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

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Author Topic: [0.97a] Interstellar Imperium 2.6.4  (Read 939760 times)

SpacePoliticianAndaZealot

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #240 on: January 31, 2016, 10:57:22 AM »

Ninja'ed by grinningsphinx, same here.
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Dark.Revenant

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #241 on: January 31, 2016, 11:10:32 AM »

You have to replace the old folder, not install on top of it.

Also, large weapons don't generally have that much more range.
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Marcus Garvey

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Re: [0.7.1a] Interstellar Imperium 1.9.2
« Reply #242 on: January 31, 2016, 11:11:40 AM »

A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

Please stop making weird, ignorant blanket statements about mods without actually trying them to see how they actually work.
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Tartiflette

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #243 on: January 31, 2016, 11:46:17 AM »

you will never have the range with mediums that you do with large.
In vanilla, the single and only weapon that has more range than a medium Mauler or a medium HVD, or a medium Graviton Beam is the Gauss Cannon.
With II, not a single one, large or not, outrage the medium Sledge Cannon... Well, except two weapons built-in II ships.
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grinningsphinx

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Re: [0.7.1a] Interstellar Imperium 1.9.2
« Reply #244 on: January 31, 2016, 12:15:43 PM »

A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

Please stop making weird, ignorant blanket statements about mods without actually trying them to see how they actually work.

I wasnt aware there was a censor on the forum!!!  Thank you for your enlightening comment!!!
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grinningsphinx

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #245 on: January 31, 2016, 12:25:34 PM »

you will never have the range with mediums that you do with large.
In vanilla, the single and only weapon that has more range than a medium Mauler or a medium HVD, or a medium Graviton Beam is the Gauss Cannon.
With II, not a single one, large or not, outrage the medium Sledge Cannon... Well, except two weapons built-in II ships.

That may be true, but were discussing the II *mod* yes?  I dont think too many people are only using the one mod so we may as well consider the rest of the commonly used mods with SS+ and Nex.  Most mediums still hit out to 700-800. Beams have an exception with AO. Not that youre going to be doing any kiting with the Caesar but..yeah. No Artillery, Gauss, or Mauler batteries, no accelerators if youre lucky enough to nab one.
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Tartiflette

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #246 on: January 31, 2016, 12:51:57 PM »

Okay then, with all SS+ integrated mods installed plus PBC but without Mayorate and Junk Pirates:
- Two modular weapon outrange the medium II Sledge Cannon (the most ranged medium weapon):
   . The Scyan ORION Artillery,
   . the Citadel Zeus.
- If you check against the vanilla HVD, Mauler, or Graviton Beam:
   . The Templar Arondight Accelerator,
   . the Templar Joyeuse Fractal Laser,
   . the TianDong Mauler Battery,
   . the Diable Avionics Uhlan Siege Laser ,
   . and the Gauss cannon.

On all those integrated mods, only seven large weapons outrange the medium vanilla ones, 10.4% of the 67 available. And a mere two are outranging the best modded medium weapon, that's 3.0% of the larges, or 0.9% of all 215 available energy and ballistic weapons.
« Last Edit: January 31, 2016, 12:59:38 PM by Tartiflette »
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Cycerin

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #247 on: January 31, 2016, 01:10:18 PM »

And the Caesar has a built in hullmod which gives it the most range of all capitals, including ones with large mounts, even more so with ITU and ISA FCS.
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grinningsphinx

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #248 on: February 01, 2016, 01:53:35 PM »

And the Caesar has a built in hullmod which gives it the most range of all capitals, including ones with large mounts, even more so with ITU and ISA FCS.

What is ISA FCS?
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Cycerin

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #249 on: February 01, 2016, 01:58:44 PM »

New hullmod that adds flat range to non beam weapons + some drawbacks
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Gezzaman

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Re: [0.7.1a] Interstellar Imperium 1.9.2
« Reply #250 on: February 04, 2016, 10:06:14 PM »

A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

ummm... most medium mounts outrange large mounts just so you know
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grinningsphinx

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #251 on: February 06, 2016, 01:19:24 PM »

Super pulse beam, gauss cannon, tachyon lance, SKT Cannon, T3 Cannon,  Mauler Battery, Orion artillery, Arondight Accelerator, High Energy Laser, Idun beam generator, Joyuese Fractal Laser, Juger heavy cannon, Mark 9 Autocannon, Ferrocannon, Flux Torpedo, heavy disruptor, Mjolnir Cannon, Grav Drive, P9 Raala Rayblaster, Quarks Accelerator Cannon, Thrymm Artillery Platform, Uhlan Siege Laser, Whirlwind Cannon,  and probably 6-8 others that arent loaded into my Omni factory yet....Also i havent included all the large mount point defence systems like the Guardian and Aegis which are more efficient OP wise then clusters of smaller modules.......not to mention all the large missile systems that have ranges from 1k to 10k.

How many mediums are there over 900?  The large majority of mediums stop at 800.    Also, dps wise, larges usually beat out mediums by a fair margin...some are on par, but most arent.


Further compounded by the extra range bonuses given to ship class in SS+, plus range enhancing hull mods and skills...and you can easily see why mediums are FAR outdistanced by large mounts, even if its only an extra 100 range over.(multiplied via bonuses).

« Last Edit: February 06, 2016, 01:23:05 PM by grinningsphinx »
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Dark.Revenant

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #252 on: February 06, 2016, 02:00:42 PM »

A Caesar with ISA FCS, ITU, and 5 ranks of Gunnery Implants has a 95% range bonus to all weapons, plus 400 for non-beams.  It has the following ranges with its mediums:
Assault Chaingun (450) = 1278 units
Pulse Laser (600) = 1570 units
Heavy Autocannon (800) = 1960 units
Hypervelocity Driver (1000) = 2350 units
Sledge Cannon (1500) = 3325 units

An Onslaught or Paragon with ITU, Advanced Optics, and 5 ranks of Gunnery Implants has a 75% range bonus to all weapons, plus 200 for beams.  It has the following ranges with its larges:
Autopulse Laser (700) = 1225 units
Storm Needler (800) = 1400 units
Mark IX Autocannon (900) = 1575 units
Tachyon Lance (1000) = 1950 units
Gauss Cannon (1200) = 2100 units

You've got no idea what you are talking about.
« Last Edit: February 06, 2016, 02:02:45 PM by Dark.Revenant »
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Tartiflette

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #253 on: February 06, 2016, 02:03:41 PM »

Further compounded by the extra range bonuses given to ship class in SS+, plus range enhancing hull mods and skills...and you can easily see why mediums are FAR outdistanced by large mounts, even if its only an extra 100 range over.(multiplied via bonuses).
Range bonuses are exactly the same for any weapon size, so that argument is irrelevant.
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Gezzaman

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Re: [0.7.1a] Interstellar Imperium 1.10.0
« Reply #254 on: February 07, 2016, 12:24:50 AM »

I dont think he has played with intersteller ships enough to understand medium mounts > Large mounts on the IIcapitals
« Last Edit: February 07, 2016, 01:05:06 AM by Gezzaman »
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