That poor Enforcer firing its flaks at the red orb (a type of missile under the hood?) and then overloading on one hit... next time I'm building an Enforcer I'm definitely includingablative crewTalons in a makeshift hanger tocrash intointercept those balls of glowing death.
With regards to player access to highly powerful weapons: Tartiflette (I'm pretty sure?) implemented an 'interference' mechanic on some of his weapons for Seeker, where if you have more than 1 installed on a ship they start to degrade the ship's stats. Something akin to that could help if you are worried about a player getting access to too many of them.
I think my favorite thing about these is that they're clearly different from normal weapons.Yup same thing. Looking at those fancy effects back when they were shown on Twitter I really wondered if any of those will be on sale somewhere like the usual weapons, but just more rare. And I don't know why but that ice ''flamethrower'' looks so damn sexy, definitely my favourite of the bunch. Btw I like the Paragon tag at the bottom, this is a clear message that Alex is annoyed so many players just spam Paragons.
As a Warhammer 40,000 fan i can only say one thing after seeing those gifs
DEMONIC INCURSION DETECTED, CALL THE INQUISITION!!!
I think my favorite thing about these is that they're clearly different from normal weapons. Nearly every weapon in the base game is pretty straightforward. Explosions, projectiles, and lasers being 99% of the arsenal. These are still basically the same, in usage, but the effects aren't just "more" but different enough to really feel like you're just toying around with fallen empire tech and nowhere near its peak.
Yup same thing. Looking at those fancy effects back when they were shown on Twitter I really wondered if any of those will be on sale somewhere like the usual weapons, but just more rare. And I don't know why but that ice ''flamethrower'' looks so damn sexy, definitely my favourite of the bunch. Btw I like the Paragon tag at the bottom, this is a clear message that Alex is annoyed so many players just spam Paragons.
As a Warhammer 40,000 fan i can only say one thing after seeing those gifs
DEMONIC INCURSION DETECTED, CALL THE INQUISITION!!!
Hmm. Perhaps not entirely unwarranted.
I really like the black smoke effect on those missiles and that... Lightning smoke launcher thing. It feels like the kind of weapon that shouldn't be possible, and somehow here it is. Encountering it for the first time is gonna be a quite freaky experience.
I also concur with Thaago about those weapons. Yes, they'll technically be difficult to obtain, but once the player get a few of those and a Paragon, they're set for the rest of the game and there's no reason to change. The Seeker solution isn't a bad idea to prevent this, i guess it'll depend on how powerful and practical those weird guns are.
Courtesy of emwattnot :
If they are anything like Knights' Templar weapons, then the extra OP cost will still be worth it. It just means the ships skimp on the luxury mounts and hullmods, and/or encourage unbalanced loadouts like unarmed carriers with premium fighters and hullmods or some high tech ships (like Aurora or Odyssey) with two big guns, a ton of flux, and almost nothing else.I also concur with Thaago about those weapons. Yes, they'll technically be difficult to obtain, but once the player get a few of those and a Paragon, they're set for the rest of the game and there's no reason to change. The Seeker solution isn't a bad idea to prevent this, i guess it'll depend on how powerful and practical those weird guns are.
In a sense, a higher OP cost is basically "interference". If you have a bunch of high-priced weapons on one hull, the hull is worse than it would otherwise be - if those OP were spent on vents, caps, and hullmods. So it feels like OP could still be a reasonable balancing lever here.
Personally i've been hoping for a little more than OP to balance the weapons in general for the obvious reasons. I don't mind ragtag junk fleet, but I'd like to at least feel somewhat rewarded for staying in theme.I hope that unbalanced (and ugly) loadouts like unarmed carriers or one big gun gunships are not rewarded even more. They are kind of rewarded too much already.
Strong conjoiner cache weapon vibes here, is someone an Alastair Reynolds fan?
I've said it before but these GIFs showcase a more "arcane" side of SS that what we're used to. It's always felt like hard sci-fi but these new weapons appear almost magical. Obligatory "sufficiently advanced technology" quote here, but the visuals would fit just as well in a Diablo game. Learning what the heck is sporting these weapons, or why they're in the Sector at all should be fun.
If these kind of weapons are indeed "super" weapons in the same vein as the Knights Templar, their OP and flux cost were prohibitively expensive on anything on non-Templar ships. I don't know if these new weapons are "native" to a new kind of enemy type but if they are, an inherent hull mod on those ships that give some sort of OP/Flux reduction could be in order. That way you balance around player-use but the endgame ships in question are just flat-out better with them. That probably ups the difficulty some but we're talking endgame, right?
