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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Amazigh's Ship Foundry v1.2.2  (Read 268089 times)

Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #135 on: May 27, 2024, 10:13:10 PM »

Newbie here. Gimbal Micromissile Pod seems too strong.
I've looked at it and yeah, i was on something there. Gonna tweak the stats downwards some but not sure exactly how much by though, likely a focus on giving it lower sustained DPS.

Seems that many weapons this mod introduces also similarly stand out...
Any other weapons in specific that you think might be overtuned?


Can you make a video to show us capitalian how it is done using the base loadout, so you can teach us and anyone after that will inevitably have problem with this mission, to be a better player?
Not my video, but here's one of the mission being beaten with the default loadout: https://www.youtube.com/watch?v=1vWXXWn0yKs

In general the mission is meant to be harder than most of the fights you will get into in the campaign for the Phantasmagoria.
It combines missiles with good tracking, Fast fighters, EMP damage, and shields that are hard to bypass. To end up with an overall set of things that test the ships capabilties.
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Axelord

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #136 on: May 27, 2024, 10:42:57 PM »

I think the GMP is mostly fine as-is. It might survive as slightly-too-good if you run ASF as your only mod. The missile is rather easy to intercept, and actually does a better job at saturating PD than actually delivering damage. It's like an ugly, club-footed cousin to Diable's micromissile spam. Ki is already on the rarer side of damage types when it comes to missiles, with the only vanilla reloading analogue to the GMP being the Resonator.
I'm not complaining because you're talking about gimping a weapon I love. I don't. I use the GMP pretty much exactly never after two cycles, since I tend to Wolfpack-spam with either Alvarium Doctrine ships, or with The Herd/Antique frigates.
« Last Edit: May 28, 2024, 05:58:32 AM by Axelord »
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High Alpha Best Alpha - Can't die if all your enemies die in one salvo, and damn the poor tech who had his hand on a power conduit at that moment.

BigBeans

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #137 on: June 19, 2024, 06:50:20 AM »

When you dropping the ASF supercap
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Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #138 on: June 19, 2024, 12:15:31 PM »

When you dropping the ASF supercap
When you dropping the Bean supercap  8)
I don't have any capital, let alone supercapital ideas atm tbh.
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BigBeans

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #139 on: June 19, 2024, 03:15:53 PM »

When you dropping the Bean supercap  8)
I don't have any capital, let alone supercapital ideas atm tbh.

You never know  8)

lol same
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Shogouki

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #140 on: June 19, 2024, 05:48:35 PM »

Oooo! A super capital would be awesome!
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ros

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #141 on: June 20, 2024, 08:38:55 AM »

Newbie here. Gimbal Micromissile Pod seems too strong.
I've looked at it and yeah, i was on something there. Gonna tweak the stats downwards some but not sure exactly how much by though, likely a focus on giving it lower sustained DPS.

Probably also have it have limited ammo? In that case, its DPS wouldn't have to be lowered as much.

For comparison, this one from Stop Gap Measures mod doesn't seem strong. (Seems like it may aid a ship lacking in Kinetic damage that can't afford more flux expenditure...)
https://imgur.com/a/Uaz5dcc

Comparing to a Heavy Needler, its pros and cons (that most stand out) FWIR:

+ Flux-less
+ 1200 range
+ Homing
+ Infinite
+ Kinetic
+ High burst damage
- Can be destroyed (by heavy PD)
- Half DPS of non-missiles
- Somewhat high OP cost (12-13?)
???

A Heavy Needler:

+ High burst damage
+ Kinetic
- Flux cost
- Partially misses
- High OP cost

Seems that many weapons this mod introduces also similarly stand out...
Any other weapons in specific that you think might be overtuned?

I must've had a short experience with only a couple of them. But the Bramble one, I was finding best in a capital against some missile-heavy capital. It launched multiple "mines", FWIR. May have been better than the Dual Flak--at least against not-high HP missiles, supposing it deals less damage than it.

I think the GMP is mostly fine as-is.

