Kroom
ah it does, huh...
Kroom's Forge (0.15.11+)
Kroom
The Mass Driver only surpasses the railgun in damage because it's narrower, though at the sizes where it's actually good it will run out of power due to an inability to deliver batteries to the launcher fast enough to power all the accelerators and sustained damage output will stop rising. I'm going to assume that the example corvettes using mass drivers are the scale you're aiming to make useful. The Raven has 5 accelerators and the Venture 6. At that scale the factory is 25 or 28.6% of the volume of the gun. And, incidentally, neither ship has the factories to sustain them or anywhere to put them. And the longer of them falls just short of the range of a railgun with no accelerators. The Venture's mass drivers occupy 16 tiles each, cost 17000 credits, and do 1900 DPS. A no accelerator railgun occupies 12 tiles, costs 15000 credits, and does 2500 DPS. At this scale railguns outperform mass drivers while using less ammo. They need side access for power, but are more compact. It's at larger scales that mass drivers start to become competitive, not the corvette scale they're intended for. Only at 13 accelerators does a mass driver start to outperform a railgun half its length, and only in range; the railgun will still deal more damage with greater penetration. It's not until 25 accelerators that the mass driver also surpasses the damage of a railgun half its length. I don't think it's very reasonable to call something more than 54 tiles long a corvette. To fulfill its stated role rather than being a battleship weapon the mass driver needs stronger base stats, weaker accelerators, and diminishing returns on accelerators. And probably capped range not exceeding the railgun's 400m.
I don't want PD that goes behind armor exactly, I want PD that has the room on the side instead of behind so it can stick out of a 1 tile gap in sideways armor like a laser blaster or electrobolt. Improving the ion array's arc wouldn't help because they aren't actually any good as point defense. Improving the laser/particle/neutron turret arc might serve as they actually provide some measure of useful antimissile defense, though not as good as vanilla point defense. I'm not sure why the barrel clipping into armor would be a problem. The laser blaster and electrobolt can clip into armor next to them, but they recognize that they're occluded and don't try to fire. The fighter guns try to fire when clipping into armor, but the comparison I made to them is only that they have the arc centered to the left or right of the room rather than directly in front of it, not that I think the side PD turret should project through armor like them.
jesus. why are you posting so much text. its just a videogame.
- Edited
Atarlost I'm thinking to do some changes to the Mass Drive to adjust the amount of bullets needed per second and also to make it shorter but keeping the same price.
I did some tests increasing the accelerators buff from 15% to 30% and the price from 2000 to 4000 and also reducing the firing speed from 3 to 4 seconds.
Here are the results at a similar cost (the amount of accelerators in brackets are with the changes I made):
Mass Drive +8(+4) accelerators(+120%) -> 22000cost with crew, 2200 dps, 220 range, 11 penetration
Railgun +0 accelerators(+0%) ---------------> 22000cost with crew, 2500 dps, 200 range, 15 penetration
Mass Drive +12(+6) accelerators(+180%) -> 30000cost with crew, 2800 dps, 280 range, 14 penetration
Railgun +1 accelerators(+20%) ---------------> 29500cost with crew, 3000 dps, 240 range, 18 penetration
Mass Drive +16(+8) accelerators(+240%) -> 38000cost with crew, 3400 dps, 340 range, 17 penetration
Railgun +2 accelerators(+34%) ---------------> 37000cost with crew, 3350 dps, 268 range, 20 penetration
At this amount of accelerators the Mass Drive can shot 8 times before starting to lose energy every now and then.
Mass Drive +20(+10) accelerators(+300%) -> 46000cost with crew, 4000 dps, 400 range, 20 penetration
Railgun +3 accelerators(+46%) -----------------> 44500cost with crew, 3650 dps, 292 range, 21.9 penetration
At this amount of accelerators the Mass Drive can shot 6 times before starting to lose energy often.
Mass Drive +24(+12) accelerators(+360%) -> 54000cost with crew, 4600 dps, 460 range, 23 penetration
Railgun +4 accelerators(+57%) -----------------> 52000cost with crew, 3925 dps, 314 range, 23.55 penetration
At this amount of accelerators the Mass Drive can shot 5 times before starting to lose energy too often.
At this point is better to start using Railguns due to the long time to recharge unless used for its range.
The Mass Drive is always longer and has more range, the railgun is always shorter but wider and has better penetration damage.
