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/stsg/ - Starsector General

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Thread replies: 175
Thread images: 19

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peaceful trader edition

>What?
Starsector is a 2D single-player open-world RPG space combat exploration economic game thing, basically Mount & Blade but in space.
Outdated but still relevant introduction video:
https://www.youtube.com/watch?v=UTCpVY80Bpc

>Where?
Official site:
http://fractalsoftworks.com
Official forums:
http://fractalsoftworks.com/forum/index.php#1

>Current version
0.8.1aRC8

>List of popular mods
http://fractalsoftworks.com/forum/index.php?topic=177.0

>The performance is really bad what do I do?
Other than allocating more memory for the game to use, there isn't much you can do.
http://fractalsoftworks.com/forum/index.php?topic=8726
>>
Any furry space creatures mod?
>>
>>179915858
I'd like to have HW factions too, but what there is would require rebalancing and updating (I can't make sprites and would have to learn java) and Vaygr and others aren't even there.
>>
>>179916706

oh yeah. tournament-winning ones even.
>>
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>>179915858
>hiigaran descendants will never be updated
>kadur will never be updated
>citadel still on hiatus
>mayorate will probably never be updated
>pegasus belt council will probably never be updated
>p9 colony group will probably never be updated
a moment of silence for the mods that didn't make it
>>
>>179916875
We already have a lot of abandoned mods... People just burn out because of long development cycle and new updates being hard to readjust.
>>
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What exactly is this swirly symbol directly in the center of the entire map?
>>
>>179918082
Black Hole.
>>
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post shipfus
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>>179918576
>>
>>179918576
those tiddies are ballistic
>>
Is the Intelligence Data Chip you can buy from Prism Freeport useful for anything, or is it just another commodity?
>>
Question for Monobloc Construction ships:
What if the x1.3 bonus to venting came at the cost of active venting being unavailable? Wouldn't it become a slightly more defensive SO?
>>
>>179919820
Alternatively, the bonus applies to active venting but the ship produces hard flux at all times?
>>
>>179919820

30% of SO, plus other bonuses, and no PPT reduction? sounds pretty damn strong to me.
>>
>>179919820
>lesser SO with no range or CR penalty
the OP cost better be comparable to SO
>>
*vent rate is ridiculously strong and must be paired with huge downsides - or better yet, not offered at all.

for DME it doesn't even make flavor sense, *vent rate is for dedicated and reckless combat ships
>>
>>179919423
Commodity, they are at times asked for missions. For crazy prizes (no idea what they cost btw). If they are very cheap, you could stock up on them. Usually you can only get them from black markets.
>>
>>179920272
Don't SCY and other already have bonus to active venting?
>>179919820
I don't like this hullmod conceptually, because it's "muh speshul faction is better than others", but I think it can be salvaged - don't ask me how, though, because only idea I had (no bonus but double vents from OPs) is pretty bad too.
>>
I outfitted an II Dictator cruiser with DME weapons that I salvaged and it's fucking retarded.

2 x Howlers in the medium mounts.
A mix of linear autoguns, linear auto cannons, and light rail accelerators, and lux autocannons (the only II weapons mounted) in the small mounts.

I can just send it head first into a huge clusterfuck of enemies and it will rape them all to smithereens every time. It's honestly absurd. The range is huge, and projectile speed is fast enough on all of them that it will just melt a group of frigates or destroyers before they even have a chance to really respond. Even cruisers get flux loaded and their armor peeled off like cheese way quicker than should be possible.

Balance. BALANCE.
>>
>>179922476
Chill buddy. Anon DM'ed creator with criticism from previous thread.
>>
>>179922712

soren posted a reply. some of it got through, some of it triggered butthurt, some was ignored

he doesn't seem to realize that the heavy MG is an extremely good weapon
>>
the dude after is retarded, incidentally
>>
>>179922476
So much fucking balance. I considered turning them off, but when you get super powerful it's fun looking at their pretty ships explode.
>>
>>179916875
out of the ashes of the fallen other mods will rise.
http://fractalsoftworks.com/forum/index.php?topic=12004.0
>>
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>>179922984
>he doesn't seem to realize that the heavy MG is an extremely good weapon
Well, that just about invalidates every single one of his opinions on weapon balance.
>>
>>179922984
>>179922712
>>179923315
>>179923470
>>179924617

To be fair, I really don't care that much about everything being balanced against vanilla, I just don't want to see too much power creep in the mod community. I really like DME as a mod, but they're too strong to be justified by the lore.

