Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on November 03, 2015, 04:29:52 pm
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SHIPS
=======TEVS========
Ulysses
PBank Capacity 0->12, 12
Herc 1
PBank Capacity 0->22, 22
Herc II
PBank Capacity 0->30, 30
Ares
PBank Capacity 0->28, 28
Erinyes
PBank Capacity 0->23, 23
Loki
PBank Capacity 0->10, 10
Pegasus
PBank Capacity 0-> 12
Perseus
PBank Capacity 0->22, 22
Myrmidon
PBank Capacity 0->22, 22
Secondary compatibility Helios out -> Cyclops, Harpoon, Piranha added
Aurora
Rotation times 4.5, 4.7, 5.6 -> 4.0, 3.9. 3.5
PBank Capcity 0->20, 20
Hitpoints 250->290
Countermeasures normal->Bomber Flare(stronger)
Kulas
PBank Capacity 0->20
Shields 210->410
Afterburner duration 7,6s>21s
Max Weapon Energy 180->140
Atalanta
SBank capacity 80->120
Strafe velocity 40>50
Rear velocity 0->50
Afterburner Reverse velocity 0->100
AFterburner Reverse acceleration 0->0.75
Rotation time 3.3, 3.3, 3.3 -> 3.2, 3.2, 2.3
Pbank Capacity 0->20, 20
Nyx
Pbank Capacity 0->26, 26
Max weapon energy 160->170
Weapon compatibility ->Maxim, Circe added
Draco
Gun Mounts 4(2, 2) -> 4(4)
Rotation time 3.2, 3.2, 3.2 -> 3.8, 3.8, 2.1
PBank Capacity 0->18
Hitpoints 270->290
Rear velocity 0>10
Afterburner max velocity 200->210
Afterburner duration 10->12.5
Afterburner recovery rate 25->30
Artemis
Pbank capacity 0->40
Max overclock velocity 65->78
Artemis D.H.
Pbank capacity 0->48
Max overclock velocity 65->84
Max Afterburner velocity 110->120
Medusa
PBank capacity 0->30
Ursa
Pbank capacity 0->45, 30
Boanerges
Pbank capacity 0->50
Rhea
Pbank capacity 0->45
SBank capacity 60, 60->80, 60
Max weapon energy 100->150
Hitpoints 275->375
=====VISHANS=====
All ships
Subsystem repair rate 0->0.10
Preacher
Gun mounts 10(4, 6) -> 8(4, 4)
4 new Vishnan weapons added
=======UEF========
Uhlan
Weapon compatibility
Gattler -> no Gattler
Kentauroi
Reverse Afterburner velocity 133.3->73.3
Reverse Afterburner acceleration 0.80->0.40
Weapon compatibility
Sidhe, UX accelerator removed
Uriel
Weapon compatibility
Reverse Afterburner velocity 93->53
Lao Tze
Reverse Afterburner velocity 160->100
Max Glide Speed no cap->120
Ainsarii
Max Glide Speed no cap->110
Weapon compatibility Gauss Sidhe added
Durga
Countermeasure type normal->Bomber Flare
WEAPONS
GTVA Weapon changes:
Circe:
Base damage increased from 45 to 65
Shield factor increased from 1 to 1.2
(this brings the damage per second up to 195 from 112.5)
Subsystem factor increased from 0 to .4
(this brings the DPS up to 65 from 0)
Velocity increased from 450 to 770
Energy consumed per shot decreased from 1 to .6
(this brings the sustained energy drain down to 1.5 from 2.5)
Morning Star:
CIWS flag added — splash damage can destroy bombs
Proximity explosion added, kinetic knockback component removed
Base damage increased from 9.1 to 10
(this brings shield DPS up to 86.6 from 78.9)
Armor factor increased from .5 to .7
(this brings hull DPS up to 46.6 from 30.3)
Subsystem factor decreased from .2 to .1
(this brings subsystem DPS down to 6.6 from 12.1)
Energy consumed per shot decreased from .8 to .2
(this brings the sustained energy drain down to 1.3 from 5.3)
Lamprey:
$Electronics added — stuns warship turrets
Range increased from 900 meters to 1500 meters
Velocity increased from 450 to 750
Base damage increased from 14 to 28
(this brings hull DPS up to 9.2 from 4.6)
Shield factor increased from 1 to 1.2
(this brings shield DPS up to 110.8 from 46.2)
Subsystem factor increased from 0 to 0.6
(this brings subsystem DPS to 55.4)
Balor:
Velocity increased from 675 to 750
Shield factor increased from 1.0 to 1.1
(this brings shield DPS up to 88 from 80)
UEF Weapon Changes:
Vulcan:
Armor factor increased from 1.0 to 1.4
(this brings hull DPS up to 98 from 70)
Shield factor decreased from 1.0 to 0.8
(this brings shield DPS down to 56 from 70)
Maul:
Now does 15 more damage when within 100 meters to the target.
