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What would you like to see in Blackrock?

More ships
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More weapons
- 411 (15.3%)
More campaign features
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Space monsters
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More lore
- 168 (6.3%)
More music
- 109 (4.1%)
More portraits
- 130 (4.8%)
Subfactions
- 239 (8.9%)

Total Members Voted: 1208


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1555709 times)

Alex_P

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2715 on: June 17, 2017, 10:56:29 AM »

I'm really digging the Kumaraja as a "balanced" carrier platform. You can field a really good mix of guns, missiles, and fighters on one ship. It feels very "cruiser-like" but there's definitely enough staying power to justify it as a real capital.
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2716 on: June 17, 2017, 02:01:14 PM »

I see that a lot of ships are carrier hybrids which is cool but the dedicated carrier pilots and officers are kinda of stuck in a bind. Having to be good with weapons and fighters can take a lot of points
that's not unique to Blackrock though. vanilla also has several hybrid ships, as well as Converted Hangar hullmod.
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Lopunny Zen

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2717 on: June 17, 2017, 02:15:11 PM »

but converted hangars are a sub carrier and they have low fighter capacity
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DinoZavarski

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2718 on: June 21, 2017, 02:28:33 AM »

Hi

When playing with this mod i was constantly getting messages in the log that there is no "emp" line in ""behavior":"MIRV" section of "data/weapons/proj/achilles_stage1.proj".

According to weapon_data.csv Achiles EMP damage is supposed to be equal to it's normal damage, so i added ' "emp":350, ' (equal to the "damage": value). Is this what it was supposed to be?
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Megas

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2719 on: June 21, 2017, 09:17:31 AM »

I have not played this in a while.  Last time I played it, Morpheus was new, Weevil was named Scarab, and Karkinos had four large mounts.  Just tried this for 0.8.1 (soon after finishing Nexerelin).  Some comments:

Some of the portraits have improved, especially the original one that now resembles Agent Smith from the Matrix films.  That one meshes with standard portraits better.  It is probably my favorite one to use if I want a Blackrock affiliated character.

Weapons
Feel mostly the same as before.  Ironweaver changed, but it does not look like anything I want to use 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.

A few toys caught my attention...
Comet Light Artillery has limited ammo, but that does not matter for ships whose peak performance will expire sooner than when ammo runs out.  A bit of a flux hog for its cost and DPS, but useful for ships that need its 900 range because 800 range from Light Needler is not enough.

The upsized Bolide is too slow all-around.  Much rather use HVD.

The medium Particle Rifle.  800 range energy.  Lets high-tech ships hit for hard flux from further back, but the sustained DPS is low enough that it is not practical to rely on it.  Aurora killed Eagle somewhat painlessly with these, but most perk performance ticked away by the time of the kill.  Better to use something more efficient.

I remember the 8 OP Dart, but I do not remember if the Light Dart is new or not.  Nice for 4 OP regenerator, especially since Salamanders are not as effective as they used to be.

I remember the Light SPL, but not the heavy version.  It seems the light SPLs are easy to shoot down now, so I need the heavy one to do what Light used to do.

Fighters
Mosquito Dipteron, whatever the interceptor with the Shredder is called, is about as weak as Wasps, but at least they cost no OP to install.  Still would use Talons over these any day.

Kraits are overpowered.  They kill things about ten seconds faster than Warthogs can (at least with Convergence vs. Falcon, and Astral vs. Onslaught), and six from an Astral can kill a lone Onslaught with only Expended Deck Crew hullmod for support.  No skills required.  I wonder if I can solo the simulator with Astral with six Kraits, now that Remnant fighters lost their power? (Hint:  Not grinding a new game to find out.)

Sekrets about about as powerful as Warthogs, but cost much more OP.  Not bad per se, but bested by alternatives.

Ships
Most of them are straightforward to use.  Load up on complimentary ballistics when possible, then kite-and-snipe.

Desdinova is still powerful.  I cannot load it up with as many weapons as it used to take, but comets, maulers, and a needler can still wreck things, and this feels more mobile than Medusa.

Eurypterus resembles Sunder in design.  I like to use it as a flying Mjolnir mount that stomps other destroyers.

Gonodactylus feels about as sluggish as an Enforcer now, and just like with Enforcer, fighting SIM Hammerhead is a bit of a pain.  Other Blackrock destroyers are easier to use.

Morpheus is a pain to use against anything bigger than it (though it crushes small ships).  It costs as much as a capital, but without the old skills, it is a shadow of its old self.  The AI can probably pilot it better than I can.

Typheus, like Drover and Scintilla, forget about weapons, use two Kraits, run away, and watch things die fast.

Asura, how the mighty have fallen.  Its phase cloak is a hog, making it hard to go far while cloaked, and it is hard to brawl with sub-1000 range weapons without taking damage, though it does a better job at brawling than Doom due to more shot range.

Knight, all I did was mount two HVDs and four Tactical Lasers and waited for Kraits to do the heavy lifting.

Nevermore remains effective and straightforward to use.  Needlers up front, Maulers behind them.

Stenos, I do not remember playing this ship much before.  After trying it, it is effective with Tachyon Lance, HVD, and Needlers.  Its system works well with Tachyon Lance.  Fire lance, and after it is done, use system and fire another beam.

Karkinos.  This is the first time I played it since it got three large mounts.  Still quite powerful.  I just mount three tachyon lances and a bunch of dual flak, HVDs, and light needlers and watch things die.  It can put so much hard flux on shields with kinetics, then Tachyon Lances will do bad things with or without shields up.

Kurmaraja is another powerful ship.  It is an excellent sniper.  All it needs to kill things on its own is two heavy maulers and a Gauss Cannon, and it can kite-and-snipe well enough even without the fighters.  Fighters make it even better.

That is all for now.
« Last Edit: June 21, 2017, 11:24:21 AM by Megas »
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Megas

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2720 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 #2721 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 #2722 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 #2723 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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Outro

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2724 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 #2725 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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Drokkath

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2726 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 #2727 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?
[close]
« 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 #2728 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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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 #2729 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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