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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


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791310 times)

Megas

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2715 on: June 24, 2017, 03:53:40 PM »

I just finished a game of Nexerelin with few mod factions added, with Blackrock one of them.  Some quick comments about Blackrock in my playthrough:

Without easy access to the best weapons, Blackrock alternatives are more attractive.  I used Shredders and the heavier battery upgrade because I could not find enough Vulcans and Flak to keep up with demand.  Similarly, INM Assault Guns are the open market version of LAG, and I have used several.

Gonodactylus (P) was plentiful, cheap, and disposable.  I threw several at the enemy.

I used Mosquitos as cheap bombers.  They are fast, but they did not seem to do too much damage.

I prefer the Nevermore prototype over the stock modern version because the prototype has more shot range and better mounts (can use more dual flak to defend better).  The modern version can kill a bit faster, but like Aurora, it has to get close to enemies to hit with antimatter lance.  The prototype can hang back and snipe at things more easily.  The prototype also seems less clumsy and more forgiving to use.  I trust the AI with the prototype more than with the stock version.  With a narrow shield, it needs the flak and extra shot range to defend a bit better.

Karkinos really has a narrow shield.  I have not dared to let the AI use it, not when it has my rare weapons on it.  When I pilot it, it does bad things to the enemy.  A hail of kinetics to bash shields, followed by two or three tachyon lances to hurt ships; plus occasional teleporting to bypass (or overload) defenses.  Karkinos was my primary flagship for the second half of the game.  I wanted a Paragon flagship, but I did not find one until it was too late before the game was won.
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Alphascrub

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2716 on: June 29, 2017, 07:12:22 PM »

Note: I haven't played Star-sector since around .72a sorry if this feedback is a bit dated or has been covered elsewhere. It will also probably be a bit inconclusive as I haven't had a chance to really play as much as I used to.


Desdinova

The Desdinova is a great ship but I feel it might need a few tweaks somewhere. Outfitting it is an issue for me and its low run-time pretty much requires hardened subsystem and it cant really afford to run other hullmods. The only place in my fleet I can find for one is an interceptor under my direct control, basically I load it up with torpedoes and burst weapons and hunt down fleeing targets after a large battle. Unfortunately that's about it.  The problem for me seems to be that for the price of the Desdinova I can run two Gonodactylus and outfit them with whatever is at hand, and flex them into most any roll. They can take just as much of beating as the Desdinova, they fight longer and just about as hard as the Desdinova considering its OP restraints. If I don't want the Gonods I can run two Eurypterus instead which honestly seem to do what the Desidinova does better. Yea the Eury cant take the beating at the same level of beating as the Desidinova and its more vulnerable to strike craft but its still much cheaper and that large mount makes it really flexible. The AI also seems to perform better in both the Gonodactylus and the Eurypteru, I feel this has to do with the amount of OP you have to work with in terms of ship systems and armament.  No I don't think this a case of the two aforementioned destroyers  being OP, I think this is a case of the Desdinova like the Morpheus took some pretty big hits with the new skill system.

As to what I would change on the Desidnova? I came up with three ideas, one simple, one moderate, one extreme. Basically the first one would be boosting its OP, possibly removing some its weapon mounts, the rear missiles, and making the small frontal ballistics more flexible (uni or hybrid) and or allowing for some wider firing arcs on the mounts themselves. I know removing mounts seems strange but I seem to struggle outfitting all the slots meaningfully as it is. While I'm not against running empty slots on ships to get what I want it just seems like the balance cost of those slots could be used elsewhere.

The other idea I had was move its designation from "Heavy Destroyer" to "Light Cruiser" since its already kind of there in cost moving it there in terms of designation could allow with some flexing of its cost, OP, weapon mounts, possibly boosting its run time, ect. While this would be an extreme measure it could really allow it to be a more balanced craft.

The last thing i came up with was some kind of built in weapon system. Considering BRDY already has I think three ships with these I think you probably understand pretty well how hard they can be to balance. That being said it could be an answer if you have some ideas floating around.

Final note, my reasoning could be ***. I struggled to load out an imperial legionary today as well, so it might just be me. Maybe I'm expecting to much?

