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I would kill for a vessel that is basically a single hangar deck, and a metric fuckload of missile hardpoints of various sizes (maybe like 1 large, 2-3 medium and 3-4 small). Nothing more -- if anything else, MAYBE one 360 degree small universal that I can stick a PD flare launcher on. Basically, I want to be able to poo poo out retarded numbers of missiles at anything that I come across, compounded by strike craft with even more missiles, and defend myself with PD anti-missiles from various factions. Would it be possible to modify an existing ship with the correct number of hardpoints and roughly the right locations, and then just change their types to the loadout and angles that I want? Or would that be a ridiculous amount of work?
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# ? Oct 20, 2013 07:14 |
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# ? Jun 10, 2024 21:47 |
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Leif. posted:I would kill for a vessel that is basically a single hangar deck, and a metric fuckload of missile hardpoints of various sizes (maybe like 1 large, 2-3 medium and 3-4 small). Nothing more -- if anything else, MAYBE one 360 degree small universal that I can stick a PD flare launcher on. Basically, I want to be able to poo poo out retarded numbers of missiles at anything that I come across, compounded by strike craft with even more missiles, and defend myself with PD anti-missiles from various factions. There was a mod (Lotus pirates?) that included a ship almost like this. A capital sized thing that looked a bit like a Conquest but mounted heaps of missiles. It was way way too easy to gently caress things up in it, assuming you had the right loadout and you'd just hang back enough for an ally AI to stress the enemy's shields a bit. Although maybe it would have been less OP if it had just missiles. I don't know.
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# ? Oct 20, 2013 07:35 |
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Yeah the idea would be that it would have ONLY missiles (and possibly a flare launcher for thematics.) It'd force you to be somewhat smart about how you play it so that you don't run out of ammo in longer fights, and risk being ineffective if you can't manage your opponents shields. And it's own PD missiles could theoretically be overwhelmed by numbers until it runs out of ammo. It'd be cool too, since you could run it quite differently depending how you load it out. Got something like Lashers that can cut down shields? Load up on heavy bombers and torpedos, and take advantage of it and punch way above your weight. Want to be a nice defensive ship? Stick PD missiles on every turret slot, and load up on fighters. Play it as a long range sniper with VLRMS and other long-range missiles, or stack it up with shorter range stuff more meant for brawlers. It could even be a dedicated support ship, giving it a mix of multirole fighters, and run it with a lot of those anti-engine missiles mixed with PD missiles.
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# ? Oct 20, 2013 19:50 |
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AlphaDog posted:There was a mod (Lotus pirates?) that included a ship almost like this. A capital sized thing that looked a bit like a Conquest but mounted heaps of missiles. It was way way too easy to gently caress things up in it, assuming you had the right loadout and you'd just hang back enough for an ally AI to stress the enemy's shields a bit. I made a post in the last thread using the ship in question detailing my quest for ultimate missile (sort of) spam. http://forums.somethingawful.com/showthread.php?threadid=3465556&pagenumber=39&perpage=40#post403994674
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# ? Oct 20, 2013 20:12 |
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Pretty cool collage of mod ships thrown together by HELMUT over at the forums.
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# ? Oct 29, 2013 14:16 |
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I just picked up with game recently and I sold my Wolf Frigate and have been running around with 3 Tempests and 2 Hyperions from the HQ. And then I realized that Hyperions bleed CR insanely fast after each deployment. I'm going to put them in the abandoned station for some other time. Will I have to fill the two remaining slots with wolves? Can I get 2 more Tempests somewhere? I loving love Tempests.
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# ? Oct 29, 2013 18:59 |
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Tri-tachyon would carry stock of that ship. They are the light blue faction and their station is on the other side of the Corvus system. Also you might find a few in the other system if you want to make the venture.
