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The Aurora changes are going to make it an absolute murderboat, which I wholeheartedly support.
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# ? Feb 2, 2016 09:02 |
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# ? Jun 10, 2024 15:56 |
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Tanith posted:The Aurora changes are going to make it an absolute murderboat, which I wholeheartedly support. How do you figure that? So what, it can hardpoint‐mount more energy weapons that it can’t support in flux.
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# ? Feb 2, 2016 09:13 |
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Seems like it ate a nerf if anything, since it can no longer mount a Large missile. Certain missile types that are only available on Large mounts are now out, and the potential number of torpedoes it can carry has been reduced. I'm not really complaining since I don't really like flying Auroras and they're mean things to fight, but I don't see this as a buff.
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# ? Feb 2, 2016 09:50 |
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Platystemon posted:How do you figure that? So what, it can hardpoint‐mount more energy weapons that it cant support in flux. I wasn't thinking with just vanilla, I guess it makes less of a difference there. In any case, more options are always better.
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# ? Feb 2, 2016 10:48 |
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quote:Added short "arming" time for torpedoes; will bounce instead of exploding if fired at point-blank range
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# ? Feb 2, 2016 19:51 |
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DatonKallandor posted:Sounds like an easy way to make torpedoes WW2 style long range dumbfire area-denial weapons. Going to be awesome. This is cool, but also makes my favorite suicide lasher setup useless
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# ? Feb 2, 2016 21:30 |
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So does that mean that they'll bounce and then they'll arm? Looking forward to sweet goon suicide gifs itt.
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# ? Feb 2, 2016 22:53 |
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Mordja posted:So does that mean that they'll bounce and then they'll arm? Looking forward to sweet goon suicide gifs itt. That would be amazing. Have nuclear mines just floating around waiting for some poor fool to bounce into them.
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# ? Feb 2, 2016 23:16 |
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Bonus points if the reaper torpedo's are spinning like carnival fireworks around the map as a result.
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# ? Feb 3, 2016 00:00 |
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Platystemon posted:How do you figure that? So what, it can hardpoint‐mount more energy weapons that it can’t support in flux. What? The Aurora already had flux stats so far beyond its hardpoints that you basically had to go straight into Heavy Blasters to use it. Opening up new options for a forward battery of poo poo like AM Blasters is going to enable some hilariously bursty loadouts.
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# ? Feb 3, 2016 00:28 |
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Voyager I posted:What? The Aurora already had flux stats so far beyond its hardpoints that you basically had to go straight into Heavy Blasters to use it. Opening up new options for a forward battery of poo poo like AM Blasters is going to enable some hilariously bursty loadouts. Yeah I guess, but I already did use heavy blasters because there aren’t a whole lot of good medium energy weapons—heavy blasters, pulse lasers, and phase lances. Mods add good, low flux medium energy weapons, and maybe then I’d put more energy weapons on the front. All those hardpoints still scream “missiles”, though, especially since they can’t take a good ballistic shield buster. Antimatter blasters are kind of similar to reaper missiles in functionality. They have more charges and can’t be shot down, but they do less damager per shot and generate loads of flux. With as many hardpoints as the Aurora has, and the ordnance point difference, I think I’d still prefer reapers.
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# ? Feb 3, 2016 01:08 |
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On a high level char its gonna be reaaall funny to put safety override on the aurora now
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# ? Feb 3, 2016 01:28 |
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Platystemon posted:Yeah I guess, but I already did use heavy blasters because there aren’t a whole lot of good medium energy weapons—heavy blasters, pulse lasers, and phase lances.
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# ? Feb 3, 2016 01:35 |
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I like this guy's style.
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# ? Feb 3, 2016 04:26 |
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What mod are those capital ships?
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# ? Feb 3, 2016 05:09 |
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Bold Robot posted:What mod are those capital ships? All the orange stuff is Imperium. The capitals are special siege weapons that fire cruiser sized missiles. One kind just does a gently caress ton of aoe damage, the other shits out something like 200 smaller missiles.
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# ? Feb 3, 2016 05:15 |
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Ceebees posted:
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# ? Feb 3, 2016 05:16 |
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dis astranagant posted:All the orange stuff is Imperium. The capitals are special siege weapons that fire cruiser sized missiles. One kind just does a gently caress ton of aoe damage, the other shits out something like 200 smaller missiles. reposting from a few pages back but its https://www.youtube.com/watch?v=XNcyzVTVMT4
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# ? Feb 3, 2016 05:58 |
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The OP should collect such videos and preserve them for posterity.
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# ? Feb 3, 2016 06:09 |
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That owns. Is the mod balanced well against vanilla?
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# ? Feb 3, 2016 06:15 |
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Bold Robot posted:That owns. Is the mod balanced well against vanilla? If anything, I’d say it’s underpowered on the basis that I don’t particularly like any of their ships and I don’t mind fighting their fleets. I do like some of their guns, though.
