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Vayra
Aug 3, 2007
I wanted a big red title but I'm getting a small white one instead.

eXXon posted:

Is it and are mods in general save-game compatible?

Little updates like sprites and stats should be, as long as the save was originally made with the mod installed. In the next Starsector patch mods should be able to be added even to saves existing before the mod was installed. This was actually supposed to happen in 0.6a, but it was bugged.

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Shoeless
Sep 2, 2011
Well I'll give my initial thoughts.

I think lowering projectile speed was a mistake. Yes yes, alpha strikes at long range killing poo poo before it can fire back. Isn't that kind of the -point-? That the Kadur are really good at long range frontal engagements while suffering badly in close quarters where high maneuverability ships can dodge and weave out of its slow traversing turret's lines of fire? Yes, if you're against a big Hegemony fleet, whose doctrine seems to be basically the WORST thing you can do against Kadur, ie get into a long-mid range pitched battle which is where they excel, then you might feel a little OP because you're shredding those Dominators and Enforcers with ease. But now try going up against Gedune or even TriTac. I have engaged TriTac and Gedune fleets with a Kadur force of a heavily armed Sphinx and about a half dozen Falchions. And both times I got my rear end handed to me. Because they are both good at splitting ships up and picking them apart piecemeal. Because they are -very- mobile and good at avoiding even high speed projectiles, especially ones that can phase. Because my turrets couldn't track them fast enough, and between phase and teleport systems, I wasn't able to concentrate fire on any single ship to bring it down to lessen the fire being poured on me.

Now that might simply be my bad captaining skills, fair enough. But I think it's more than that. I think it's very much a sign that there is a good way to counter Kadur ships, just as it should be for a faction with such a specialized battle doctrine. And it even makes sense in fluff! The Kadur were originally Dominion of Man people, right? Who rebelled against too much external 'peacekeeping' right? And so their battle doctrine evolved around "how do we gently caress over these guys the most we can?" So yeah, against pirates and Hegemony, Kadur ships rip through them if they try to get into a line battle. But even then if they try to hold off with cruisers and cap ships while the small stuff flanks? They can still eke out a win, I've had it happen to me! And even the damage nerfs seem a little eh to me; I'd much rather have a higher powered choice that costs more $$$ and Ordnance Points then just "oh another midline kinetic/high explosive weapon". If there's not a lot of overall difference between the weapons performances, then it's basically an aesthetic choice over which weapon sprite you like best.

Decrease turret rotation speed, I can get behind. Decrease damage, alright, if you must. Decrease range? If you -really- think it's for the best, I can agree with that. But nerfing projectile speed is, I think, not a good idea. The Kadur weapon's long range coupled with slow traverse means that their low travel times are the saving grace against smaller dodgier ships. You get a few extra seconds to fire at them while they are in your front arc before they're flanked you and start pounding your engines. Lowering projectile speed won't help against cruisers and capships, because generally they're big and slow enough that they won't dodge many more shots either way. It just makes them even -more- vulnerable to things that already are very dangerous to them.

Anywho... yeah. I just wanted to give a counterpoint to the views that the weapons should be completely nerfed in line with vanilla. They should be BALANCED with vanilla, yes, but I think that balance should come from high equipping costs (both OP and cash) rather than from making them more or less a flavor weapon if you like Kadur that you'd be just as well off going for a similar class of vanilla weapon.

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
Okay okay okay, well, I am playing this, and I have one big, huge, striking problem.

I go to run away from these giant doomstacks of pirate ships hovering around the starter planet, and when I click the "get out" button, it turns out that I get stuck in a map where I capture sensor arrays and nav buoys and CAN NEVER ESCAPE.

Help?

Samolety
Jan 27, 2008

I have returned from negotiations with Comrade Ignatov and have found him to be quite agreeable.
I believe it is peace in our time.

GunganRevenge posted:

Okay okay okay, well, I am playing this, and I have one big, huge, striking problem.

I go to run away from these giant doomstacks of pirate ships hovering around the starter planet, and when I click the "get out" button, it turns out that I get stuck in a map where I capture sensor arrays and nav buoys and CAN NEVER ESCAPE.

Help?

I think you're just in the command screen? I'm super new myself but if you haven't run through the tutorials yet, do that, there's some obscure key commands that are really important (like tab to exit the map).

Washin Tong
Feb 16, 2011

GunganRevenge posted:

Okay okay okay, well, I am playing this, and I have one big, huge, striking problem.