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# ? Oct 29, 2013 19:33 |
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Aenslaed posted:Tri-tachyon would carry stock of that ship. They are the light blue faction and their station is on the other side of the Corvus system. Also you might find a few in the other system if you want to make the venture. Yeah, that's where I bought my first 3. I don't know if they have any more of them though. Another question: supply costs for the Tri-Tach ships are really expensive. What problems might I face if I shift over to an entirely lower tech frigate wolf-pack? Like lashers or something?
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# ? Oct 29, 2013 20:06 |
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The tri-tach ships are typically better in terms of the types of weapons you can mount on them and the size of the mounts. Low tech ships have a lot of smaller ballistic mounts which are generally inferior to energy mounts. Also, energy weapons aren't too picky about what you are trying to kill however ballistic has the problem of kinetic vs high explosive vs fragmentation damage types. Kinetic is really strong against shields but bad vs armor. High explosive is great vs armor but very bad vs shields. Fragmentation is bad vs shields and armor but is cheap/low OP. Ballistic point defense is really really bad in my experience compared to energy options as well so you may have to eschew all ballistic point defense and just rely on your omni shield for blocking missiles. If you only consider the single battle before you go back to the station to repair, high tech ships are better combatants for their deployment point cost. If you consider fighting more than twice per station visit though, you need to use/have low tech ships or you'll simply have no ships to fight with. This is pretty much why capital ships are a waste right now. Since you like the Tempest, the Medusa is perhaps the best ship in the game if you move up to destroyers. Properly equipped, it can take out even the largest of cruisers. Put Burst PD lasers in the small turrets, two antimatter blasters in the forward facing universal hard points, Heavy Blasters in the medium slots. Put all the weapons except the antimatter blasters in weapon group 2 and set it to auto. With the phase skimmer ability, you'll be as mobile as a frigate but armed like a small cruiser. Aenslaed fucked around with this message at 20:42 on Oct 29, 2013 |
# ? Oct 29, 2013 20:34 |
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I'd have to disagree about energy weapons being superior to ballistics. It takes quite a while to crack a ship with really strong armor or shields with energy weapons alone, while a ship with a balanced kinetic/explosive loadout makes short work of these. Ballistics tend to be more efficient flux/damage wise as well and the AI is (usually) smart enough to whittle down an enemy's shield with kinetics before unleashing their explosive ordnance on them. Also, flak cannons are among the (if not the) best point defense weapons in the game, although I guess there's no "light" version available for all those small hardpoints ships tend to have. Artificer posted:Another question: supply costs for the Tri-Tach ships are really expensive. What problems might I face if I shift over to an entirely lower tech frigate wolf-pack? Like lashers or something? The Brawler is probably my favorite frigate for this reason. They're slow, but their medium ballistic slots allows you to equip them with long range weapons to keep them out of harm's way. As well, their ammo feeder and excellent flux stats (better than the Hyperion's!) makes them more akin to mini-destroyers in terms of firepower.
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# ? Oct 29, 2013 21:13 |
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Exodee posted:The Brawler is probably my favorite frigate for this reason. They're slow, but their medium ballistic slots allows you to equip them with long range weapons to keep them out of harm's way. As well, their ammo feeder and excellent flux stats (better than the Hyperion's!) makes them more akin to mini-destroyers in terms of firepower. I agree with describing the Brawler as a 'mini-destroyer' - though, perhaps more accurately, i could also describe the Hammerhead as an overweight, overpriced Brawler. And my preferred fit is boosted engines + twin assault cannons + reaper torpedoes for that one-two punch.
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# ? Oct 29, 2013 21:43 |
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One thing I really liked about Gratuitous Space Battles was setting up battles with lots of ships, lots of weapons, mute the music, and set it to be a screensaver or something while I read a book or something. Any way you could do something like that with this game? Aenslaed posted:
I can't make this work. The AM blasters are really flux heavy, and I'm having issues going toe to toe against a default Medusa destroyer in simulation. Railguns work really well in place of the AMs, it seems like. Or the light needler. How do the light needler and the railgun measure up to each other? And how does the heavy blaster and pulse laser measure up against each other? Artificer fucked around with this message at 23:44 on Oct 29, 2013 |
# ? Oct 29, 2013 22:55 |
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Ceebees posted:And my preferred fit is boosted engines + twin assault cannons + reaper torpedoes for that one-two punch. Artificer posted:Railguns work really well in place of the AMs, it seems like. Or the light needler. How do the light needler and the railgun measure up to each other?