My idea of corvettes is on the size of 20 to 60 tiles long and Mass Drives of 12 to 28 tiles long.
I dont want to do diminishing returns neither capping the range at 400m because it will be too similar to railguns.
I hope with this changes the Mass Drive will feel stronger.
The energy turrets and the beam array they where never intended to be a main defense agains missiles, they are more like a support for the other main weapons (pd and flak).
The problem i have with increaseing the arc of the energy turrets its mainly the sprite:
As you can see if i increase the arc, the turret will go inside the armor and the crew member will be exposed to space.
I have increased the beam array arc from 180 to 190 and the damage to missiles so it can destroy at least a nuke every time it shot, still i has a very poor rotation speed so its very inefective agains anything else.
I think that the best thing for what you want will be to create an entirely new weapon or change the vanilla pd arc.
Kroom I did some tests increasing the accelerators buff from 15% to 30% and the price from 2000 to 4000 and also reducing the firing speed from 3 to 4 seconds.
That halves the amount of ship needed to fit an uncounterable kiting weapon.
Kroom Mass Drive +24(+12) accelerators(+360%) -> 54000cost with crew, 4600 dps, 460 range, 23 penetration
Railgun +4 accelerators(+57%) -----------------> 52000cost with crew, 3925 dps, 314 range, 23.55 penetration
At this amount of accelerators the Mass Drive can shot 5 times before starting to lose energy too often.
At this point is better to start using Railguns due to the long time to recharge unless used for its range.
Your conclusion about railguns being better at this price ignores the massive jump in the value of range when you can fire from far enough away your enemy can't shoot back. At this point there's no reason to even look at railguns anymore. You have more range. Wedge a bundle of mass drivers between a couple flak PD with a lot of reverse thrust and you can kite anything. The only things with more range without a preposterous number of sensor arrays are EMP missiles with at least a targeting console or HE missiles with a targeting console, frigate bridge, and at least one sensor array. If you're price conscious and not chasing range you probably don't want to go above two accelerators on a railgun: Just enough to punch through one vanilla shield or two arc phase shields and have damage left over. Punching through two vanilla shields takes fourteen and isn't very practical.
Kroom I dont want to do diminishing returns neither capping the range at 400m because it will be too similar to railguns.
I don't think at least a range cap is avoidable if mass drivers are going to avoid being overpowered on the large scale. The power supply problem might substitute for diminishing returns in damage, but uncapped mass drivers can cheaply and easily do what otherwise takes a minimum of nineteen sensor arrays. It gets a weapon with low or no vulnerability to point defense past 400m range.
Kroom The energy turrets and the beam array they where never intended to be a main defense agains missiles, they are more like a support for the other main weapons (pd and flak).
The energy turrets work quite well as second line defense because they actually hit what they fire at and they actually fire. The ion arrays don't fire against HE unless the missile is coming straight in close to their resting angle. As you say, they'd only be useful against nukes, though they have the same range as nukes so if an enemy is close enough to fire a nuke at you they're close enough that the ion arrays would have discharged against their ship and wouldn't be available to shoot the nuke down. If they're getting the mode switch while still only targeting missiles they might not be completely useless in that role, but they're terribly limited as PD in spite of giving the impression that with infinite shot speed and the same fire rate they should cancel out a HE missile launcher firing through their arc. Not that they should do that at their price for balance sake, but their numbers look like they should.Kroom I think that the best thing for what you want will be to create an entirely new weapon or change the vanilla pd arc.
My original thought was for a new part. Something with a room shaped kind of like this (at 1/4 scale) with the turret centered in the cup with the smaller circle over the pivot axis.
Atarlost Kiting using heavy weapons doesn't work when you have fast fighters or bombers, and range is the only advantage that the mass drive have against railguns at that amount of money also the firing rate is terrible.
That sketch kind of looks like the side laser cannons of the LAAT Dropship from starwars, maybe i can do something like that.
- Edited
Kroom Kiting using heavy weapons doesn't work when you have fast fighters or bombers, and range is the only advantage that the mass drive have against railguns at that amount of money also the firing rate is terrible.
You don't need a monofocused kite to kite the large, dangerous enemies and you don't need that many support weapons to mop up fighters and bombers. I haven't been able to get any fighter or bomber to have enough PD to handle missiles. This example kite can comfortably outrun the fastest large stock ship while falling into the tier 9 price range while carrying an effective anti-fighter armament in the form of four missile launchers. If mass driver accelerators were twice as strong its length could be almost halved.