Weapon range decreased from 1250 to 700
Armor factor increased from 1.0 to 1.2
(this brings general hull DPS up to 102.8 when not within 100 meters, 153.9 DPS when within 100 meters from 85.5 DPS at all ranges)
Rapier:
Armor factor decreased from 1.0 to .85
(this brings hull DPS down to 85 from 100)
Gattler:
Now receives no fire rate penalty for being linked to another primary bank
Shield factor decreased from .25 to .2
(this brings shield DPS down to 40 from 50)
Scalpel:
Now cycles between firing banks
Velocity increased from 850 to 1000
Fire wait decreased from .35 to .175
Base damage decreased from 40 to 20
Shield factor increased from 1.0 to 1.4
(this brings shield DPS up to 160 from 114)
Range increased from 935 to 1000
Sidhe:
Now uses ammo
Range decreased from 900 to 750
Cargo sized increased from 0.0 to 0.01
UX Accelerator:
Now has a small field of fire arc of 3.6 degrees
Velocity increased from 900 to 1200
Burst delay decreased from 250 to 50
Redeemer:
Velocity decreased from 900 to 225
Shield factor increased from 0.0 to 0.5
(this brings shield DPS to 90 from 0)
Paveway:
Now spawns a sub-missile when the Paveway is 1500 meters from the target
Submissile can be shot down
Sledgehammer:
Velocity increased from 100 to 300
Weapon range increased from 2500 to 5250
Minimum lock time decreased from 9 seconds to 6
Lock pixels per second increased from 25 to 75
Catch up pixels per second increased from 0 to 120
Vishnan Weapon Changes:
All Vishnan weapons redesigned. Four new Vishnan weapons added. Play and find out!
Shivan Weapon Changes:
[redacted]
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The Myrm gets the Cyclops? And the Harpoon? I am 100% A-****ing-okay with this.
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It's the last Tev fighter in the slow and stupid with the Aurora getting a maneuverability upgrade.
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Actually, the Aurora now has very similar rotation times to the Myrmidon
Myrm's at 4.0, 3.7, 5 (yaw, pitch, roll) while the Aurora is at 4.0, 3.9, 3.5
The harpoon compatibility was somewhat necessary to make the fighter part of the fighter-bomber work. It still has that stupidly huge target profile from anywhere though.
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Can we get an idea of FS: Blue mission changes, or is it basically 'every mission has been altered'?
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It's nowhere near that ambitious. You'll be playing the FreeSpace 2 campaign with a rebalanced Circe, Morningstar, and Lamprey (the guns nobody used). Some hidden dialog has been reactivated. TAG missiles now work gloriously (the biggest change). The battles in Slaying Ravana, High Noon, and Their Finest Hour have been rebuilt.
We'd love more suggestions on things to tweak! Already I've spotted a dialog change I need to make in Ravana.
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Rework Mystery of the Trinity to be less dead space. I haven't gone through with a stopwatch to figure out how much of that mission is following your wingman from waypoint to waypoint with no dialogue or combat, but it's a lot. Also maybe unlock the ****ty armament you get stuck with. **** Rockeyes.
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Just in Freespace Blue right now,
GVF Seth - Towards the end it says the current variation of this fighter is the Set Mace. Should that be Seth
Mace?
The Romans Blunder: And the Sirius Jumpnode is represented by a Ravana?
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The Romans Blunder: And the Sirius Jumpnode is represented by a Ravana?
Yeah, I was just about to post this one. Also, in The Place of Chariots, at mission end Command's line reads "This is mission is over." Beyond those two things, I haven't noticed any issues at all with FS Blue. Although Slaying Ravana has looped around into being comically easy now. :p
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We're being trolled, it's easy and we start up the engine of the Vasudans. :D
But yea, nothing else that I've noticed. It looks and plays well, the double messages confused me until I realised it's the history in the corner. That's cool.
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Just in Freespace Blue right now,
GVF Seth - Towards the end it says the current variation of this fighter is the Set Mace. Should that be Seth
Mace?
The Romans Blunder: And the Sirius Jumpnode is represented by a Ravana?
Wait, what?
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Presumably he means in the briefing?
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Derp..
I mean in the Tech Room, the description of the Seth.
And the briefing for Romans Blunder. Slight Oops on my part...
Now to break the mission by actually inserting a Ravana..
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Oh, no, it's Set Mace.
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I love numbers, but note that the one you need to interpret half of the post is missing :P (1 PBank Capacity = ??? Maxim shots)
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The Maxim's cargo size is 0.02. Simply divide PBank Capacity by that number and you'll get the maxim shots you can fire.
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IOW, multiply the capacity by 50.
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Prom R buff just went live. It's an anti-hull weapon with a rough DPS match to the Subach. May need to tune it a little for distinctiveness.
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Just in Freespace Blue right now,
GVF Seth - Towards the end it says the current variation of this fighter is the Set Mace. Should that be Seth
Mace?
The Romans Blunder: And the Sirius Jumpnode is represented by a Ravana?
Wait, what?
This was almost really hilarious.