I go to run away from these giant doomstacks of pirate ships hovering around the starter planet, and when I click the "get out" button, it turns out that I get stuck in a map where I capture sensor arrays and nav buoys and CAN NEVER ESCAPE.

Help?

You probably got cut off by the pirate fleet and you're playing a pursuit battle, you need to get to the top side of the map to escape. The prebattle text (that apparently nobody ever reads, I know I don't anymore) explains what is going on.

Those buoys and beacons you can capture give you bonuses if you control them, if you're just trying to run away get the Nav Buoy if you have bigger ships (it helps you with some extra speed) otherwise just haul rear end out of there if you feel you're totally outmatched.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
The 'you can escape now' message is awful in the new version though- small orange text ~1/3 up the screen where you won't be looking. It's easy to miss.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
I must be the only one who reads everything on screen. :shobon:

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Shoeless posted:

I think lowering projectile speed was a mistake. Yes yes, alpha strikes at long range killing poo poo before it can fire back. Isn't that kind of the -point-?

It's terrible from a gameplay perspective and I legit deactivated the mod as soon as I looked at the stats for Kadur large mounts. How do you play against things that can volley you off the field with unavoidable projectiles from outside visual range? If you get flanked in a Kadur ship, hit F.

The AI doesn't use Kadur ships well because it keeps doing silly things like turning the shields on ever and doesn't reliably use Phase Shunt to deal with their slow turn speeds, but they were monsters with their old stats. I'll take a look at them now that they've been toned down.


Not to sound all :argh: about the Kadur, though. They're a cool faction and I think the Hauberk and the Targe are some of the coolest ship concepts I've seen and also feel 'right' as destroyer-sized support ships. It's cool, because so far most ships built around a special system gimmick are high-tech frigates.

Voyager I fucked around with this message at 19:34 on Sep 29, 2013

Drone_Fragger
May 9, 2007


I kinda feel like a lot of the kadur ships could do with different special abilities. The phase shunt array is pretty neat but in player hands it defeats a lot of the kadur ship weaknesses and the AI has frankly no idea how to use it because it thinks it works like the various teleporter special abilities in stock.

Something like "energised armour" would be pretty neat, halves damage done to armour (but not hull) for like 10 seconds and has a 20 second cooldown. Would fit well with the whole "massive armour but terrible shields" feel that Kadur have.

Danger Doug
Jul 10, 2007
This is a pretty amazing game, but i can already see how there's no real end game atm due to it being in alpha. Is it ok to take a vanilla saved game and install mods without starting anew? That would definitely add a bit of depth for me.

12 rats tied together
Sep 7, 2006

Isn't there a Kadur cruiser that has an active that passively increases weapon ranges for ships around it and decreases enemy weapon ranges as well? That one was pretty cool, might be Neutrino though.

I'm probably just poo poo at phase shunt array but I don't really like it either. Can you control it? I used it a few times and just said gently caress it, it's kind of underwhelming anyway. Accelerated Ammo Feeder would be pretty sweet, or the previously mentioned armor booster. I generally prefer burn drives if I can get them because I know exactly what's going to happen. The Gedune's upgraded burn drive (nuclear drive?) is pretty sweet as well.

In general though I do really like the Kadur as a mod. Their ships don't feel particularly bullshit (even pre-nerf) to play against and it adds a lot to the game. I like how they come with their own little pirate faction as well, and you did a great job with their system(s). It definitely adds a lot and helps the game feel more "full", and I'm looking forward to seeing where it goes.

I haven't had a chance to play with Blackrock Driveyards yet but I'm looking forward to that too.

Arrath
Apr 14, 2011


The Phase shunt is bloody amazing :colbert:

When it works(sometimes it just doesn't, and your engines need to be online), it switches you to face whatever direction you're pointing at (or your target, if you have one, I think) and kills roughly half of your speed. Wonderful for quick strafing runs past enemies, protecting your engines if something gets behind you (also dumping an entire barrage right into their face, if SS had MP people would complain about this so much :v:), swapping sides to show more healthy armor to enemies/a poorly timed missile barrage, or sprinting by an enemy only to teleport turn and maul their engines or even just slowing down.

e: VVV The save format may have changed but IRRC your credits are stored in multiple lines for whatever reason, just search for and edit all entries of that amount.