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# ? Oct 30, 2013 00:01 |
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Artificer posted:One thing I really liked about Gratuitous Space Battles was setting up battles with lots of ships, lots of weapons, mute the music, and set it to be a screensaver or something while I read a book or something. Set your flagship to be a tug or something and then don't deploy it when you start a battle. Your guys will fight on their own.
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# ? Oct 30, 2013 00:38 |
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Just start a massive fight and hit u for autopilot - they'll do the same thing. Even loading up any of the missions should do the trick so you don't have to field an insane group of ships - the paragon fight comes to mind.
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# ? Oct 30, 2013 00:47 |
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feedtheid posted:Just start a massive fight and hit u for autopilot - they'll do the same thing. Even loading up any of the missions should do the trick so you don't have to field an insane group of ships - the paragon fight comes to mind. There is no Paragon ship fight, is there? And is it just me or does it seem like a good player controlled ship build does not necessarily equate to a good AI controlled ship build? What makes a good AI controlled ship build, I wonder?
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# ? Oct 30, 2013 04:40 |
Artificer posted:There is no Paragon ship fight, is there? I find the AI is weakest when you set up an extreme one-two punch ship. Like, which all you have is good kinetic weapons and massive alpha weapons. AI likes to be a little more generalized.
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# ? Oct 30, 2013 04:56 |
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Artificer posted:I can't make this work. The AM blasters are really flux heavy, and I'm having issues going toe to toe against a default Medusa destroyer in simulation. You use the Antimatter blasters to finish off a target or push them into overload. Since they hit like a truck but have such a long cooldown, you just need to make your shots count.
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# ? Oct 30, 2013 05:56 |
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I kinda wanna build some spell jammer ships.
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# ? Oct 30, 2013 06:26 |
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Artificer posted:There is no Paragon ship fight, is there? Mission "Forlorn Hope," second from bottom - Paragon vs. a bajillion other ships. Set your paragon to autopilot and watch the world burn.
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# ? Oct 30, 2013 06:50 |
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As it turns out, the AI is very bad at managing that fight.
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# ? Oct 30, 2013 06:57 |
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feedtheid posted:As it turns out, the AI is very bad at managing that fight. Awww. That is disappointing. Edit: What is a good cruiser that has as few forward facing weapons as possible and as many turrets as possible? Artificer fucked around with this message at 16:01 on Oct 30, 2013 |
# ? Oct 30, 2013 14:12 |
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Artificer posted:Awww. That is disappointing. An Aurora?
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# ? Oct 30, 2013 16:41 |
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Strumpie posted:An Aurora? Cool. Thanks! Edit: So if I wanted to start up a fighter based fleet, would I pick up some carriers and broadswords and go for a 1:1 ratio? What else would comprise a good fighter fleet? Artificer fucked around with this message at 18:53 on Oct 30, 2013 |
# ? Oct 30, 2013 18:31 |
Buy all the fighters you possibly can and run around smashing up whatever fleets you come across. What fighters are left make up your fleet. Survival of the fittest
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# ? Oct 30, 2013 19:53 |
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When Officers are implemented I hope you can make, for instance, two frigate commanders duel each other for the job once you have some renown. That would be loving rad.
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# ? Oct 30, 2013 20:45 |
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Artificer posted:Cool. Thanks! If we're talking vanilla ships, you can't really go wrong with wings of Thunder and Gladius fighters. Just be prepared for a hefty supply drain; fighter fleets are rather supply heavy.