They are fun to fight once you have a good fleet set up though. Nothing I enjoy more than watching a disgusting swarm of overpowered fighters run face first into my PD wall and pop like balloons.

Just wait until I find the perfect ship to boat SCY miniguns with IPDAI as escorts.
>>
>>179922984
Heavy MG the vanilla one? well in his defence, if you are only testing the weapons with AI pilots most of the time the AI won't get in range to fire it
>>
>>179925117
>To be fair, I really don't care that much about everything being balanced against vanilla, I just don't want to see too much power creep in the mod community.

avoiding power creep is the ends

balancing against vanilla is the means. it's a good, solid and dependable anchor point.
>>
>>179922984
>Post after.
>Zelenograd can't be that OP lol he must be using other stuff.
Ok I'm slightly miffed, time to make an account.
>>
>>179920286
And no always-on 0 flux boost
>>
>>179925218
If you give the AI ship nothing but ~500 range weapons, they *will* bring the HMG to bear even without aggressive officers.
OTOH this means you'll have to sacrifice missile slots to do it, but increasing time-on-target for HMGs is a worthwhile tradeoff by a long shot.
>>
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>>179924224
>http://fractalsoftworks.com/forum/index.php?topic=12004.0
>>
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>>179925572

as long as the missiles are STRIKE they should work fine

unless i'm misunderstanding your point
>>
>>179922984
I REALLY don't like the idea that all "critiques" must be posted in a mods thread for public scrutiny. Not only do people not want to be "that guy" I don't know if it's more of a recent phenomena, but people have gotten really bad at both giving and receiving criticism. It's a skill like any other that can be learned, but the environment of debate is severely biased towards praise. People who don't like the mod/think it's unbalanced won't peruse the thread or waste energy commenting, and people that do are going to be the ones that LIKE it, and thus won't respond well to even constructive criticism. That assumes that the general thread-viewer has any understanding of game balance.
>>
>>179926112
If nobody else dares, I may as well post them. Modders aren't malicious. Not to mention that if tension escalates, we have globalmods.
>>
>>179925218
HMGs don't even have to be the primary guns for them to be effective. For ships that lack the slot for Devastators, they can triple up on acting as acceptable point defense, killing off shielded fighters, and fluxing out flanking frigates.
>>
>>179926112

i certainly don't want to argue with the retarded sycophants that always fill up threads like that.

the creators are often reasonable on their own, but add in the cheerleading crowd and, well, it ain't worth the effort.
>>
>>179926039
Officerless AI ships with knife-fighting weapons and missiles (especially harpoons) opt to stay in missile range and don't even try to get into knife-fighting range, even if the missile racks are empty. You can more or less eliminate that behavior by giving them nothing but ~500 range weapons. As in, don't give them any missiles at all.
>>
>>179926595

dude, that ship was on auto. no officer.
>>
>I think a major component of my leeriness about 4chan is how many of them pirate the game and so are still playing 0.7.2 cracks, or older versions of the mod; that makes it hard to take a compendium of their balance advice seriously. The guy* who sent me that outright said he hadn't played it.
>So, that buys less with me than it would otherwise.
>*assuming this is a single person and not a shared Anon account.

so basically he's looking for excuses to ignore feedback. i'm not surprised.
>>
>>179928881
i think someone needs to post a screencap of people telling animeposting EBT poorfags to get a job and cough up the $15
>>
>hey this guy played an old version and identified something as a problem that i also found to be a problem later

>let's disregard the rest of his feedback based on this
>>
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>>179929179

how someone aquired a game has nothing to do with how good they are at comprehending balance issues, or the sincerity of their feedback
>>
>>179928881
are you the zelenograd guy? post your refit screen I want to test that monster
>>
>>179929624

no, but he posted it last thread. it was basically just two D-M autopulse lasers, a bunch of D-M railguns, and a bunch of D-M pdbursts
>>
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>>179928881
>>*assuming this is a single person and not a shared Anon account.
>>
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>>179928881
>he doesn't know
>>
>>179929771