Arrath fucked around with this message at 20:23 on Sep 29, 2013

Inexplicable Humblebrag
Sep 20, 2003

Danger Doug posted:

This is a pretty amazing game, but i can already see how there's no real end game atm due to it being in alpha. Is it ok to take a vanilla saved game and install mods without starting anew? That would definitely add a bit of depth for me.

It's pretty trivial to edit a fresh save, which should put you back to where you were previously right away. You can either apply skills directly, or give yourself aptitude/skill points.

You just need to go into your Starsector/Saves/%your_save_here% folder and open up the "campaign" xml file in notepad or something. Search for your character's name, and all the stats are a few lines down from there. It's all really straightforward and obvious what you should be changing - for example:

code:
<level>23</level>
<skillPoints>2</skillPoints>
<aptitudePoints>8</aptitudePoints>
If you want to bump up your credits, just search for your exact credit amount and change that field!

Note that this also lets you edit stuff like your base logistics bonus, if you want to tool around with a huge fleet.

Shoeless
Sep 2, 2011

Voyager I posted:

It's terrible from a gameplay perspective and I legit deactivated the mod as soon as I looked at the stats for Kadur large mounts. How do you play against things that can volley you off the field with unavoidable projectiles from outside visual range? If you get flanked in a Kadur ship, hit F.

Except that the AI as you say doesn't use them very well. So you don't often get destroyed from beyond your ability to see. Really the only issues I see are players playing as Kadur and kicking rear end and taking names with them. And... isn't that kind of a good thing? Again, I still get my rear end kicked by stuff like Neutrino, Gedune, TriTac, anything that focuses on not just standing around and brawling. I honestly don't see how you can call a faction overpowered and terrible because it does well against one play style while being bad against another. I know it's annoying having to get out of a comfortable groove of sitting back and pummeling vanilla ships easily when you meet Kadur, you really have to rethink your fleet composition and try to make your stuff more fasterer and maneuverable, do more than just get all your ships to escort your flagship, try to pick off enemy ships one at a time. But I think having to adapt to a different way of fighting against a specialized enemy is not indicative of overpowerdness, when there's a very easy to use strategy to defeat them. And hey, they're confined to like, two star systems in a mod that has an extra 4-5 total when you use SHI, Junk Pirates, and Gedune. Don't like fighting them? Then don't. Just like I, as a Kadur player, don't like fighting the advanced teleporting/phasing speedy douchebag Tritac fleets, so I tend to vacate Corvus and avoid it.

Also I have never had a case where I was able to literally once volley an enemy ship that was the same class as me. A BB taking out a frigate in one? Yeah okay, that's possible. And if that frigate is dumb enough to run straight into the line of fire without trying to flank and move faster than the turrets can rotate to track it then it probably deserves to get slagged! I mean or are you ignoring the Blackrock .gifs on the last page or two showing its battleship taking out a frigate? Again, nerfing projectile speeds doesn't help balance the ships against smaller, evasive ships because those can already dodge out of the way. It just forces a bigger disparity between ships that can dodge and those that aren't fast/maneuverable enough to do so.

In the end, this really is only a problem if you as a player don't like having too easy a time vs Hegemony/Pirates. Because there is no multiplayer component, so as it is having one faction that's a counter to another while being countered by a third doesn't provide a problem on the front of rankings or anything. If you're bored beating up Hegemony or Pirate fleets with your Kadur fleet, try going against a big Gedune, Tritac, Neutrino, or even SHI fleet. Or even other Kadur/Qamar fleets, who will still be unmaneuverable like you but be able to take some punishment so that it's not a total curbstomp. The AI doesn't use the ships nearly as efficiently as it could, so as a player going up against them it's not a problem via being unable to win.

I guess in the end it's down to personal tastes. I don't mind the Kadur as they were, though I will wholeheartedly agree, they needed an increase to their ballistic weapon OP costs if they were staying as they were, and a rotation speed nerf wouldn't be out of place.

Bruc
May 30, 2006
There's also a mod that adds a console which you can use to add XP and stuff. It came in handy when one of my saves got corrupted and I really didnt want to start fully from scratch, being able to get back up to level 20 right off the bat really took the sting away.

