" something you want, isn't really the way to go -- especially when several other people who also happen enjoy that same mod disagree with you.

sidenote: "it is logical" (or "it is realistic", or anything else alongs those lines) usually just isn't a great indicator for what makes a good game or mod. that's not to say it can't be an argument at all, but if it's the first/primary argument, that's almost certainly not a good sign.
and regardless of whether it would make sense in a real naval setting or not, mod factions having their own theme or playstyle (like Blackrock's focus on highly mobile fleets and hit-and-run tactics) is good for the game, because it adds more choices and variety. if every faction had every kind of ship and every kind of weapon, the modiverse would be a whole lot more boring.
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AxleMC131

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2692 on: June 12, 2017, 06:09:00 PM »

It is LOGICAL to have a large dedicated carrier and IN FACT even the naval warfare switched to them for their fast hard strikes with faster crafts and hard to detect. Maybe you need to have a large fighter fleet deal with a problem.

Fact: Blackrock is not based on modern naval warships.

If you want that, you'd better click on this funny little image below:
 V
 V
 V
 V
 V
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Igncom1

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2693 on: June 12, 2017, 06:10:39 PM »

Neither is starsector in most respects.

Carriers are only powerulf currently becuse it makes the AI crap their pants and PD is so short ranged.
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Alex_P

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2694 on: June 12, 2017, 07:07:34 PM »

I love the new Hawkmoth. It felt like a serious upgrade when I added one to my fleet of trashy little scrounger-frigates. I've deployed it in plenty of battles since (armed with tac lasers and an HVD), and it pretty much works as advertised in the Codex. Feels super solid without eclipsing even the runtiest of your dedicated combat vessels. Real fun to look at, too!
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Takion Kasukedo

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2695 on: June 12, 2017, 07:51:26 PM »


Taipans, they are not intended as a bomber escort, but as a specialized option to tackle and cripple annoying targets like wolves and other high-end frigates, and to offer general support when mixed into a large fighter deployment. Although this leaves them with the same problem as the Thunder, I want to wait and see how they pan out (HEH)
While the beam deals soft flux, it is a constantly firing, more powerful Particle Lance so its effect can be deceptively strong.
Re: Kraits, yeah agree that they're strong, a small speed nerf should get them more in line
Re: Vespas, it's not hard to follow Alex's reasoning for why he did away with big unguided torpedoes on bombers in 0.8. But the Fury is kind of iconic to me on them so I wanted to keep it. Probably going to go with an OP increase on these so they remain powerful but becomes harder to get a premium escort for them.


Now I know that I was using the Taipan Interceptors wrong.
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Alphascrub

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2696 on: June 13, 2017, 01:57:14 PM »

I love the new Hawkmoth. It felt like a serious upgrade when I added one to my fleet of trashy little scrounger-frigates. I've deployed it in plenty of battles since (armed with tac lasers and an HVD), and it pretty much works as advertised in the Codex. Feels super solid without eclipsing even the runtiest of your dedicated combat vessels. Real fun to look at, too!

Yea its very strong for early game fleets. Takes care of your fuel carting needs early and honestly can compete with lots of destroyers. Its boost might be a bit strong, I've actually hit enemy frigates with it and just completely destroyed them without much damage to the Hawk itself. Probably wondering how but my fleet runs tons of Achilles, pretty much every ship. Honestly it feels more like a cruiser in terms of staying power than a destroyer, but at any rate I really like it. Its deployment cost seems just about right as well, you could probably bump it up a bit and maybe.

In an unrelated topic, I'm not sure if this is vanilla (I think it is and I know it didn't come from BRDY) but being able to add hangar bays to certain blackrock ships like the nevermore might be a bit strong. Maybe its not the hangars themselves but the effectiveness fights/bombers in general right now.  Idk this might be an entire game balance perspective, basically the right fighter massively increase point defense, or insures you have torpedoes to bring to bare. Just a thought not really a compliant but I'm curious what others think.
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Alex_P

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2697 on: June 13, 2017, 04:37:08 PM »

Its boost might be a bit strong, I've actually hit enemy frigates with it and just completely destroyed them without much damage to the Hawk itself.
One time, I was flying a Mantis and my own Hawk knocked me down to like 3% hull by ramming me with its boost. Respect the arcject.
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2698 on: June 13, 2017, 06:11:33 PM »

