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Author Topic: Star Nomad 2  (Read 8290 times)

Astral

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Re: Star Nomad 2
« Reply #30 on: December 19, 2015, 06:53:35 am »

After paying a bit more attention, I can see that it's partially due to the DT mechanic. Since they do 4 individual hits, each hit is reduced by a much more significant amount than the other faction's weapons. 25 damage x 4 hits with a 4 second cooldown should be equivalent to 100 damage x 1 hit, but if you throw in, say, even 5 DT to the mix, you reduce the damage of the first by example 20%, and that's not factoring in the base plasma resistances. Not sure how you set it up, but lowering that again by a further 15% (if it applies DT, then DR) would mean you're only doing a total of 68 damage. The second example would, if Kinetic, likely take a 25% reduction for plowing through shields, and 0% reduction for armor, averaging out to 87.5 damage per hit.

What that means is that they're great at taking out enemy corvettes and drones, but absolutely horrid at duking it out in outright cruiser and capital fights unless they have overwhelming numbers on their side. As a racial trait, not something quite good to have, when your weapon's damage type is the sort of jack of all trades, and your ships are comparatively squishier due to how shields work.

I also saw a funny bug, in which the pathfinding of a few pirate corvettes got "stuck" and they simply flew in circles until blown up. Also, pirates seem to run away a lot more readily after a recent patch. That could also be due to my pilot rank though, if so it's a nice touch.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Halfgeek

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Re: Star Nomad 2
« Reply #31 on: December 19, 2015, 04:21:02 pm »

Pirates running away is due to your rising Pilot Reputation (renown). They check you out, then figure out if they have enough ships nearby to take you down, if not, they bail. The chance of cowardly bailing is also random for each NPC pilot. :)

Merchants obviously are the first to bail.

I think you're right with the DT mechanic, it's applied after resistances so DT is very strong against lower alpha but multi hit weapons and that was the design intent, ships with high armor DT will take very little damage from rapid fire small damage weapons.

However, Omni Drones are the best for taking out bigger ships. Starborn drones do ~12 damage base, against Omni Capital its like doing 0. Omni Drones do 40-50 by fire slower (more like bombers).

My full squad got their asses kicked by the Omni Fleet, while working for Starborn Allies in a system siege, so they can be very tough.
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etgfrog

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Re: Star Nomad 2
« Reply #32 on: December 19, 2015, 08:07:28 pm »

That does explain why the only time I've died since getting the omni cruiser was to 4 hunters, well besides running strait into an entire enemy fleet. Even then I might have been able to survive it if my wingman was there that can disrupt missilesThey were there, I needed a faster ship, probably the free union frigate to beat that fight. The missiles seemed to do a fixed amount for some reason, 250x2x4 is a mean alpha, their shotguns were doing 4 per round so that was a non threat.
« Last Edit: December 19, 2015, 08:37:21 pm by etgfrog »
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Halfgeek

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Re: Star Nomad 2
« Reply #33 on: December 19, 2015, 11:02:33 pm »

That does explain why the only time I've died since getting the omni cruiser was to 4 hunters, well besides running strait into an entire enemy fleet. Even then I might have been able to survive it if my wingman was there that can disrupt missilesThey were there, I needed a faster ship, probably the free union frigate to beat that fight. The missiles seemed to do a fixed amount for some reason, 250x2x4 is a mean alpha, their shotguns were doing 4 per round so that was a non threat.

4 Hunters? Wow you must have made a real enemy who wants you gone.

Is your Hunter Guild rep ok? If not, I hear there's an NPC on a Starport that can fix it for a small fee.

The Hunters use some mean missiles, it's plasma damage like their shotguns and resist do cut it down, but the alpha punches through armor DT.

I've never been jumped by 4 Hunters though, max was 3 and it was a tough fight cos they are so fast & agile.
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Astral

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Re: Star Nomad 2
« Reply #34 on: December 19, 2015, 11:24:42 pm »

I haven't seen the Omni drones, are there specific locations they can be picked up? Or are they currently NPC only?

Also, is there a possibility of being able to pilot a capital class ship, or not yet?