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# ? Feb 3, 2016 06:20 |
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Minarchist posted:reposting from a few pages back but its this is why starfarer/starsector exists right there
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# ? Feb 3, 2016 06:35 |
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Minarchist posted:reposting from a few pages back but its I love how at one point there so much wreckage floating around that about half the missiles are just slamming into dead ships.
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# ? Feb 3, 2016 06:39 |
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Bold Robot posted:That owns. Is the mod balanced well against vanilla? Decently, except for the part where they almost always roll up a ridiculous doom fleet to poo poo all over Jangala. Their ships are basically Hegemony ones but slower and with everything focused in the forward arc. Most of their guns have ridiculous range but bad dps. They tend to fall apart if you do anything that doesn't let them line up and plink.
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# ? Feb 3, 2016 07:28 |
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Imp Centurions make for a decent alternative to the Enforcer bowling ball, with the medium Hornet missiles subbing in for the Annihilators. Not quite as killy but a bit more resilient, fluxwise.
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# ? Feb 3, 2016 09:19 |
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The weapons they just got in the last patch seem pretty solid as well. 800 range HE rounds in a light ballistic slot do solid work.
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# ? Feb 3, 2016 09:28 |
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pun pundit posted:The OP should collect such videos and preserve them for posterity. speaking of which does anyone have that old video of the Neutrino ship that was a literal spinning hammer
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# ? Feb 3, 2016 16:52 |
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yaay posted:speaking of which does anyone have that old video of the Neutrino ship that was a literal spinning hammer This one?
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# ? Feb 3, 2016 19:15 |
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that's it tyvm
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# ? Feb 3, 2016 21:50 |
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Holy poo poo that tarsus at the end my loving sides.
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# ? Feb 4, 2016 01:31 |
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Dear god, the Stalker from Pirates+ is loving mean. With the hullmods and hypervelocity drivers and railguns on, coupled with officer skills and the sensor drones, you can be hitting people at like 3000 units with that motherfucker. It can even reliably kill poo poo like onslaughts just by staying out of range of it :|
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# ? Feb 12, 2016 17:07 |
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Is there anything to use marines for outside of boarding actions? I see references to using them on the ground, but that doesn't seems to be a real feature yet.
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# ? Feb 15, 2016 20:09 |
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^Conquest in Nexerelin mod Tartiflette posted this beast Diable Avionics teaser. In other mod news Ive been working on BRDY as usual, got a new destroyer in the works and some more polish and changes, might do a release with the new destroyer or hold it back longer to make some utility frigs too (tanker, courier, scoutship), we'll see SHAOLIN FUCKFIEND fucked around with this message at 22:27 on Feb 15, 2016 |
# ? Feb 15, 2016 22:18 |
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SHAOLIN FUCKFIEND posted:^Conquest in Nexerelin mod I very much like both of these things, and I would especially appreciate a BRDY tug so my engine trails match.
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# ? Feb 15, 2016 22:33 |
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I suppose it's inevitable
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# ? Feb 15, 2016 22:44 |
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SHAOLIN FUCKFIEND posted:
DA are as annoying to fight against as any faction with really strong fighters, but they're a lot of fun to play as and I'm glad Tartiflette has taken such a shine to them. His animation skills are perfect for it.
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# ? Feb 15, 2016 22:48 |
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I just realized I bought this game in 2012 when it was still Starfarer. Is it anywhere near finished now? Is that going to show up on Steam at some point? I remember my first impression being "OK this looks cool I'll play it when it's complete".
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# ? Feb 15, 2016 22:48 |
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Ayn Marx posted:I just realized I bought this game in 2012 when it was still Starfarer. Is it anywhere near finished now? Is that going to show up on Steam at some point? I remember my first impression being "OK this looks cool I'll play it when it's complete". Compete? No, probably another 4 years or so. Really good? Yes. Incredibly.
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# ? Feb 15, 2016 22:54 |
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SHAOLIN FUCKFIEND posted:In other mod news Ive been working on BRDY as usual, got a new destroyer in the works and some more polish and changes, might do a release with the new destroyer or hold it back longer to make some utility frigs too (tanker, courier, scoutship), we'll see one thing i might request you do is a balance pass on the fighter CR recovery rates like you did for frigates. They seemed awfully low compared to vanilla/other mods fighters in my last Nexelerin playthrough.
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# ? Feb 15, 2016 23:02 |
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# ? Jun 10, 2024 15:56 |
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Ayn Marx posted:I just realized I bought this game in 2012 when it was still Starfarer. Is it anywhere near finished now? Is that going to show up on Steam at some point? I remember my first impression being "OK this looks cool I'll play it when it's complete". What Omni said, vanilla will keep you entertained for hours and once you feel like you've seen all there is to see SS+ and nex will really keep you occupied. Some forums goers really like some of the other overhauls like Ironclad but I haven't tried em. EDit - also you da man shaolin fuckfiend nice work bruh Double Edit - Is emp damage only for ship systems or does it also affect shields? I only ask because I use phase lances as like an Alpha strike to break shields/overload targets and I was wondering if removing the emp damage means less dmg to shields. Shuka fucked around with this message at 23:10 on Feb 15, 2016 |
# ? Feb 15, 2016 23:06 |