WHAT WOULD THAT EVEN MATTER? fuck sake

"oh what, SEVERAL PEOPLE put their heads together to come up with this feedback?! better disregard it then"

see this is why i told that bulletpoint faggot not to bother
>>
>I can't say much about DME weapons as I haven't played nearly enough with the vast majority of them, but IMO, it's fine to have a better version of a vanilla weapon with some differences as long as OP cost is increased enough.
it's totally okay to have flux-positive bursty weapons that lets you skimp out on vents as long as OP cost is high enough!
>>
>>179929936
Eh, considering 1 OP is somewhat equivalent to 10 flux venting it CAN be balanced.
Keyword is "can"
>>
>>179929859
>implying i didn't get a legit key from the thread
>>
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themesong: https://www.youtube.com/watch?v=R044sleOW6I
>>
>>179930023

10 flux is much better than one op
>>
>>179930043
the only legit key was for 8.0 not 8.1
if you have one for 8.1 can you share it?
>>
>>179930260
Do the jbe stuff
>>
>>179930090

that black dude has a tiny head

tiny!
>>
>>179930023
Right. OP cost is just one facet of weapons balance and these people can't seem to see past the OP-per-DPS ratio.

OP costs start to matter less and less as weapons are designed to be bursty enough for whoever's at the helm, be it the player or the AI, to hop in and out of range and dish out debilitating blows per volley. Hell, even DPS doesn't matter if per-shot damage is high enough to nearly flux out ships of the same weight class in one alpha strike.
>>
Alright guys, help me out. What's a better weapon approach for my mod.

Main armaments in all sizes will be ballistics with long range, high accuracy, low damage, and high fire volume doing kinetic damage. Ships will have strong armor and point defense, but average mobility and really poor shielding. This much I have established. What I'm not sure on is....

>Main armaments do additional energy damage when hitting ships, but not shields.
>Secondary armaments deal EMP or frag damage with overlapping PD fields, with some extra energy damage.
>Tertiary armaments are low capacity (to limit massive alpha dumps), self loading, high velocity, unguided HE rocket launchers. Maybe scarier versions as built-ins on some ships.

Or....

>Main armaments do additional EMP damage when hitting ships.
>Support armaments are be weak but long range and accurate HE beams that fire in short pulses.
>Tertiary armaments will be frag + energy damage.

The idea is for the faction to be difficult to fight with the current fighter meta, strong against high tech opponents, but somewhat vulnerable to heavily armored HE spewing death bricks. Destroyer and cruiser focused, with a small variety of frigates that work well as escorts but falter in solo combat, and maybe a lone capital of some kind. Very, very few fighters and carriers. Maybe a single cruiser carrier and some decks on the capital. (This is all justified in the lore)

Opinions?
>>
>>179930090
how ethical is tyrador?
>>
>>179930523

kinetic emp is overdone

t. guy doing kinetic emp
>>
>>179930523
As a rule, ballistics shouldn't have EMP in most cases (even though many mods do have them...) because it's energy weapons thing. I think first option is better.
>>
>>179930604
the carrier has 2 large missile slots and 2 large energy slots and some smaller slots, it also has 4 hangars, however it's armor is only 800


so.. pretty ethical
>>
>>179930090
i hate your fleet, faggot
>>
>>179930523
>>Main armaments do additional energy damage when hitting ships, but not shields.
Stop. The whole "extra damage/effect when $CONDITIONAL" meme is overdone to death across all mods. If it doesn't show up in the damage type icon, then don't deal that damage.
>>
>>179930909
>Stop. The whole "extra damage/effect when $CONDITIONAL" meme is overdone to death across all mods. If it doesn't show up in the damage type icon, then don't deal that damage.

yes. please.

if your onhit only does damage, delete it.
>>
>>179928881
>so are still playing 0.7.2 cracks
who the fuck is still playing 0.7.2
>>
>>179931049
>>if your onhit only does damage, delete it.
What else can you do though? Physics fuckery?
>>
>>179931092

us dirty 4channers are, make sure to ignore everything we say.
>>
Aw heck, I thought I hacked 0.8.1, but I was darn bamboozled, it's actually 0.7.2 that I downloaded from official site!
>>
>>179931161

all kinds of shit. it's basically just a "run this java" hook

you could trivially make a gun that would cut the targets HP in half, break one engine every hit, reset his AI, forced a flameout, changed his shields to omni, etc etc. most ship properties are easily manipulated from the context.

or you just spawn a minor partible effect. that's generally all you should be doing.
>>
>>179931429
A particle effect is not interesting gameplay wise
>>
>>179931539

no but it sure looks pretty.
>>
>>179931539
some of the impact effects are cool
>tractor beam
>hammerclaw knock back
but stuff like that should be used sparingly, if you're getting hit with whacky weapons like that all the time it's going to get really annoying
>>
>>179931049
Even vanilla does it with EMP weapons and the Tachyon Lance.
>>
>>179930909
>>179930789
>>179930698
>>179931049

Alright, that's fair. This is why I'm bouncing things off you guys before I try to release a shit mod.