I remember being able to cap the flux of a couple frigates with it (in the simulation), using the Shkiper (which I was finding the fact that it replaces the Shepherd disagreeable). Which wouldn't have been possible with a Heavy Needler, since it requires flux. Feels good, but is OP.

With the Shkiper (a frigate), I might have been able to fend off a couple destroyers with it. Not practically instantly capping their flux, but still preventing them from getting close.
« Last Edit: June 20, 2024, 04:41:16 PM by ros »
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Shogouki

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #142 on: June 20, 2024, 09:30:22 PM »

I'm not familiar with the Shkiper.  Out of curiosity what are its stats and what were you facing?  I just haven't found ships using those launchers to be troublesome.
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ros

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #143 on: June 21, 2024, 05:52:11 AM »

I'm not familiar with the Shkiper.  Out of curiosity what are its stats and what were you facing?  I just haven't found ships using those launchers to be troublesome.
https://imgur.com/a/tA3CoPS

It's from RotcesRats.

I don't have it right now, but I must've tested with some ships from Interstellar Imperium. I remember finding them more balanced (in terms of weapons and such) compared to the other options in the simulation.

But it's not hard to imagine 1600 shield damage every 4 seconds at 1200 range being strong.
« Last Edit: June 21, 2024, 06:11:02 AM by ros »
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Shogouki

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Re: [0.97a] Amazigh's Ship Foundry v1.2.0
« Reply #144 on: June 21, 2024, 01:48:27 PM »

Oh wait, is the Gimbal 400(200) DPS?  For some reason I was remembering it as being something like 200(100) DPS.
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Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.1
« Reply #145 on: June 21, 2024, 03:57:17 PM »

Update 1.2.1

v1.2.1

Gimbal Micromissile Pod
- Per shot damage reduced from 100 to 90
- Missile maximum speed reduced from 550 to 500
- Regeneration time increased from 5s to 6s
-- Reduced From 200/80 dps to 180/60 dps

Bramble Smartbomb Rack
- Ammo reduced from 16 to 12

Phobia/Jorogumo
- System AI improved
- System base range increased from 600 to 650

Phantasmagoria
- AI improvements for Unregulated mode


----

I think the main issue with the Gimbal was how high the sustained DPS was, dropping it by 25% should be enough to let it remain as a kinetic pressure weapon while not overwhelming targets as easily.
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PreConceptor

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Re: [0.97a] Amazigh's Ship Foundry v1.2.1
« Reply #146 on: August 25, 2024, 03:55:37 PM »

Maybe I'm missing something but the Twister MIRV seems really weak. Comparing it to the Swarmer you get about 5x less overall damage when accounting for all ammo and individual munition damage, for more OP, with less use cases, and worse hit probability, only losing some DPS and some range which against small targets like frigates and light destroyers that they're actually able to inflict significant damage against isn't much of a concern. Against those targets the MIRV spread makes their hit chance extremely low without ECCM, so they miss their intended targets and can't damage their unintended. Feels like they need several times more ammo.
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Amazigh

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Re: [0.97a] Amazigh's Ship Foundry v1.2.2
« Reply #147 on: August 30, 2024, 12:02:39 PM »

Update 1.2.2

v1.2.2

Twister MIRV Rack
- Sprite updated
- Range increased from 2000 to 2500
- Damage increased from 6x150 to 6x160
- Ammo increased from 3 to 5
- Reload time increased from 2 to 6
- Hitpoints reduced from 175 to 150
- Submunition tracking and speed improved

----

Maybe I'm missing something but the Twister MIRV seems really weak.

I think when i was initially testing it i was using a ship with built-in ECCM, so i had an incorrect assumption on how well the submunitions worked.
These changes should make it fit a niche as a sidegrade to the harpoon, with lower hitstrength, in exchange for ammo sustain, and PD resistance.
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PreConceptor

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Re: [0.97a] Amazigh's Ship Foundry v1.2.2
« Reply #148 on: August 30, 2024, 12:31:52 PM »

Nice! I trialed doubled the ammo, it made it worth using but still rather unsatisfying. Looking forward to trying the new version
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