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# ? Oct 30, 2013 20:50 |
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I'll second the Thunders, but I prefer Wasps over Gladiuses. They're individually weak, but they beat any other vanilla fighter because they will always outnumber anything they fight and they are fast enough to capture points first, if that's your thing. Thunders are not quick, but they are a threat to any ship that doesn't have a 360 degree shield. I'll never forget the time a single Thunder wing took out my Nevermore.
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# ? Oct 30, 2013 22:39 |
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What's it take to kill an Onslaught or a Paragon? With 3-4 Tempest frigates capping and holding points as well as taking on the small fry, 3-4 Auroras and Eagles were enough to take out a Conquest in one of the independent defensive fleets, and an Odyssey from a TT security detachment. And then I attacked a Hegemony SDF and got wrecked by the Onslaught and its cruiser escort. Any tips? How do they get so many more ships on the field than I do? What makes the SDF fleet so much harder to kill?
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# ? Oct 31, 2013 13:58 |
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Onslaughts are lethal when you can't flank them. And if you are outnumbered, it's really hard to flank someone. The Hegemony SDF is generally way bigger than the player's fleet.
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# ? Oct 31, 2013 14:04 |
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Artificer posted:What's it take to kill an Onslaught or a Paragon? Onslaughts are deadly if you can't get into their rear 1/3 arc, which you can't do effectively if they have escorts. The bigass Heg fleet is a pain in the arse because it's so big. It's that big in order to be a pain in the arse. I don't think I've successfully killed it with a vanilla fleet since before skills were in the game.
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# ? Oct 31, 2013 14:08 |
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Okay. That sounds accurate enough. Do you guys have any recommendations for good Aurora and Eagle cruiser loadouts? For my Eagle I've been using the Hypervelocity Cannon or the Heavy Needlers up at the front to bash their shields down with, and then I close in with Thrusters to get in range of my Heavy Blasters/Pulse Lasers. Edit: Auroras with Reapers, Annihilators, and Heavy Blasters for primary weapons just chew through enemy cruisers, wow. Artificer fucked around with this message at 17:17 on Oct 31, 2013 |
# ? Oct 31, 2013 14:46 |
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http://fractalsoftworks.com/forum/index.php?topic=7327.0 A new mod compilation that doesn't change the core game in any way, but simply provides a very convenient way to get a polished large set of new content in one download.
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# ? Oct 31, 2013 17:31 |
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SHAOLIN FUCKFIEND posted:http://fractalsoftworks.com/forum/index.php?topic=7327.0 Does it suffer from the memory overflow thing that makes saves unloadable though?
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# ? Oct 31, 2013 17:32 |
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Pretty sure it doesn't. It's just a pack of mods and their dependencies, guaranteed to not have conflicts, so
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# ? Oct 31, 2013 17:33 |
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So basically after playing it for an hour you'll be unable to load your saved game. They really need to fix this bug already.
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# ? Oct 31, 2013 17:39 |
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Wasn't that a bug with Exerelin/Kadur? And didn't Vayra fix it? I must confess I haven't had much time to play with more than 2 mods active at a time.
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# ? Oct 31, 2013 17:43 |
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It can happen with any collection of mods, I think, not just Kadur.
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# ? Oct 31, 2013 18:06 |
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Kadur was the most problematic and I don't think they've fixed it yet, he's working on nailing it down for the next release.
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# ? Oct 31, 2013 19:06 |
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# ? Jun 10, 2024 21:47 |
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It's related to number of active scripts/fleets in your game, as far as I can tell. Less a bug and more of just the way the game stores them can take up a lot of space, to my knowledge. So if your mod has a lot of systems and your systems have a lot of scripts and your scripts spawn a lot of fleets... There are some things modders can optimize to reduce save file size (and stop this from happening, hopefully), but I'm switching jobs and thus working 9-day weeks atm and haven't had the chance to actually implement any of them yet.
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# ? Oct 31, 2013 19:28 |