Arrath
Apr 14, 2011


I more or less agree with you Shoeless, but I think there is one point about the good traverse and high projectile travel speed: It allows those weapons to basically annihilate fighter wings. I was running into this issue too back when I was loving around with making a Star Wars mod. Somewhat less of an issue now with the fighter replacement changes I imagine but if you can swat down a bomber wing before they even launch torpedoes whenever they come in range its a bit silly. I know it can be a tough balancing act and I haven't tried the latest update yet (I'm waiting for BRDY to release so I can toss that in as well and start a new game) but I'm glad to see Good Professor working on it.

Forgot to mention it really does take a different playstyle to fight against a faction like the TriTach using a Kaldur fleet. The first time I went up against them I nearly got wiped out :stare: Gave me an excuse to rebuild my fleet but I haven't had the nerve to fight them again. And I like that it changes so much when fighting a different faction. That keeps things fresh and interesting. My fleet composition that lays waste to Pirates runs like a startled cat when the TT's start sniffing around, I'm not really ruling the universe here.

Arrath fucked around with this message at 20:37 on Sep 29, 2013

Shoeless
Sep 2, 2011

Arrath posted:

I more or less agree with you Shoeless, but I think there is one point about the good traverse and high projectile travel speed: It allows those weapons to basically annihilate fighter wings. I was running into this issue too back when I was loving around with making a Star Wars mod. Somewhat less of an issue now with the fighter replacement changes I imagine but if you can swat down a bomber wing before they even launch torpedoes whenever they come in range its a bit silly. I know it can be a tough balancing act and I haven't tried the latest update yet (I'm waiting for BRDY to release so I can toss that in as well and start a new game) but I'm glad to see Good Professor working on it.

Oh, fair enough! Yeah, the AI's habit of sending a couple wings of bombers ahead mindlessly so that you might as well shoot your fuckoff main guns at them because you don't have a better target is silly, but if they approach from the sides or hold back until you're engaged they tend to do much better, I find. And I think that slower turret traverse helps a lot. Again, yes, if they're going right at you and giving you time when there's nothing else to shoot at then the slow traverse doesn't hinder much, but on the other hand, maybe they shouldn't be sending 1-2 bomber wings with no assets to tie up your fleet to provide cover in the first place. And once the battle really gets going I had trouble going after fighters with main guns, because they wouldn't be coming straight at me so much any more, I had other fish to fry taking my attention, and even when I didn't hitting a target moving away, even with high projectile speed, is much harder than hitting them on the approach.

Aenslaed
Mar 29, 2004
Nonfactor

Arrath posted:

Forgot to mention it really does take a different playstyle to fight against a faction like the TriTach using a Kaldur fleet. The first time I went up against them I nearly got wiped out :stare: Gave me an excuse to rebuild my fleet but I haven't had the nerve to fight them again. And I like that it changes so much when fighting a different faction. That keeps things fresh and interesting. My fleet composition that lays waste to Pirates runs like a startled cat when the TT's start sniffing around, I'm not really ruling the universe here.

Tri-Tach enemy fleets are a good example of balancing a faction through non-combat factors. If you manage to harry a tri-tach fleet, you'll notice the CR plummet on most of them in just a single go. However, that is totally irrelevant as you will never get the option to do that in a straight up fight. If you were to say, deploy a fighter wing and retreat them, then re-engage, its a pretty easy win then. Fighting toe to toe with a fleet is bad because ship for ship, they are very strong.

Aenslaed fucked around with this message at 21:53 on Sep 29, 2013

SHAOLIN FUCKFIEND
Jan 21, 2008

:siren:BLACKROCK FOR 0.6A is OUT:siren:

Changelog:
0.4:

- Rebalanced just about everything related to gameplay and ship slots/stats
- Redid every sound effect
- Custom hull spec
- Added built-in hullmod to all Blackrock ships. Doubles active flux vent rate.
- Added Karkinos, Robberfly, PDE, PPDE, Linear Pulse Gun, Gale Cannon, Shredder Battery, Argus PD Beam
- Old Burst Jets are back
- Greeblies everywhere
- Explore Gneiss, the home system of Blackrock Drive Yards!
- Say "Did something else" twice in the campaign start dialog to start as Blackrock!

SHAOLIN FUCKFIEND fucked around with this message at 23:16 on Sep 29, 2013

Ulvirich
Jun 26, 2007

Is it time to be joyful? :getin: Thank you for your work!

Washin Tong
Feb 16, 2011

Yesss. I was :f5:ing hard for this.

Strumpie
Dec 9, 2012

Good to hear, can't wait to try it out.