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In mystery of trinity, wings Iota and Kappa seems to lost their waypoints. Around one minute, you can see them just chilling in one spot, while following zeta 1
Probably was in vanilia freespace as well, but you can just target Kappa wing while command thinks they lost them, which is a bit silly :D
You can also switch camera view to Iota and see Kappa wing just next to them.
Also you could beam free Psamtik in The Romans Blunder. It always seemsed silly to me that it take so long for her to finish NTC Glorious and NTC Impervious with just AAA Beams and turrets.
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Rework Mystery of the Trinity to be less dead space. I haven't gone through with a stopwatch to figure out how much of that mission is following your wingman from waypoint to waypoint with no dialogue or combat, but it's a lot. Also maybe unlock the ****ty armament you get stuck with. **** Rockeyes.
As I recall, Mystery of the Trinity doesn't replay well, but I remember a very positive first impression many years ago. It feels lonely, in a somewhat tense and atmospheric way, and you're seeing the nebula for the first time.
*watches QuantumDelta's let's play*
There's a lot of sitting around while NPCs talk, but only 2 30-second stretches of complete dead air.
Rockeyes would be fine (as a weapon for just the first few missions) if two things were different:
1. If tempests weren't so amazing. Sure the Rockeye has better range and isn't a dumbfire rocket, but the DPS and cargo size can't be beat.
2. If later in the game you got a much better heat-seeker. The Rockeye is a little tricky to learn to use effectively, and there's just no payout for learning to use them, because you get much better weapons so soon.
I say fine, because in at least the first three missions it's perfectly alright to fight entirely with Subachs and just ignore missiles entirely. Learning to use heatseekers or dumbfire missiles is just a bonus. But then in mission 4 you get the intuitive and effective harpoons and it's like... why dogfight with anything else?
However, your specific point about Mystery of the Trinity is fair - you just got new weapons in the previous mission and now you can't use them? I figure they thought the Dragons weren't scary enough if you had harpoons, or something like that.
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Also you could beam free Psamtik in The Romans Blunder. It always seemsed silly to me that it take so long for her to finish NTC Glorious and NTC Impervious with just AAA Beams and turrets.
There's actually a reference to Hatties doing this exact thing in the Tech Room entry. So that's probably going to stay.
Their Finest Hour could use a bit of work though. While the Colossus definitely goes down in a better fashion than retail, that ships that are actually involved in the mission still just kinda wander around uselessly. I know the Sobek is supposed to be your TAG platform in that mission, but in my run it just turned around and burned in the opposite direction at mission start, meaning that's it's AAA beams were never in arc/out of range throughout most of the mission. Also, the idea that none of these ships would fire anti-capital beams at an angry Lillith always kinda rubbed me the wrong way, and with them all just kinda flying in whichever direction they want, it results in one ship (in this case that Aeolus whose name I forget) getting speared in seconds because it's alone and nothing heavy puts fire on the Lillith. I suppose I could've tried to Stiletto the main gun off the thing before it fired, but sadly those TAGs that were never properly utilized were taking up that secondary slot.
Really though, that whole mission has always needed a rework, but I have no idea how in depth FS Blue is intended to get.
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Was Shivan bomber AI changed for AOA? Just curious, because I've noticed Nahemas going out of their way to get into dogfights with me a lot more often than I remember from older versions, especially in Universal Truth.
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You can give orders to friendly warships in Finest Hour.
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You can give orders to friendly warships in Finest Hour.
Welp. So you can. That changes things a bit.
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However, your specific point about Mystery of the Trinity is fair - you just got new weapons in the previous mission and now you can't use them? I figure they thought the Dragons weren't scary enough if you had harpoons, or something like that.
I think that the Rockeyes should stay as the main seeking missile during that mission, considering that during "As Lightning Falls" you are recommended to use Rockeyes as opposed to aspect seekers because the nebular interference keeps playing hell with your systems and you can't keep anything targeted long enough to use aspect seekers. As "Mystery Of The Trinity" is the first mission in the nebula, its only reasonable to assume that your fighter's systems haven't been adapted for use in the nebula, and not everybody knows how things will react. Limiting seeker missiles to Rockeyes seems like a responsible precaution to unpredictable combat conditions.
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OK you seriously need to take the glide cap off the Ainsarii. There are a lot of places in Tenebra where you just need to cross large distances and pumping your afterburners to do so is obnoxious as hell. It was never even that overpowered, it's not like you did much dogfighting in the Ainsarii.
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I'm torn. I agree with you on that. But I don't want to allow the degenerate dogfight kiting tactic.
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Well, every other ship that needs to cross a large distance will end up pumping their burners in most cases. I guess you could rig afterburner acceleration and fuel values so that pumping your burners is less effective than just holding them down(like on the new Kulas). Some of the missions have been rebalanced to account for not being able to glide at full burner speed.
But I would agree that watching your screen shake every 2 seconds for a minute while you try to get somewhere is obnoxious as hell.
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I always switch to 3rd person when I have to look at shudder a lot, I find it very annoying. I really wish it hadn't been added to the UX.
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Maybe its just me, but it feels like the Kentauroi is a lot less durable now.