So if I'm going to have a lot of high accuracy, long range, low damage projectile spewing kinetic ballistics as my primary weapons, how should I supplement them? The faction can't be completely useless against armored opponents, but I figured people would hate ballistics that did primarily energy damage even more.

I'm going for lots of projectiles spewing around at high speeds and long range, creating overlapping fields that are a bitch for fighters or frigates to get through. Ships like the Dominator, Enforcer, or Onslaught however should be able to power through the kill zone and facehug / ram them to death by overloading their weak shields and out-DPS'ing with HE.

Sounds like the second approach with some tweaks is the better choice. Kinetic ballistics at all three sizes with the occasional EMP gimmick (a la Mjolnir), fairly weak small / medium HE pulse beams, and some supplemental accurate, long range fragmentation ballistic PD. Energy damage seems like a good fit, but I'm not sure how to work it into ballistic projectile weapons.

I really want to limit HE potential so they can't just pop low tech opponents shields at range and rape them to death.
>>
>>179931429
>tfw no "haunted" faction with ghost missiles that makes the AI shit its pants and fire all of its weapons in terror
>>
>>179931838
>Energy damage seems like a good fit, but I'm not sure how to work it into ballistic projectile weapons.

fuzed grenades with plasma HEAT(-like) jets instead of standard explosive warheads
>>
>>179931807
What about a weapon that instantly empties the target's flux but does damage based on the amount of flux released?
Bigger ships have more area to affect so they take less damaged by a given amount of flux than, to say, a destroyer.
>>
>>179931838

I should add that one way I figured I could help settle them in was with ship systems that modified damage types temporarily or something, but I'm an absolute scrub script kiddie and I need to keep my shit fairly simple because I won't be able to code anything very interesting.
>>
>Zelenograd
I performed some testing without any skills nor officers.
Exploration loadout defeats simulator Onslaught, but standard does not.
I've made my own loadout with perforators, heavy linear cannons, ion beam, pds and broadsword-theirfurytorpedobomber; performs somewhat better than exploration loadout.
My loadout has, so far, defeated Onslaught (60% hp remaining), Conquest (I don't think any HP was lost), Odyssey (no scratch on the hull) - and it all was done while SS was running in the background, without me interacting whatsoever. Whether those results are bad or good is up to you.
>>
>>179932013
>What about a weapon that instantly empties the target's flux but does damage based on the amount of flux released?

the ai wouldn't know how to deal with it. doesn't sound very fun to play against either
>>
>>179931838
I think adding a ballstic weapon with sabot-like shot behavior would be pretty cool. Fire a single slug that splits into multiple rounds near the enemy.

Or hell, just add a literal shotgun to the arsenal.
>>
>>179931838
Make HE heavy needler for lolz
>>
>>179932147
I can see a way a player can turn it against the enemy, mostly by use of heavy armor.
>>
>>179932261

oh now that would chew up fighters
>>
>>179932327
But would be barely effective against shields and heavy armour. Niche weapon and if you're even more of a dick, make it slow ships down.
>>
>>179932261
HE needler with excellent accuracy and on-impact EMP damage and oh also higher rate of fire and more flux efficient but it costs 20 OP so it's "balanced"
>>
Bulletpoint fag here.
Had a little PM exchange with the guy, let's just say it didn't go too well.
I can safely say that DME is, at least for me, blacklisted indefinitely unless in the case of exceptional events.
>>
is Blackrock part of the "heh nothing personnel" faction mod list? the ships look pretty damn good and i'm getting tired of the "fresh off the shipyard" look on other mods
>>
>>179932261

I was thinking the small and medium weapons would just be constant ~300-400 shots per minute with very low individual projectile damage, but that on one of the large weapons I would do something like a needler that fires in smaller but shorter and more frequent fast bursts. Kind of a pulsing "bbbrrppp......bbbrrppp......bbbrrppp" constantly.