This much smaller ship can also outrun the fastest large stock ship while flying backwards and if the accelerator boost was +30% it would have 430m range on its mass drivers. It does this while mounting a fairly serious anti-fighter turret suite for its size.
Kroom That sketch kind of looks like the side laser cannons of the LAAT Dropship from starwars, maybe i can do something like that.
My idea is that that's the outline of the room (in the same way that the vanilla cannons have a half circle protrusion that is part of the room with the rotating layer from the laser/neutron/particle turret sitting in the cup. If the rest position is 30 or 45 degrees to the side the crewman should be able to get in and out of the turret ball, otherwise a variant ball with the crewman slot at a 45 degree angle might be required..
Atarlost By using these fighter i was able to destroy both ships by using only a fraction of the money, those ships use a lot of money in propulsion but even so is not nearly enough to keep these fighter away form them:
I'm testing a secondary mode for the small energy turrets where the "ball" of the weapon goes out of the part, the way that you describe it.
Kroom By using these fighter i was able to destroy both ships by using only a fraction of the money, those ships use a lot of money in propulsion but even so is not nearly enough to keep these fighter away form them:
The game doesn't spawn homogenous swarms of small ships in high level systems, and doesn't coordinate ships. If you're only interested in MP there's an attention cost to large numbers of small ships because you can't just pause for minutes to give them all orders every time something changes. There's also the ring of death which magically kills kites anyways so it's not a relevant context for balancing long range weapons.
If you made Bounty Hunter spawn thirty Stalker2s in place of a tier 9 ship they would get pulled a few at a time by anything with more than 250m weapon range because they only have fighter cockpits and AI ships don't share vision radius.
In actual play you see maybe two Kilrathi fighters (why never the human stuff or anything original or from other settings?) in a clump with larger ships and can easily avoid fighting them at the same time because of their short aggro range.
Comparing that fighter to other capital ships suggests that it's the fighters that are too strong not the capital ships that are too weak. Running them in battle helper with a movement order to get them into sensor range they beat too many of the design contest winners. They don't decisively beat Excelsis, which tricks the AI into sticking fighter after fighter right in front of its flaks while shooting at armor and stuff irrelevant to the fight and they don't beat the Marathon because after it breaks apart they target the almost harmless and difficult to kill section with a control room and let the missile sections pick them off with impunity.
Fighter guns appear to have mostly fair tradeoffs compared to the vanilla laser blaster only if the value of a crewman and small volume are ignored. The narrow arc and short range are a fair trade for the higher shot speed and the greater price per damage is a fair trade for the higher energy efficiency, but being 2 tiles smaller using 1x1 or 1x2 bunks and 1125 or 1325 credits cheaper depending on if adding crew space would necessitate adding a door. The second tier fighter guns have a further compactness advantage doing damage more comparable to weapons that are either many times bulkier like the large laser blaster or that require an ammo factory. You may have overvalued firing arc, but firing arc has very little relevance on the sort of ship they're intended for. It's wide enough several can focus fire on a single tile, the availability of side mounts and the ability to fire through armor duplicate the advantage vanilla laser blasters and electrobolts get from their >180 degree arcs. The narrow arc imposes little drawback. I'm pretty sure you've also undervalued armor, possibly because the mechanics have changed since you introduced the guns. The low HP of fighter guns may be intended to compensate for being placed behind armor, but something behind a 800 HP 2x1 armor block or even a 400 HP 2x1 wedge is more durable to explosive and penetrating weapons than a 1200 HP standard cannon against explosive and penetrating weapons.
The ability to beat most capital ships with guns renders the single shot torpedoes and the larger, more vulnerable weapons like the fusion cannon and plasma lancer obsolete. If it were just Walt's and David Billingsly's and mine I could chalk it up to poor or overly aesthetics focused designs. If they were losing to bombers or big gun fighters that would be the point of torpedoes and big guns, but it's winning using nothing but the 1 tile no crew fit behind armor guns.
TLDR: Overpowered fighters being able to beat overpowered mass driver kites does not make mass driver kites not overpowered.
Atarlost It is possible to change BH in a way that if a ship is attacked all other ships will defend it even if they have no vision on the attacker, it is also possible to make small fleets of ships, its just that i have not focus on BH much as its going to change soon, anyway.
