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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644712 times)

Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3840 on: March 25, 2015, 12:29:53 AM »

Meaning whenever he's seen them in stock, there's been two of them. Or four. Or six. So on, so forth. A gun for port and starboard. Fore and aft. Ventral and dorsal.
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Okim

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3841 on: March 25, 2015, 12:38:18 AM »

And I still don`t get the issue.  :-[

Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3842 on: March 25, 2015, 01:37:41 AM »

From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
« Last Edit: March 25, 2015, 01:56:55 AM by Pushover »
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Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3843 on: March 25, 2015, 02:58:34 AM »

And I still don`t get the issue.  :-[

It's not really an issue. Just a curious observation.

I currently seem to be experiencing a bug where a UIN fleet wanted to give me a patdown then immediately landed at the local planet. However, the inspection is still ongoing so the now non-existant fleet has locked me out of Centronom's market, the bastards.  :D Fine, I'll take my trade elsewhere! Didn't want your UK anyway. Pfeh! Don't think it's related to Ironclads specifically but the method of reproducing the bug would simply be in the right place at the right time. The fleet wanted to perform a customs check as it was hastily standing down due to crippling combat with pirates. Will probably have to just wait until another fleet wants to perform a check.

Also, while I really like unlimited missiles, so few missiles actually have them. I've scrounged up a couple Strela batteries from exploring the systems for my own ship and my escorts are using some sort of small slot unguided rocket launcher that lets off a flurry of missiles. I think it's the 122mm system. There's very little choice for sustained missile based weapons. It's almost completely go big or go home. Most if not all the large slot launchers I've seen have magazines but aside from a couple RSF missiles, nothing below large that I've seen so far has sustainability.


From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.


ALSO NO FLUX USE ON BALLISTICS IS SO WEIRD, MY GAWD, I CAN BARELY EVEN.
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3844 on: March 25, 2015, 03:49:57 AM »

And I still don`t get the issue.  :-[

It's not really an issue. Just a curious observation.

I currently seem to be experiencing a bug where a UIN fleet wanted to give me a patdown then immediately landed at the local planet. However, the inspection is still ongoing so the now non-existant fleet has locked me out of Centronom's market, the bastards.  :D Fine, I'll take my trade elsewhere! Didn't want your UK anyway. Pfeh! Don't think it's related to Ironclads specifically but the method of reproducing the bug would simply be in the right place at the right time. The fleet wanted to perform a customs check as it was hastily standing down due to crippling combat with pirates. Will probably have to just wait until another fleet wants to perform a check.

Also, while I really like unlimited missiles, so few missiles actually have them. I've scrounged up a couple Strela batteries from exploring the systems for my own ship and my escorts are using some sort of small slot unguided rocket launcher that lets off a flurry of missiles. I think it's the 122mm system. There's very little choice for sustained missile based weapons. It's almost completely go big or go home. Most if not all the large slot launchers I've seen have magazines but aside from a couple RSF missiles, nothing below large that I've seen so far has sustainability.


From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.


ALSO NO FLUX USE ON BALLISTICS IS SO WEIRD, MY GAWD, I CAN BARELY EVEN.
With the patrol bug, you are only locked out of the markets until the patrol would have expired if it was chasing you. I'm not sure how long they chase you for, 5 or 10 days? Alternatively, you can warp in and out of the system. I'd assume this happens in vanilla as well, unless it's possible to mark a patrol that is standing down as not a patrol.

The Micro-Missile battery is a medium missile with some regenerating ammo, but that's the only other one. The Strela-6 is shorter range but reloads much faster (I get the feeling that the Micro-Missile battery was supposed to reload faster than it does, since has a reload time of 80 seconds). No other small/medium missiles feature regenerating ammo (unless you count the 220mm rocket system). The Micro-Missile pod used to, but it was just strictly the best option for small missiles, competing only with the 122mm Rocket system. There's a shortage of good missile systems that are not large systems.

I think there are a few systems that can be 'downgraded' from large to medium, such as the Hunter MRM battery, FRAG Missile Battery, and the Porcupine Torpedo Battery (although this would probably need a nerf, it's just very similar to the Club Torpedo Battery, only it's faster and has longer range. But if you are sniping with torpedoes, it's probably better if you used a LRM system). In general, there's a few missile 'roles' that are still open, notably there are very few Kinetic missiles (Mosquito and Kinetic Rockets are the only ones). There's also a lack of good large MRM systems (the Hunter is generally much worse than a LRM system). The FRAG Missiles could also be stronger, as Fragmentation damage relegates this missile to only good against fighters, or already doomed ships. At the least, make it a proximity missile so it can actually do its job well. Fragmentation damage could be higher on missiles in general.
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Okim

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3845 on: March 25, 2015, 03:59:08 AM »

Frag missile is a proximity detonated missile. With detonation radius being much smaller than the actually splash damage radius.

As for MRMs, kinetics, sustained small missiles, energy-based torpedos - FFS are planned to get these.

Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3846 on: March 25, 2015, 06:20:32 AM »

A sustained small and medium launcher for each faction would be nice, one that is a typical example of each faction's missiles. RSF seem to prefer flooding the battlespace, while the ISA prefer larger singular missiles.
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Okim

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3847 on: March 25, 2015, 06:39:40 AM »

NO for the small launcher. There way one such that made any other missile choice useless for a small mount even while having pretty high cost.
And NO for the medium sustained basic missile type for the same reasons.
Only large versions will ever have rechargeable/infinite ammo (with very few exceptions).

The only sustained small missile launcher that I`m considering to add will be an energy-based (small energy slot) homing 1 shot short range missile with 15-20 seconds recharge. This will come to FFS at a cost of 6-8 OP per item and deal 250 energy and 100 EMP damage. It will have a large volley-fired rechargeable version for larger FFS ships.

Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3848 on: March 25, 2015, 08:03:43 AM »

So then are you planning on removing the recharging ammo on the Strela and the infinite ammo on the 122mm and 220mm rocket systems? The Strela and 220mm can be strapped to ships as small as the Bulgaria and the 122mm can be strapped to anything with an empty small missile slot for the same OP costs as a typical gun. All three weapons provide constant support and having their volleys interdicted once or twice does not render the OP used on them completely wasted as is the case for most other non-large slot missiles.
Then again, maybe I just use missiles "wrong".
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3849 on: March 25, 2015, 04:21:42 PM »

Definitely found a single Charged Boltgun on the Black Market.

I'd be in favor of not having any small missile slot weapons have recharging ammo (meaning give the 122mm system a single volley). I'd be perfectly happy to see some of the Fragmentation missiles get recharging ammo at medium, since they are designated anti-fighter weapons, and only useful as anti-fighter weapons (or for use to attack an overloaded ship with no armor...). Compared with a Barracuda PRX, which offers powerful anti-fighter capabilities on top of good high explosive damage, there's no reason to take Stingers or FRAG missiles unless you lack the OP to fit the Barracuda PRX launcher.
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Gabriel_Braun

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3850 on: March 26, 2015, 07:04:58 AM »

Small-mount recharging missiles should be a total no otherwise the germany would need a serious overhaul as even frags would throw it far over the OP line

Edit:  OP meaning overpowered, not ordnance points ;)
« Last Edit: March 26, 2015, 07:08:31 AM by Gabriel_Braun »
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Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3851 on: March 26, 2015, 08:56:17 AM »

122mm rockets down both sides with whatever you want in the rear slot, personally I tossed Eels in there. Quite safe to leave them on autofire. They have a terrible habit of overestimating an enemy ship's maneuverability, leading them too much and thus only clipping shields but you can take manual control and abuse ships with them. You have about 14.5k HE damage on either side without missile or combat skills. You can overload military frigates and destroyers, disable them then destroy them in one barrage. Cruisers and even capitals still do not appreciate the full torrent. Enemy ship running away? Just a little bit faster than the Germany? WHO CARES?! Turn broadside, aim along their retreat vector and line the rocket launchers up so they all converge earlier than expected, creating a wall of inert rockets downrange that's nearly impossible to dodge. Then, as you're coasting along on 0 flux, swing yourself around and let loose the other side. They persist until almost as far as you can look sideways in 1080p when zoomed out, something like 3k range or more, despite their 1k listed range. It can already be done. You can make disgusting area denial missile boats by just saturating all of their slots in 122/220/300mm rockets.
« Last Edit: March 26, 2015, 09:03:24 AM by Silver Silence »
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3852 on: March 26, 2015, 01:39:47 PM »

Not to mention that you can outrange enemy capitals, so you don't even need to let them get in range of their guns.

EDIT: I'd be generally in favor of seeing buffs to large torpedoes. In general the launchers are just worse than missile launchers at anything except sustained damage. A Hellfire launcher brings 4x2000 damage. A Barracuda LRM brings 6x1100 damage. While the torpedo brings more damage, it's got a slower projectile, even though it has twice the health. I'd rather use a pair of Tigersharks if I wanted some fast high explosive damage. Rockets generally outrange torpedoes significantly, and are harder to defend against since there are multiple projectiles. A volley of 122mm rockets is 2400 damage for 6 OP. A single Club torpedo is 3000 damage for 8 OP.

EDIT2: Ordering a Novagrad Cruiser gives an incorrect message (Ordered MIG-99 Interceptor Wings), but still works.
« Last Edit: March 26, 2015, 11:07:43 PM by Pushover »
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shingekinolinus

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3853 on: March 26, 2015, 10:27:38 PM »

I like the idea how RSF shields are removed and replaced with better armor.
This prevents their ships from being overloaded a lot of the times (their shields are inferior compared to ISA, not just because of bad flux venting, but also a 1 to 1 damage-flux ratio).

This change however opens up a new problem - beam weapons are now so imba/OP!
I can get an ISA frigate which has one large energy slot, arm it with an incinerator beam, and it can destroy basically any ship - from Omsk to Moscow.
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3854 on: March 26, 2015, 11:34:36 PM »

I suppose you could fit a Heavy Beamer on a Connecticut and kite RSF ships for a while, but I think that you still get outranged by the larger RSF ships. The Moscow's triple cannon should prove difficult to outrange.

I've been messing around with the mod by adding some new ship variants, in particular a line of RSF ships with powered armor, and ISA ships with Hardened Shields. Fighting against a Moscow with Powered Armor is one great opponent.

Playing as an RSF fleet, I've gained a new respect for Tigersharks. Those things are extremely nasty and will tear your ship apart. Whalesharks on the other hand are a cool concept but perform extremely badly against flares.

My final verdict on the RSF changes is that they really need some good point defense weapons. They have the best energy point defenses in the mod with the Laser Beams (which actually can hit the F-171 reasonably well. Unfortunately, within the RSF Ballistic weapons, their best options are all Medium slots, since the 23mm Defense Gun and the 14mm Dual Machinegun are both weak options. As a result, nothing except a Moscow can easily survive a frontal attack from some Tigershark missiles (The Kazan may be able to have the drones take the hits, but the splash will probably still kill it). Take an Indana-C, put 2 Tigershark Cruise Missiles on it, and run the simulation against a Novograd. You just fire some missiles and the Novograd dies.

Also, what's the deal with the 125mm Guided Rocket Launcher? It's the only ballistic weapon to still produce Flux.
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