Maybe I'll just separate it and have two archtypes. A constantly firing high ROF kinetic, and a burst firing energy. The energy only in med / large sizes and the kinetic in all three.

Small and medium HE rocket launchers to supplement, but maybe some HE pulse beams. I was hoping to avoid much in the way of beams, especially because a small HE beam would be too exploitable on other ships. Maybe as a built-in.

Very subdued, unobtrusive noises for all weapons so the constant firing doesn't make your ears bleed and cover up other sounds.
>>
>>179933124
Depends on the ship.
Imaginos and Morpheus definitely fit in the *teleports behind u* *unsheat katana* category, though their supply consumption is through the fucking roof (and they have little defense against beams due to a lack of shields)
>>
>>179933209
What about a sandblaster as a weapon?
Tons upon tons upon tons of very small, very fast projectiles going at extreme range but they do fuck all for damage (1 damage each)
>>
>>179933292
>though their supply consumption is through the fucking roof

yeah i mean, they perform like a good ship one size larger, but they also cost at least that much in every category, including deployment costs, so fair enough

blackrock does have the problem of looking and feeling considerably higher-tech/magical than vanilla though
>>
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Why do projectile weapons have a maximum range in space?
>>
>>179933434

take a beam, make it yellow, change the texture and give it a high scrollrate. low beam speed, like 800.

mitebcool

>>179933518

same reason why your ship stops accelerating once you go past 200 su/s velocity
>>
>>179933518
because it's a video game that has to make concessions in realism to make the gameplay better
>>
>>179933471
>blackrock does have the problem of looking and feeling considerably higher-tech/magical than vanilla though
They do look like a strange mix of Romulan ships and Evangelion patchwork.
>>
Use a planet to store all my stuff. KT comes over, invades it and takes it over. One of the few planets they have taken over in my game.

Thanks game... wtf.
>>
>>179933934

owned scrub
>>
>>179933934
Go there with transponder off and grab your stuff
>>
>>179933434

Might work, actually. I'm going for a kind of "ancient Mesopotamian god" type thing. Annanaki / other deity names from those societies. Bronze / ceramic coloration, etc. Some inspiration taken from David Brin's uplift universe for lore, mixed in with the usual sci-fi tripe.

So, a "sand" weapon could work.

They'll have a single system, with a single market. Only accessible if you have high relations, with massive defense fleets constantly circling it ideally. Will be neutral to everyone at the start besides maybe Templars, and will have a limited presence elsewhere.

I want them to be a minor, relatively mysterious faction. You might occasionally encounter their smaller fleets flying about, but they'll mostly be out of the way until you get into the outlying areas where their system is.
>>
>>179934590

if they're only a minor power they probably shouldn't have a massive fleet
>>
>>179932080
>Exploration loadout defeats simulator Onslaught, but standard does not.
That's weird.
I made up an album with entirely automated kills for some more accurate testing, so here:
http://imgur.com/a/6vx9j
>>
>>179934734

Only at home. Xenophobic, insular, and isolationist.
>>
>>179934590
sounds cool man, hope to see it on the forums soon enough.
>>
>>179934926
how are you doing the testing? custom mission or importing stuffs with console command?
>>
>>179934926
Why do you bother? He'll reject anything based on >hurf durf stupid idiots from 4chan playing 0.7.2
>>
>>179935301
Straight up simulator.
No pilot, completely automated because if you control manually the thing's an absolute monster due to how fast it can vent.

>>179935423
He's actually responded to the post I made, so its not all bad.
But...
>(I don't remember if I tested against the Legion or not; keep in mind that there are issues with carrier AI in simulator 1v1 and so those aren't a good test.)

>From a philosophical standpoint; I think it's acceptable for a mod to be slightly above the vanilla power curve. Whether I'm actually there or not is debatable (and I'm certainly not opposed to nerfs), but I'm not a hardcore difficulty fetishist and this is, ultimately, a hobby project for a single-player game.
>>
>tfw you finally find a way to make your hangar bay a little less ugly

god bless vivid light
>>
>>179934926
>Astral, soundly defeated.
In my tests Zelenograd couldn't even land a single hit on its shield because of fighters.
It also pretty frequently vented, sometimes without backing off.
>>
>>179935810
If something is above average stat wise then it should have some drawback, like requiring more deployment points
>>
>>179935810
>Whether I'm actually there or not is debatable

lot of things are debatable. for instance, there's still people debating about whether earth is 4,5 billion years old, or 7000.
>>
>>179935810

yeah that dude ain't gonna nerf his pretty iMauler to be even a smidge worse than the regular one
>>
>>179935947
Are you issuing any commands?
I just press U and let them go at it.