Right now BH has mostly aesthetics ships, testing anything against them is not a good way to measure something,
even AI vs AI in creative mode is not a good way to test ships, especially fighters since there is no AI designed for them.
Any ship that is fast enough can beat those two ships, doesn't matter if it is a vanilla ship or a fighter made with the mod because at that amount of accelerators it take ages to reload and the DPS drops drastically.
Mass Drive is only overpowered against ships that are slow and has bad defense, same thing happens with vanilla missiles, against a slow ship that has no flak or pd.
I agree that the fighter weapons are a bit overpowered, i have to do them like that. My idea of fighter is that they should shoot with this powerful weapons for a small amount of time before needing to wait a a few second to recharge, a that point they should focus on dodging incoming fire or running away until the weapons are totally charged. Because there is no AI that support that, i had to make them use less energy so they can shoot constantly instead of sitting there and be an easy target.
But even so, these fighters are not all powerfull and they have many counters, vanilla shields is the most notable one because they have tons of regeneration.
I made this fighter to show you what i mean:
If you make them fight you will see that the dps is not enough to take down the shields.
This other fighter can also destroy it with its alpha strike:
Bombers has the ability to deal a massive amount of damage in a second, they advantage is that they usually can get away without taking much damage while fighters that need to stay for several seconds will lost several of them.
I can probably nerf fighters weapons a little bit, but not as much as not been overpower, until there is an AI specifically made for them or nobody will use them.
- Edited
So i love this mod and i have created a lot of different ships and stations with it, and i have an Idea/Request.
Idea/Request: Allow Teleporters to teleport Batteries into Energy Storages.
i have created a "Convoy-ish" style fleet with a bunch of Cannon Ships with Ammo Storages but no factories.
and 1 or 2 supply ships with Teleporters and Ammo Factories but little offense.
Ive also done the same thing with Missiles and i want to try the same thing with Energy.
Plus it could be used for a cool challenge where you have your main ship/ships with ONLY energy storage's and no reactors.
And then you have a station with Reactors and Teleporters, So you have to stay near and protect your station and the distance you can travel outside its teleporter range is determined by your ship's energy storage.
You could have supply ships with LARGE energy storage and a teleporter to supply your ships when your out of the range of your station
I hope you consider my idea, i would REALLY appreciate it if you did add the idea
WaffleGames There is no Hellbringer Cannons in my mod so it must be some other mod you have installed.
Teleporting to Energy storages could be nice, i will try it.
Thanks!
Also the Hellbringer cannons was indeed from another mod, i forgot it was......whoops XD
I've been playing again fairly regularly, and I keep running into areas where there aren't quite any parts that function the way that I'm hoping they do. I normally tend to use the AbH 1x1 fusion reactor for small craft, but I would love to be able to get a 1X2 reactor with reasonable stats. Reasonable in this case being "1/3 the performance and storage of a vanilla 2X2 reactor" If the 1X1 Kroom Reactor's stats are already somewhere in that range, then midway between the 1X1 Kroom and the 2X2 Vanilla.
Other than that, your mod continues to redefine the low-tier game and is perfect for adding that little touch to mid-tier and larger craft. Vulcan Blasters are the perfect fighter-scale weapon to slap across the port and starboard sides of escorts and pocket battleships. They're great for occupying enemy shields if you have something else that can come in and break them.
Finally, RCS blocks. You, sir, are a monster and a genius. I'm able to make microfighters that can pace my big ships with nothing more than a single 1X2 Vector Thruster. My last game had me keeping microfighters around to pick at HP on larger ships until my secondary escort craft were being replaced with 500k-1M shield knockers and missile ships.
Currently, I am behaving and not making alpha-strike torpedo bombers and a teleporter-enabled station to feed them. I haven't done the battles yet, but I'm guessing that you can field 3-5 50K bomber craft and a single 100K tank (probably with a penetration weapon and anti-missile defense and little else) and wipe the floor with everything up to Tier 4. But, the temptation is there.
Your work is wonderful, as always.
hi Kroom, i wondered if you could do different colored type of thrusters?
a suggestion could you please create a roof mounted phaser and a large version one for Version 14.14c possibly
I've been having an issue where my ships won't go back onto the landing pad, is this a normal bug or am I doing it wrong?