Honestly it feels more like a cruiser in terms of staying power than a destroyer, but at any rate I really like it. Its deployment cost seems just about right as well, you could probably bump it up a bit and maybe.
i believe its staying power is meant to be cruiser level, and even on the heavier side when it comes to Blackrock hardware. but its offensive power is on destroyer level, or even a bit below that.

i agree it might be a little bit too good all-in-all, but i'd first reduce its fuel capacity before other nerfs. currently it carries 1200, as much as two Phaetons, which seems a bit much even for a cruiser-sized combat tanker. i think something like 900 would be more fitting. that's still as much as three Drams, enough to supply a sizeable fleet with just one Hawkmoth. and using two or three would suffice for all but the largest fleets on the longest exploration journeys, which i'd say is justified considering they aren't 'dead' ship slots like pure tankers would be.

Quote
In an unrelated topic, I'm not sure if this is vanilla (I think it is and I know it didn't come from BRDY) but being able to add hangar bays to certain blackrock ships like the nevermore might be a bit strong. Maybe its not the hangars themselves but the effectiveness fights/bombers in general right now.  Idk this might be an entire game balance perspective, basically the right fighter massively increase point defense, or insures you have torpedoes to bring to bare. Just a thought not really a compliant but I'm curious what others think.
the makeshift fighter bay hullmod is vanilla, yeah. i don't think it's overpowered, as it has significant penalties compared to normal fighter bays, and also costs quite a bit. sure you get pretty good PD as well as a bit of kinetic firepower by installing a Nadir wing on a Nevermore, but it also takes ~30 OP to get it. a Dipteron wing cuts that total OP cost in half, but its low durability combined with the replacement speed penalties of the hullmod makes that setup very vulnerable to be taken out while under pressure from enemy fire.

installing bombers of any kind with that hullmod is generally not worth it, because the makeshift fighter bay completely lacks the crucial ability to resupply returning out-of-ammo bombers near instantaneously.
« Last Edit: June 13, 2017, 06:17:04 PM by Sy »
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Alphascrub

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2699 on: June 14, 2017, 08:13:13 AM »


i believe its staying power is meant to be cruiser level, and even on the heavier side when it comes to Blackrock hardware. but its offensive power is on destroyer level, or even a bit below that.

Yea this is what I meant to say. Its flux capacity is beyond that of many vanilla and mod destroyers so even with its firepower being lower than that of many smaller ships it has the endurance to out dps them in the long run.


i don't think it's overpowered, as it has significant penalties compared to normal fighter bays, and also costs quite a bit. sure you get pretty good PD as well as a bit of kinetic firepower by installing a Nadir wing on a Nevermore, but it also takes ~30 OP to get it. a Dipteron wing cuts that total OP cost in half, but its low durability combined with the replacement speed penalties of the hullmod makes that setup very vulnerable to be taken out while under pressure from enemy fire.
installing bombers of any kind with that hullmod is generally not worth it, because the makeshift fighter bay completely lacks the crucial ability to resupply returning out-of-ammo bombers near instantaneously.

I should also clarify that I'm actually using a nevermore-oo which has some mounts (small front energy) I'm basically ignoring some of them so I can use the hullmod. I'm for the most part sacrificing  OP for dipper wings/shoring up weakpoints on certain ships.  Ships that are vulnerable to strike craft like the nevermore vastly increase they performance with the help of PD defense not tied to their flux. Nadir + standard nevermore = I can vent almost anytime I want and not have to worry about incoming missiles or torpedoes. Also 10 op per destroyer is a small price to pay to have 10 diper wings swarming your front lines. As for the bit about bombers I didn't know that, but it makes sense.

I see your point tho, 30 OP is quite a bit to sacrifice on any ship in the end the whole bit about using Nadir to cover for aggressiveness venting is not only a pretty niche thing but  something only a player would probably do properly....sometimes.

Speaking of the incidence of ships, I'm having real trouble finding Mantises in markets, both in Nex' Corvus and random generated modes. If there are any, I buy them, but they're never replaced it seems. Using Dynasector as well if that makes a difference.

Actually I'm in the same boat. I was thinking this might be related to Nex or Dynasector as well. I can't really speculate on what causes it, could just  be a simple value or the fact that there is truly tons of ships out there and you might have just gotten unlucky with what showed up in the market. Take the Zabrus for example. I went from seeing none, and was right about to console one and then bam market had like 4.
« Last Edit: June 14, 2017, 08:19:48 AM by Alphascrub »
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