I'm not sure if you said anything further back in the thread but do you have any news on Uomoz's Sector? Your work was included in previous releases and Uomoz mentioned he was working on adding Blackrock ships to the latest version 2 days ago.

Are you in contact with him and working on getting your new stuff in, I know you post occasionally in his thread and any news of mods being updated to 0.6a is good news.

Bold Robot
Jan 6, 2009

Be brave.



I'm gonna start a new game to try out Blackrock now that it's updated for .6a - can you guys recommend like 2-3 other well-balanced mods with non-retarded graphics that would work well along with it? From reading the thread it looks like Shadowyards and Junk Pirates are considered good. I see a lot of back and forth on Kadur, should I toss it in?

Drone_Fragger
May 9, 2007


Junk pirates is good, Kadur is... on the wall if it's vanilla balanced, I haven't played it since the changes (I was waiting for blackrock :3) but it sounds like Professor nerfed a lot of the stuff people commented on.

Ulvirich
Jun 26, 2007

Gale cannons are the natural predator of the Buffalo II. :hellyeah:

Vayra
Aug 3, 2007
I wanted a big red title but I'm getting a small white one instead.

Reiz posted:

Isn't there a Kadur cruiser that has an active that passively increases weapon ranges for ships around it and decreases enemy weapon ranges as well? That one was pretty cool, might be Neutrino though.

This is the Hauberk. I'm proud of the ship system, going to work more on the sprite for it.

Thanks for all the feedback, guys. :) Don't worry too much about the projectile speeds, they're still the highest in the game as I think makes sense for a faction focused on long-range combat with electromagnetic projectile accelerators. I just changed it so that they're equal to or slightly above the vanilla ones, rather than a wide margin above. The same goes for the kinetic weapon ranges. Try killing a few ships; I find I can still reliably punch down frigates with one or two frontal barrages from a heavy cruiser etc., I just need to make sure my weapons are oriented forwards first. Hell, you can still hit fighters if you get directly behind them/in front of them so the weapons don't have to lead.

I'll do some more testing against stuff like the Gedune, Tri-Tachyon, SHI and Blackrock with the new weapon stats, but so far I'm really happy with the balance now that I've nerfed them.

Bold Robot posted:

I'm gonna start a new game to try out Blackrock now that it's updated for .6a - can you guys recommend like 2-3 other well-balanced mods with non-retarded graphics that would work well along with it? From reading the thread it looks like Shadowyards and Junk Pirates are considered good. I see a lot of back and forth on Kadur, should I toss it in?

I'm obviously biased on the Kadur so I'll sidestep that one, but the Gedune, P.A.C.K., and ASP Syndicate are all pretty good mods to throw in there too in my opinion.

Vayra fucked around with this message at 00:29 on Sep 30, 2013

SHAOLIN FUCKFIEND
Jan 21, 2008

Thank you so much guys, it's been a blast working on the mod and development is going to continue right away. Mostly need to add blinking lights to all ships, a few still miss em - as well as more polish, inevitable rebalancing after feedback, etc etc.

And features.

Strumpie posted:

I'm not sure if you said anything further back in the thread but do you have any news on Uomoz's Sector? Your work was included in previous releases and Uomoz mentioned he was working on adding Blackrock ships to the latest version 2 days ago.

Are you in contact with him and working on getting your new stuff in, I know you post occasionally in his thread and any news of mods being updated to 0.6a is good news.

I talk to him more or less every day. He helped me implement Blackrock's new campaign features and he's working hard on getting stuff into Uomoz' Sector. It'll be quite different from before, focus on tight, very challenging gameplay with a lot of content and randomly generated almost roguelike features.

Protagorean
May 19, 2013

by Azathoth
So, um... what the hell does the Interdiction Array do?

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

Bold Robot posted:

I'm gonna start a new game to try out Blackrock now that it's updated for .6a - can you guys recommend like 2-3 other well-balanced mods with non-retarded graphics that would work well along with it? From reading the thread it looks like Shadowyards and Junk Pirates are considered good. I see a lot of back and forth on Kadur, should I toss it in?

I just started a new game this evening with Kadur, Blackrock, and the Gedune. As far as I know they're totally compatible with each other.

qwako
Sep 11, 2009
Got a new game with blackrock and asp, started in the brdy system and the corvus star system has a bright white background and the battles have it too which makes it nearly impossible to see can anyone help me out?