>>179936035
Exactly.
My problem with the Zelenograd is that its able to easily defeat ANY ship within its DP range, and can even defeat ships that are 10+ DP above it.
>>
>>179936092
Both are blatantly false.
Earth (and all it's inhabitants) was created one second ago.
>>
>>179935003

It'll be a long time, if ever.

I can hack my way through the coding bits by keeping things simple with no gimmicks and copying / editing existing stuff, but I'm helpless on the art. I borrowed my wife's Wacom to try and paint some sprites and the results were.... bad. I won't release something with shit art or kitbashed crap, and I don't have enough time in the day to spend on getting good at making the art, even if I can sketch everything out.

I'm getting all the stuff implemented using placeholder sprites. Once I have everything working as intended, maybe I'll put up a thread in the modding forum asking if there's an artist interested in taking on the job.
>>
>>179936285

there's no such thing as "one second ago". prove me wrong.
>>
What if we cut ship sizes down to 1/4 across the board, while doubling ranges
Delete frigates from the game, turn fighters into "frigates" by adding more weapons, more HP, slower speeds, etc
Certain destroyers/Cruisers/Capital ships would have their various slots for 0-10 OP frigates not based on flight decks but on how much escorts they deserve/need.

This would keep frigates in later game fights

thoughts?
>>
>>179936336
This post was made one second ago, and now it isn't.
>>
>>179936397

it would be a lot easier to just change the strings for the ship classes, anon
>>
>>179936397
sounds retarded.
>>
>>179936397
Creates problems in itself with draw distances and AI targetting
>>
>>179936219
I tried. With or without eliminate it just dies. I probably could defeat Astral myself, but it's about AI. I'll try your loadout later.
>>179936397
This would be weird. Look for Project Titan on forums
>>
Messy Portrait Pack: http://www.mediafire.com/file/i5fv2c6a68po3va/Messy+Portrait+Pack.zip
LoGH/Power Dolls: http://fractalsoftworks.com/forum/index.php?topic=12292.0
Infinite Space: https://mega.nz/#!gzInCKRb!BFh9mq4eYxcZPNE0AHTtpiFvtTpTd3XWy9_lF8w9WFM
Portrait Pack: http://fractalsoftworks.com/forum/index.php?topic=10836.0
Degenerate: http://fractalsoftworks.com/forum/index.php?topic=12493.0
>>
ok, triage - which prv weapon sprite is most in need of unfucking? i'm thinking heavy akers hardpoint.

i've already replaced the skata turret base with a new one that's ugly in a completely different way.
>>
>>179937475
I think ships should come first but for weapons i agree it's the Akers
>>
Does turning off sound help stop the game from being a lagging mess. It's sad that Nexelerin was what pushed the game past the point of unplayable on my piece of shit computer.
>>
>>179939263
turning off sound helps
also do the thing to disable graphics lib
>>
>>179939339
Doesn't that kill some mods though? I'll take a look at the forums and see, thanks anon
>>
>>179939701
it's possible to disable parts of graphics lib to increase performance while still using mods that require graphics lib to function
>>
>>179939701
No the mods still work You just change a =true to a =false in some options file.(or the other way around)
>>
File: welp.jpg (74KB, 602x486px) Image search: [Google]
welp.jpg
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>astral bounty
>refit my fleet to carry as much PD as possible
>see this
both of those caps better be available for salvage or i swear to god
>>
How do I play this? Am I supposed to pay for it?
>>
>>179939882
>>179939867
Yeah I checked, DR recommended dropping distortions and post processing in the options as far as I can tell. Thanks again anons.
>>
>>179940035
Of course thats just graphics in a fight and it's not going to help memory leaks via Nex
>>
File: screenshot004.png (2MB, 1920x1080px) Image search: [Google]
screenshot004.png
2MB, 1920x1080px
Da? Nyet?
>>
>>179939901
Yeah you get sent a key to unlock it.
>>
>>179940661
>broadsides meme
NEVER will I use a ship with the broadside meme
>>
>>179939901
There's a crack method posted in the thread as well.
>>
>>179940812
I take it you don't like ORA then.
>>
>>179940661
for some reason your image is not loading for me
>>
>>179939893
halfway through the battle i realized that i lost enough ships to make this run unprofitable.