Locust


I really like the new drive system on these guys, and while I miss the old blink drive I think that more the novelty of having 5 jumps than anything else. Cheap, fast, good at chasing down light targets and scary in numbers. I don't see them very often anymore and it when I do its often the pirate variant.

Zabrus


Not to be to simple here but these guys are like a high tech lasher to me. Their runtime is a bit low but they can really bring the pain with their new system and they aren't to expensive to run. They are vulnerable to strike craft (what isnt now days) but the AI uses their system to great effect it seems and they are quite good as midround reinforcements or chasing things down after a battle. Overall I think they were a great addition to blackrock and really fit the ideology of hit and run tactics.

Weevil
 
If the Zabrus was something I considered a high tech lasher than the Weevil is what I consider a high tech heavy lasher. Extremely flexible mounts, decent speed, decent arcs on the omni shields and a tough little drone. Its also one of the only frigates I feel comfortable letting the AI run a heavy blaster on. Frankly its my favorite general purpose frigate. It honestly might be slightly to good considering how cheap it is to run.







« Last Edit: June 29, 2017, 07:14:37 PM by Alphascrub »
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jn_xyp

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2717 on: June 30, 2017, 09:00:23 AM »

I'm so excited to try the new upgrade, but it is pretty hard for me to access the download link from China. It seems like the *** blocked the Mediafire.com. :'(
If possible, can you provide a mirror of the mod file? Thank you very much. ;) ;)
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Drokkath

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2718 on: July 04, 2017, 02:12:29 AM »

Well, guess it's finally time for me to blindly dive into this mod finally but slowly, my usual procedure is to have the mod's faction roaming about and around in-game and in turn see what they have from combat to weaponry to flying and eventually see and try something out, see what I like. Have lurked and looked at this mod before but not in-game.
And since currently Tiangong and Exigency haven't updated yet it leaves a window of opportunity for me to try this one out and see what all the rage is this mod all about from my own perspective.

Mainly just pitching in to say just all that and also that I'm starting a new playthrough with lore-friendly and default art-friendly mods only. So, after wiping out the religious factions from Luddic Path to Luddic Church and then the infamous Templars who I also blasted apart by my mighty Doombore cannon on my impervious Dramlord along with Desolator Lasers/Particle-beams and Desolator Swarmer TEHL (Target Everything Hostile Liberally) Launchers and its desolating missiles filled with rage and hatred. A fitting poetic end of sorts to those religious factions who's worlds I claimed as a pirate and as a Khorne's rival, MWHAHAH!!! :D

Sorry, got carried away with my in-game RPG elements I created and had there.
« Last Edit: July 04, 2017, 02:18:24 AM by Drokkath »
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For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Outro

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2719 on: July 08, 2017, 11:31:16 PM »

Crash:
4845282 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/weapons/brdy_plance_ftr.wpn] resource, not found

There's no brdy_plance_ftr.wpn in the weapons folder, but there is a br_plance_ftr.wpn and nothing in csv references it, so I just renamed the br to brdy.
« Last Edit: July 08, 2017, 11:32:56 PM by Outro »
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etherealblade

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2720 on: July 09, 2017, 05:47:00 PM »

I sorta drifted away SS some time around when the morpheus was in being teased. Gawd is it amazing :o! Always have been one of my favorite factions, always will.
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Spoiler

[close]

Drokkath

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2721 on: July 10, 2017, 12:45:29 PM »

I'm impressed with Scorpion-class so far, its standard loadout I spawned with one of the Nexerlin's start options blasts anything I've started out with before right out of the water vacuum of space. Wasn't sure about wanting to have the Scalaron Repeater on auto-fire at first but a few tests later and I don't mind having it on auto-fire.

I don't have the ship personalized in-depth as a separate vessel because the extra hullmod boosters I have in my personal modpack make it go faster and be tougher enough to make it enjoyable for myself. A wonderful first impression of the mod for me. Liking the green shields, green engine/thruster plumes and paler green of the weaponry fire.

First few moments of mine with the mod's faction start was basically with my kind of brutish DPS heavy vessel I didn't even expect to have in my hands to try out and that is awesome in my book.
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For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Bad_Idea

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2722 on: July 16, 2017, 11:18:52 AM »

Been testing out this mod with Nexerelin for a while now and i love the ships it adds - the Weevil being my favourite thus far, such a nasty little ship when operated in pairs...