Protagorean
May 19, 2013

by Azathoth

qwako posted:

Got a new game with blackrock and asp, started in the brdy system and the corvus star system has a bright white background and the battles have it too which makes it nearly impossible to see can anyone help me out?

Restart your game. Works for me :shrug:

GruntyThrst
Oct 9, 2007

*clang*

Protagorean posted:

So, um... what the hell does the Interdiction Array do?

It slows down ballistic shells, usually to the point of them being completely worthless. Can't recall if it slows missiles. The Kurmaraja seems like it will actually be super useful now with the CR system because it's a hard counter to low tech gunboat type ships that would normally be a huge pain to deal with because they're usually super buff and also don't lose CR rapidly.

Edit: It does slow down missiles as well. It slows things down gradually as they pass through the field, so the closer something is fired to you or the faster it is, the more likely it is to still hit you. Some missiles are able to power through it as well. It's probably aces against the Kadur though. :v:

GruntyThrst fucked around with this message at 02:44 on Sep 30, 2013

s1ppycup
Jul 31, 2010
Nice work, Shaolin. The quality of this mod is outstanding! Especially love the beautiful sprites and sound effects. One question -- I haven't messed around with modding in a while, is it possible for me to edit one of the ships in a station to be the Nevermore Beta or Stormcrow? You know...for science?

fishception
Feb 20, 2011

~carrier has arrived~
Oven Wrangler
It won't work.

What's this about needing Lazylib?

HerrMorden
Sep 5, 2004

Thought begets Heresy, Heresy begets Retribution.
This game is so much fun! I have to give it to you guys, I would have been lost without a lot of the tips given in this thread.

Since fighters are kind of lovely right now with their huge supply costs, which ones would actually be worth taking into combat?

Drone_Fragger
May 9, 2007


SHAOLIN FUCKFIEND posted:

Thank you so much guys, it's been a blast working on the mod and development is going to continue right away. Mostly need to add blinking lights to all ships, a few still miss em - as well as more polish, inevitable rebalancing after feedback, etc etc.

And features.


I talk to him more or less every day. He helped me implement Blackrock's new campaign features and he's working hard on getting stuff into Uomoz' Sector. It'll be quite different from before, focus on tight, very challenging gameplay with a lot of content and randomly generated almost roguelike features.

Shaolin, the shard cannon feels kind of strong compared to stock options but I don't know if that's just because it can proc that HE damage explosion thing sometimes.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


GunganRevenge posted:

It won't work.

What's this about needing Lazylib?

LazyLib is a code functionality mod that does nothing on its own but adds bunch of classes and other sundry things to enable complicated actions in other mods. Just check it in the mods menu.

SHAOLIN FUCKFIEND
Jan 21, 2008

The Interdictor Array slows incoming projectiles, basically. The Kurmaraja is a spacing-based ship because of it. If you manage to control your position relative to other big ships, they more or less can't touch you. The ship also has very good base speed and agility for a capital ship, and a relatively forgiving max burn out of combat.

A fun challenge is to kill an Onslaught, Conquest, Karkinos etc. in it in the simulator - it's very doable. But the Paragon will poo poo on you.

Drone_Fragger posted:

Shaolin, the shard cannon feels kind of strong compared to stock options but I don't know if that's just because it can proc that HE damage explosion thing sometimes.

It's tricky to balance, because it's supposed to be an allround suppression weapon that never wastes flux as long as the projectile hits, regardless of if the target is shielded or not. So far, the drawback has been huge flux cost and low projectile speed compared to better shield buster weapons like Needlers and Railguns. But I keep changing my mind on if it's too good or not. If you have enough Shards, you can basically whittle down anything.

Also, the damage burst is Energy, not HE. :awesome:

In other news I just realized I really really need a script that transfers force to ships that eat a Hammerclaw. Need to see a frigate getting wrecked and pushed into the shields of a cruiser, and possibly spawn a dummy projectile of a "wrecked Hammerclaw" to slowly float away - because the notion of a projectile that huge disappearing entirely inside a ship is loving disturbing.

SHAOLIN FUCKFIEND fucked around with this message at 11:35 on Sep 30, 2013

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
FuckFighters.gif

Hunting fighters with a Gale Cannon Hound is pretty fun.

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SHAOLIN FUCKFIEND
Jan 21, 2008

Anyone who personally pilots a Hound is a certified cool space dude in my book. Put that poo poo in the OP

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