fuck bounties.
>>
>>179941427
>losing ships to a 270k bounty
lol @ u my m8
>>
>>179940661

trying to actually do that "kinetic side -> explosive side" maneuver is a good way to get your conquest killed

which might be for the best
>>
>>179940661
>leaving a medium missile mount EMPTY

shiggy
>>
>>179941498
1 beholder, 1 wolf, and 1 sunder lost, which puts me at a net loss after deployment and travel expenditures.

the bounty is doable, just not profitable. i can sit here and keep chugging away at the fortress shield and piss away CR, but i'm not a fucking retard.
>>
>>179941816
m8 he doesn't even have unstable injector or heavy armor
There are tons more important shit for him to take than medium missile slots
>>
>>179940661
is there anyone ITT that actually likes the conquest? I legit think it's horrible at accomplishing the role of a battlecruiser
>>
>>179940117
Is that actually why? I feel like with Nex (I went with random generation) I get these major lag spikes even just wandering around.

Before Nex normally when I loaded a save or went into the first battle there'd be a brief bit of lag, but now it just keeps slowing to a crawl before dying. The Fatals started coming back too, but I haven't actually gone to check the messages yet, want to see if it's reproducable
>>
why is everything above a frigate so slow now
>>
>>179940661
What does Integrated Point Defense AI do for you? All your small mounts are already filled up with PD lasers.
>>
>>179942126
If you want your tac lasers to double up as better LR pd lasers go for it
>>
>>179941981
I like all capitals generally, but the Conquest took a lot of adaptation to really use, and no, it definitely isn't my favorite capital.
>>
>>179941981

i like it.

i also think it's very bad.
>>
>>179941981

I like it, you just have to use asym loadouts. I put all low flux standoff or anti fighter / frigate weapons on one side, squalls in the large missile slots. The other side gets either Mjolnirs, with either large HE and med Kinetic, or the opposite depending on what weapons are available. PD in all the small energy slots, and generally the medium missiles stay empty.

A pair of them is actually pretty good at hammering on remnant battlesations.
>>
>>179942126

sometimes you just really really want to spend 900 energy on a mjolnir shot that takes out a single annihilator rocket
>>
>>179942772
Fuck those damn rockets with a Plasma Cannon
>>
So tac lasers in small energy slots, and your PD goes in the large ballistic? Sounds smart
>>
>>179942772
The mod description says it only works with small non-missile weapons though.
>>
>>179943317

i suppose he's spending 20 op on absolutely nothing then
>>
File: screenshot156.png (965KB, 1920x1200px) Image search: [Google]
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>>179943032

lol if you don't put PD in your large slots
>>
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>Load EVERY slot with fragmentation weapons
>Missiles can't hit you
>enemy cant keep up with your flux efficiency as you pull into point blank range.
>the constant wither of frag cuts through the armour and busts the weapons.
>You ruthlessly tear the hull apart.

When will you become a frag lord?
>>
>>179944082
When I can find a ship that functions on 0% cr cause the fight takes so damn long.
>>
what happened to the bounties? they are harder and worth shit
>>
>>179944082
enjoy my 25 sabots
xd
>>
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i suppose i'll have to update the (d) now as well

still that was 90 mins well spent
>>
and console commands just stopped working on me wtf
>>
Why is combat so unsatisfying now?
>>
>>179944616

combat skilltree got nerfed. rip.
>>
>>179944370
nice they fit better now. They look more like a human ship now rather than a weird space insect.

Keep up the good work.
>>
File: Devastator_turret.png (4KB, 64x64px) Image search: [Google]
Devastator_turret.png
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>>179944330
*blocks your path*

Why isn't this think fragmentation? it really odd there is no large ballistic that does frag damage.
>>
pretty funny to watch that hazard guy go from "Yeah, Zelenograd being horrendously OP is a weird claim."

to oh i guess the zelenograd is horrendously op
>>
>>179943429
Oh, so the Mk IXs can't intercept missles?
>>
salvage rig or mass shepards?
whats best for salvaging
Thread posts: 175
Thread images: 19


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