One suggestion I would have is to make drones slowly degrade and die after the ship hosting them is taken out. It would help with sieges lasting a bit longer than they need to, as everything tries to clear out the swarm of drones.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Halfgeek

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Re: Star Nomad 2
« Reply #35 on: December 19, 2015, 11:27:33 pm »

I haven't seen the Omni drones, are there specific locations they can be picked up? Or are they currently NPC only?

Also, is there a possibility of being able to pilot a capital class ship, or not yet?

I haven't gotten around to some things, such as faction drones (besides Starborn, since they are the "Drone Race") & missiles.

Not yet, for balance reasons.

But it's something I'm thinking of adding. It wont be the same Capitals as the faction one. More a "pre-war" Carrier/Dreadnought in some collector's possession and it'll be a rare find.
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Astral

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Re: Star Nomad 2
« Reply #36 on: December 22, 2015, 12:19:07 pm »

I feel that trade runs made to resolve crises, while good for small amounts of reputation, should provide experience similar to how experience is rewarded on pirates. Enough to make it worthwhile to trade, as otherwise you're simply running goods back and forth and making a bunch of money, but your character never improves.

Also, perhaps it's only my games, but I started a new one due to getting tired of the bounty hunters sending craft after me, despite being positive rep with them (in the 500 range), and almost immediately the Omni were set upon by both the Starborn and the Empire. Currently, they are down to three planets, after roughly an hour of play time on this character, with the Starborn taking four and the Empire taking two. I know there's supposed to be a dynamic world and all, but something affecting the game world that quickly really should be kept in check. And I haven't even joined a faction yet, so they should be on equal footing.

I've never actually succeeded in one  of the escort missions either. Usually the merchant simply runs off at the first sight of pirates, and books it to the jump he was originally at, or makes it to the planet, without another word. Any idea how those are actually completed?

Regarding balance between some of the classes of ships: The Typhoon II, a gunnery focused frigate, has the same energy core and regeneration as comparable missile or drone frigates, despite having two medium turrets and a small, and two small missile slots to compensate. Little pieces of balance like that I hope are smoothed out in the long run, as it otherwise is a fairly large drawback to take for little benefit other than harder hitting main guns (and lots of cooldown time when waiting for them to recharge between shots wipes out half your energy bar).

Another random idea, brought on by one of the random chatters from another pilot, is to have the wormholes shift, as this could dynamically change trade routes, making easy routes more difficult, or opening up new, more lucrative routes with ease.

I've noticed a few spelling and grammar errors here and there as well. One that specifically comes to mind is Hatsya, which states "[...] is ideal for crops & wilflife production," and another for Talon's perk tree that describes the "Firely upgrade" (presumably the Firefly upgrade).

Weird bug I've noticed from time to time using the Predator MIRV missiles, is that occasionally it'll spew out a plasma variant missile rather than a normal kinetic one. This seems to happen when both MIRVs are launched with the 4 key, and they explode at the same time, but also results in one of them not actually producing any missiles.
« Last Edit: December 23, 2015, 02:02:46 am by Astral »
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Gabeux

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Re: Star Nomad 2
« Reply #37 on: December 22, 2015, 02:32:05 pm »

As a first impression, I'd say even though nowadays I usually only go for sandbox/open-ended games with large simulation for some reason (like Space Rangers 2, everything dynamic, all npcs tracked, etc), I think this game is fun.

It takes a while to get the hang of combat in the beginning, but now I'm getting really good exp and money for a noob. And I have a ship that's 1 'tier' above the starter (Manticore? Lightning? Dunno), which's pretty much around 10% better than the starter ship..so skill (and character skills) and familiarity with the build you choose is pretty important (at least on the beginning, not sure if you can get OP to the point of it not mattering later) - I like that.
My tip is carrying a Swarm Launcher (and another missile of your choice) instead of the two ones you start with. Swarm and Shotgun is the way to go for the kill steal, but I hate the Shotgun for now so I go with the Beams.

And I usually don't care for trading, so I can't comment on that. But it's nice that you can know where to make a profit in your vicinity. I bet the best deals are found with the Merchant's Guild, though.

Taking a broader view, it feels a little weird and I'm not sure if there's an underlying storyline.
My suggestion would be to add a log screen that shows you the last console messages and any tips regarding story, or opportunities. Like "I landed at X planet and discovered the empire is recruiting mercs there."

But yeh..I'll probably keep going because I want bigger lasors and engines.
I also liked the soundtrack and the art on the planets.
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