If you can answer, it would appear to me that most of these weapons do more than just damage. Many of them have a side-effect (or perhaps even the primary effect is some kind of disruption). Are you hoping that traditional strategies won't work against these kind of weapons (forcing the player to learn/adapt) or do you think it would be "unfun" for a player to get to the endgame and then everything they've learned/built up until that point sort of gets nullified? (Of course, the player would probably get introduced to the new weapons in controlled doses throughout the game so it doesn't come completely out of left field, but you get my point...)
If these kind of weapons are indeed "super" weapons in the same vein as the Knights Templar, their OP and flux cost were prohibitively expensive on anything on non-Templar ships. I don't know if these new weapons are "native" to a new kind of enemy type but if they are, an inherent hull mod on those ships that give some sort of OP/Flux reduction could be in order. That way you balance around player-use but the endgame ships in question are just flat-out better with them. That probably ups the difficulty some but we're talking endgame, right?Even with Templar weapons' raised costs for non-Templar hulls, they were overpowered enough that they were so very much worth it. Paragon with Templar weapons became so overpowered it might as well be an honorary Templar ship itself. Then there were the Clarent missiles and Smiter wings that drastically uplifted junk ships (at the time) into killer platforms. Despite repeated nerfs, Sentinnea was the miracle medium energy weapon (with 800 range and homing) that put all other standard medium energy weapons to shame, unless the ship could not afford windup of any kind.
It only raises difficulty when you first encounter them. After you crush some of them and loot their toys, everything becomes easier.Then just make them mad at you for using they toys, easy.
keep picking up my latest game and putting it back down because I realize if I want to keep NPC planets from de-civilizing, I have to play catch with raid after raid of the same types of enemies.Part of the babysitting problem, if I want to save ungrateful and treacherous core worlds.
Otherwise it wouldn't be available to the player ever. I can already tell the real threat will be the ships having those weaponsSounds like either Radiant, which some player could get as a wingman, or Guardian, which is a boss that is one-and-done before player resumes the babysitting routine and fight more ordinary and recurring enemies. Probably not exactly those ships, but new knockoffs.
Sooo... Is there a time that we can expect the next release??? Really really excited for this!
Carriers will no longer be favored, normal ships now have [REDACTED] specials to use.
So you like playing some Brigador then? I'm playing it heaps at the moment, really good stuff..
Mixed feelings, to be honest. Some of these look really over the top and super distracting. I mean, those trails on torpedos are wider than most cruisers.
Really love the ice-themed ones. That smaller one with the Hound, especially. Just the right amount of cosmetic effects for me.
And those purple wisp things, too. Look eery.
most if not all of these weapons also made me feel like the enemy ships fielding them come from a separate pocket of space. AKA they live in subspace and are invading normal space.
all in all 11/10 excited for the future.
It only raises difficulty when you first encounter them. After you crush some of them and loot their toys, everything becomes easier. This can be seen now with Sparks for carriers. It is why I consider Templars a god mod, after player loots enough weapons.
Yes, after having played with Knights Templar for many versions, I can agree that pushing the power envelope only ever goes one way. If a weapon is a usable upgrade, even with high flux and OP requirements, that just means that every single Paragon from now on will boast an array of these weapons and other slots will be left empty. Don't forget that leaving alien weaponry strictly to NPCs is always an option as well.
I really hope that Starsector introduces late game crisis events that can shake up the entire playing field. Like Terraria's "hard mode".
I can already tell the real threat will be the ships having those weapons, not so much the weapons themselves.
Also most of these weapons don't seem great vs fighters, so maybe a different strat from Paragon spam could prove to be more efficient.
When it's ready :)
and in laboratory settings the p-space components of a beam exceeding 6.66 giga-watts will sometimes flicker - as if blocked.and here one from the Doom class
Certain unnerving psychological phenomena have been reported by sensitive crew members after enduring many rapid phase-shifts in combat conditions.considering how otherworldly those gifs look those are pretty interesting, right?
Templar weapons were balanced around Templar hulls having twice the OP, as well as only accumulating half the flux. Mostly they dealt a lot of damage (off the top of my head, maybe twice that of what regular SS weapons could do), but also had hefty requirements. Like the Longinus Laser, which is an energy type with 800 range and 600 DPS / 900 flux for 20 OP. Or the Sentenia Cannon which is an energy homing projectile weapon with 800 range, 100 damage / shot and 135 flux / shot, shooting bursts of 10 and coming out at around 500 DPS if I remember right. 18 OP. The latter was just usable enough that it proved a powerful upgrade for ships with flux reserves and medium energy mounts.
