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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Poll

What next?

Capital carrier
- 5 (27.8%)
Cruiser carrier
- 3 (16.7%)
Assault cruiser
- 3 (16.7%)
Civilian ships
- 0 (0%)
Some weird frigate
- 2 (11.1%)
Weapons
- 5 (27.8%)

Total Members Voted: 18


Pages: 1 ... 4 5 [6] 7 8 9

Author Topic: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)  (Read 86445 times)

grinningsphinx

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #75 on: January 14, 2016, 01:54:40 PM »

Quote
Also the flux stats on Theseus and Kratos make them poor tanks
Theseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank.  +it can be an awesome torpedo ship.
Kratos is meant to kite with beams.

Quote
The TD pocket BC will rip you in half bro.  GL with that:)
I try to balance against vanilla, not other mods.

Hmm..well my captain is usually in a morai.  NPC gets the Kratos and the AI isnt very good at kiting.  At least the not player AI..i swear the enemy AI is smarter!
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celestis

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #76 on: January 14, 2016, 09:16:59 PM »

Were both your ships under AI control?  Test AI vs AI, no captains,  and let me know your results
No, I played the battle twice - for both sides.
Now tested with AI too. Results are pretty much the same for Moros vs Xu: AI handles some variants even better than me (those requiring micromanaging many weapon groups). Multiple kills with little to no hull loss. Thanatos never managed to win, as expected, but dealt considerable damage.
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MesoTroniK

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #77 on: January 14, 2016, 09:20:24 PM »

I need to play your mod more Celestis, but the cap ships feel well balanced to me with what time I have spent with them.

About the Xu, it really is an anti battlecruiser battlecruiser. Easily overpowers any cap ship that is not a full on battleship, yet lacks the mobility to disengage from heavier opponents.
Pocket battleship designation fits.

HELMUT

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #78 on: January 25, 2016, 07:45:48 AM »

I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.

It might be a good idea to write it down on the ship description.
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celestis

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #79 on: January 25, 2016, 08:59:27 AM »

I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.

It might be a good idea to write it down on the ship description.
Oh, that is actually a bug) It shouldn't be able to do that.
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celestis

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #80 on: February 01, 2016, 10:06:15 AM »

The poll yielded 2 most wanted features for the next release: capital carrier and new weapons.
So here is the WIP sprite for the first one:

It will have slightly less bays than Astral, but will have a system capable of improving its fighter force. Fighter-heavy fleets might finally become a good option for PBC. Currently tweaking it as well as AI for existing stuff, and thinking of new weapons.
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Garmine

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #81 on: February 01, 2016, 11:09:08 AM »

That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O
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I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

celestis

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #82 on: February 01, 2016, 11:13:02 AM »

That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O
Currently 3 large mounts: 1 ballistic and 2 missile. But I haven't made final decision yet.
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Ahne

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #83 on: February 01, 2016, 11:31:15 AM »

This ship looks gorgeous, great work celestis!
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grinningsphinx

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #84 on: February 01, 2016, 01:52:08 PM »

Looks awesome:)
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Gezzaman

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #85 on: February 04, 2016, 10:15:32 PM »

amazing sprite as usual, looking forward to seeing what special ability you will give it
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Sabaton

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #86 on: February 05, 2016, 05:24:59 AM »

Don't you think it's a bit too wide? And makes for an easy to shoot target?

That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
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celestis

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #87 on: February 05, 2016, 06:19:54 AM »

Don't you think it's a bit too wide? And makes for an easy to shoot target?

That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
Quite a bit)
It is not intended to be on the frontlines, despite its weapons. Astral has 2 large missile slots and 3 med energy, but do you really expose it? Capital carrier is way too precious to waste it that way. I consider these weapons more as emergency equipment (but something really long-range, like Hurricane, will definitely fit too).
There is something in what you say, though. I'm currently testing it with Omni shield and AI totally fails to raise it against MIRVs. Too fat, lol. Perhaps I'll give it a built-in accelerated shield hullmod...
Anyway, the system that I was talking about is going to prevent you from firing anything, so you are likely to keep it relatively far from battle most of the time.
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grinningsphinx

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #88 on: February 05, 2016, 06:02:14 PM »

Equipping any kind of stasis beam lowers your flux per second stat to zero.
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Cik

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Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« Reply #89 on: February 05, 2016, 07:08:08 PM »

>stasis beam

>puts your flux in stasis

unintended feature
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