One thing i found kind of odd was the lack of BDRY ships in the (no faction) random mode new game menu of nexerelin and thus decided to pick out some ships that (i think) should pop up there.

Should anyone want it - here's the player_npc.faction file i created:
Spoiler
Code
{
"shipRoles":{

"escortSmall":{
"scarab_attack":8,
"brdy_robberfly_light":12,
            "brdy_robberfly_strike":12,
"brdy_silverfish_mod_p_retrofit":3,
"brdy_robberfly_p_strike":5,
"brdy_robberfly_p_harasser":5,
},
"escortMedium":{
            "brdy_silverfish_mod_standard":5,
"brdy_silverfish_mod_p_retrofit":1,
"brdy_zabrus_p_attack":1,
"brdy_zabrus_p_support":1,
},

"combatSmall":{
"brdy_silverfish_mod_p_retrofit":4,
"brdy_robberfly_p_strike":6,
"brdy_robberfly_p_harasser":6,
"brdy_zabrus_p_attack":1,
"brdy_zabrus_p_support":1,
},
},
},
Did i just mod a mod?
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« Last Edit: July 16, 2017, 11:24:01 AM by Bad_Idea »
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OzarMidrashim

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2723 on: July 17, 2017, 08:10:15 PM »

Version Checker spits errors about Blackrock Drive Mod "failed to load master version file from URL..."
link "https://dl.dropboxusercontent.com/u/32517861/cyc_brdy.version" is dead
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Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

Midnight Kitsune

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2724 on: July 17, 2017, 09:10:50 PM »

Version Checker spits errors about Blackrock Drive Mod "failed to load master version file from URL..."
link "https://dl.dropboxusercontent.com/u/32517861/cyc_brdy.version" is dead
This is because of Dropbox's changes to public folders, which was what BRDY used for VC.
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OzarMidrashim

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2725 on: July 17, 2017, 11:32:12 PM »

Version Checker spits errors about Blackrock Drive Mod "failed to load master version file from URL..."
link "https://dl.dropboxusercontent.com/u/32517861/cyc_brdy.version" is dead
This is because of Dropbox's changes to public folders, which was what BRDY used for VC.

Yea, i immagine. Just pointing that out. You know those pesant lights you need to press for them to work? ...i just can't count how many times people stand on those each thinking "someone for sure pressed that button" ...same with every subject in the world...
Spoiler
...from corruption, cultism, psychopaths counterfeit human masquarade origin of evil and all ideas deforming minds to pedophiles in royal govermind...
[close]
So lets say...i just pointing out to not be this naive person who assumed to much ;-)
Mod is up to date, ofcourse.
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Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

Squish Cat

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2726 on: July 20, 2017, 07:08:03 PM »

Are there more recent links to pictures of the Blackrock ships?  All the images have been blocked by Photobucket talking about 3rd party posting.  Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.
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OzarMidrashim

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2727 on: July 21, 2017, 02:26:43 AM »

Are there more recent links to pictures of the Blackrock ships?  All the images have been blocked by Photobucket talking about 3rd party posting.  Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.

Its half over the forum topics. I do keep whole maintained folders with almost every screen...but thats from 0.7.2a times, and for 0.8.1a i got what you got.
They need to change site they host their screenshots.
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Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

Morbo513

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2728 on: July 21, 2017, 04:41:30 AM »

if I have better, which remains the case for most Blackrock non-missile weapons.  Many Blackrock weapons are good enough alternatives to use if you do not have the best standard weapons.  There are few that compete with the best, such as the Shard Cannon.

Agreed, but I find that part of the fun playing as BR. Very capable ships with decent weaponry, means you got things to work towards in optimising loadouts instead of having the very best from the get-go
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2729 on: July 21, 2017, 09:06:13 AM »

Are there more recent links to pictures of the Blackrock ships?  All the images have been blocked by Photobucket talking about 3rd party posting.  Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.
you can always just download the mod, and look at the actual sprites in the \Blackrock Drive Yards\graphics\BR\ships. i imagine Cycerin will update the OP with new links once we sees they're down.
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