I found that I didn't replace all my weapons with Templar weapons, but Sentenias and some Missiles were hard to beat. Templar fighters were a menace before they had an OP cost. I think the mod skirted around the power creep issue quite well, up to a point. Piloting a Paladin yourself was pretty much the end goal; an expensive ship that paid for itself in battlefield presence.
Here's a line from the description of the phase lanceQuoteand in laboratory settings the p-space components of a beam exceeding 6.66 giga-watts will sometimes flicker - as if blocked.and here one from the Doom classQuoteCertain unnerving psychological phenomena have been reported by sensitive crew members after enduring many rapid phase-shifts in combat conditions.considering how otherworldly those gifs look those are pretty interesting, right?
If that sounds anything like Orz, it's because Orz is awesome.
I don't consider Spark to be overpowered by the way. Best in class for the cost, definitely. But not a game-changer.
I don't have any particular thoughts on balance I'm just excited for cool laser beams. (Get it? Cause ice themed weapons?)
But yeah these look super fun to use and super intimidating to go up against. Definitely worth the time spent
That being that, in general, the templar weapons weren't worth using. Sure, there were some exceptions - they performed well on ships like the Apogee that had strong flux stats and limited weapon slots - but even on most templar ships, you were usually better off mounting vanilla weapons.
For a more up-to-date example, the Blade Breaker weapons from DME are similar - high performance, yes, but also high OP cost and high flux cost, to the point where they're very rarely worth using.
Just to clarify, by "limited availability", do you mean they will be rare drops from rare enemies, or is the absolute number of these weapons in the sector limited? Do these weapons have limited amount of uses in player's hands before they disintegrate? Can I expect to find at least one of each kind in a single playthrough?
I assume the effects are purely optical and don't effect other weapons passing through the not-bullet/rocket/flame part? If not, this or a dedicated weapon could be used as a denial field, i.e. shoot in front of friendly ships and create for a couple of seconds such intense vacuum turbulences that incoming enemy weapons cannot pass which gives the friend valuable seconds to vent. But I assume that's breaks more than it benefits.
<makes spooky noises> (Which reminds me, they actually *do* make spooky noises in-game.)Whaat? As if the 'Distress Signal' sound doesn't get me a scare and goose bumps all the ommygosh times!
Ah, sorry - I'm afraid that information is REDACTEDI got it! This weapon is some kind of SCP, right?
Wonder if that ancient sprite sheet of Starsector ships that had the very much alien-looking ship is a hint at what is to come...
Are these Station mounted (like Motherships or Nexus)?
In the Blog there's a mention about ships: are they mostly exotic stuff or also something player enjoyable(flyable)? 8)
Please make the Mjolnir more visually impressive. The dark blue on black causes the weapon to fade into most dark backgrounds, effectively hiding this weapon at a quick glance. In reality the weapon is extremely dangerous and should visually stand out.
wouldnt an optimal solution for the flamethrower problem be to fix each shot's rotation to its relative position to the previous shot?
The macguffin of video games :D
With regards to the first reply, it's not about *first impression* we're ten years in first impressions have been and gone, surely?It's not about your first impression, or anyone on this site's, but of many people who still don't know about the game (or at least didn't know until Sseth made his video...).
Well with the sandbox nature of this game, story certainly isn't the biggest element, but I agree on the goal, there's not too much to do in late-game now. That said, I'm 100% sure we'll get more of both story and goals before 1.0.
The game doesn't need more weapons / ships or fancy effects ...
I'll just say, I'm not sure than assuming I'm doing something random for no reason is the most, ah, accurate interpretation :) My hands are sort of tied as far as explaining things, though, because I don't want to get too deep into spoiler territory.It's ok Alex, I still love you.
The game doesn't need more weapons / ships or fancy effects ...Speaking personally, I pretty much disagree.
Appreciate you want to keep your secrets, I'd never suggest you should do otherwise.
However just a simple update such as a *rough* level or progress would be appreciated.
For example last month we might of been 18% complete on mainline story progression.
In the next update you might mention your *approximately* 29% complete.
Appreciate you want to keep your secrets, I'd never suggest you should do otherwise.
However just a simple update such as a *rough* level or progress would be appreciated.
For example last month we might of been 18% complete on mainline story progression.
In the next update you might mention your *approximately* 29% complete.
Developing software is iterative
That's how many projects end up spending 90% of their time and effort on the "last 10%" of the work AKA Development Hell