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Messages - Troll

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 18, 2023, 03:19:21 AM »
@ Alex : Had to re-read the Lidar Array tooltip and it does say that it disables turrets and beam weapons, so missile weapons should be firing while Lidar is active, which they don't.

As for what missile to use, I'd say either Catapult or Locust. Locust is fast and very useful to overwhelm the more agile ships that are annoying to bear harpoints on and puts pressure on any target, while the Catapult is great for slow targets since they have EMP damage but are slow to reach said target.

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 17, 2023, 10:34:53 AM »
I mostly ran breaches since those can have pretty good hitrate without boost, and get 38 triple shots from autoloader. After a few battles IMO it's better to just leave the mounts empty.

I use ammo-less missiles on Eagles as they are long lasting harassers in my fleet.
So Salamander MRM harassement  it is. I don't expect Eagles to kill enemies quickly (or at all), they are more barbecue style., while forcing the enemies to keep shields up.

3
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 14, 2023, 06:22:05 AM »
Concerning the changes to the Invictus, they seem fine.
The ship is not as nigh un-breakable as it was but is still very much the definition of a tank and it overheats a little bit faster.
Overall I feel it has become a proper ship for the DP, before it was too tough.
I'd like it if the Canister Flaks had a bit more range as it's hard to properly calculate the time for detonation while in the heat of battle.

4
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 05:10:52 AM »
In the game, for those who missed the post.  It is vital information that should be in the game.  It is odd considering other features tend to have detailed information on how they work, but Lidar shutting off ballistic weapons (but not missiles) is critical information that is not mentioned in the game but should be available somewhere, whether codex or on the hud with the other boosts.

Except it says it disables turrets when activating it in the ships tooltip in the fleet screen.

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 12, 2023, 03:36:44 PM »
Yes, the Invictus is quite broken.

Coming back from manning that ship to an Onslaught was super weird. The Onslaught felt slow and clunky with bad flux management and less firepower.
The Invictus has higher top speed, better maneuverability and so much armor you face tank anything for a while.
Add in hullmods like Armored Weapon Mounts for the huge +10% armor, weapon durability and S-modded +10% fire rate and you get an even more monstrous Murder Brick.
Heavy Armor is actually a bad mod for this shop, too little additional armor for the cost.

Add in a converted hangar with 2 Xyphos wings and you even get passive rear defense and additional anti missile protection, useful when using the Lidar Array.
The turrets are full on Devastator Canons for maximum coverage and the main guns (as I already mentioned a while back) are 2 Hepha and 2 MK IX. Missiles are Locust SRM on autofire, to force shields up, pressure and finish off targets and eliminate small ships buzzing around.
This all just works so well.

Can be quite boring, but deadly. AI has trouble aligning shots from afar from experience, even worse with longer range weaponry like Gauss Canons.

6
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 03:11:17 PM »
Congratulations on this new release. It is excellent.
Many good things to (re)-discover and test.
The new ships are just great and unique

Too many things to comment so I'll just say this :
As an Onslaught worshipper, I found the Invictus hilarious. In a fantastical way.
This ship is the apex of mobile fortresses.
Instead of making ships and sending them to space, they decided to send the whole city to space, with adequate weaponry.
And the ship system is basically : "Sure I can't catch you, but my weapons can" (keeping it simple with two MK IX and 2 HAG for a good mix of kinetic and HE)

I went in for the Coronal Shunt fight just to test and ended up winning with most of my ships intact, my armor barely dented as they kept flying all around me.
I love that spiky metal brick. Going to add a second to my fleet, and maybe a third to see how slow and ridiculous fights can be.

7
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 03, 2019, 01:37:40 PM »
Except they can Mine Strike from phase, and on another station (albeit a little weaker) I didn't even tank, the station kept alternating between the two.

I'll try the same but with a Monitor instead of a Paragon, if I can find one, or more.

8
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 03, 2019, 01:23:51 PM »
I picked a fight with a solo pirate station, 3 sides equipped, no bastion.
I was in a Paragon, mostly taking down missiles and soaking fire, while both Dooms hammered it with mines.
They did at least 70% of all damage by themselves, and the AI manages their flux and placement sufficiently well enough that they never risked anything.

I think the worst happens when they target the "walls" between the sections.
The mines basically destroy the walls and their detonations bypass the shields by the sides.

9
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 03, 2019, 01:03:04 PM »
Isn't the Doom Phase Cruiser's Mine overpowered against stations ?
A single AI controlled Doom in my fleet spammed those mines and kept blowing things hard.
I now have 2 and a mid level station gets damaged very quickly.
It is also very effective against the bastions.

In fact I was surprised how well the AI managed those mine strikes.
It aims very well and focuses on fighters when it can.

10
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 29, 2018, 12:59:34 PM »
I managed to find a really nice Terran world with lots of bonuses and hazard of 100% not too far to the west of the core worlds. Its only problem was the Remnant presence.
Said presence went up by many times the original size when a star fortress appeared. I couldn't do a thing and landing was becoming a game of cat and mouse.
Then (after I colonized the other planet, a high mineral, mid hazard barren one) I came back to find no more Remnants and huge fleets or my own (5 or 6 legions at once). It was brutal how much an always respawning local fleet could destroy those guys.

As I was searching for another Terran planet to colonize (having left my 2 colonies to a good admin and an alpha) I saw that the Ludds had a good low hazard Terran world. I wiped them, and took their place, did the same to the nearby planet to own the system.
I ended up getting my new Terran planet with a Spaceport disruption for 360 days while still in construction. The one in lesser optimal conditions ended up carrying the system in both income and fleet way before the Terran one came back online.

11
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 27, 2018, 12:15:54 PM »
There is a "problem" with the auto-fit of the Legion XIV ship.
It uses the standard Legion templates and those two variants have inverted large and mediums. The standard uses 2 large ballistics and 5 medium missiles while the XIV variant uses 2 large missiles and 5 medium ballistics.

12
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 26, 2018, 11:56:21 AM »
For Alex :
I don't know if it has been fixed since, but the Shrike description has one "opportunities" too many.

"This allows the Shrike to dart into tactical opportunities opportunities as they arise..."

13
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 20, 2018, 12:35:37 PM »
With the Nebula bug cleared, I currently only have one gripe left.
When fighting Remnants at probe (or other) locations solo, there tends to be one or two that will fly away from the battle and will wander around the map, making me hunt for it, sometimes calling low CR ships to locate it.
So far it's only the Bastion ones if I remember well / the one unique to such battles, that never appears in fleets otherwise.


Finally started a colony in my bounty hunting focused game. Found a great Terran planet not too far from the Hegemony systems to the east. The only problem is that it is in a high danger zone, which I didn't wipe before.
It turns out when I came back with 2 other Conquests and my whole stack of stuff I stashed in Jangala, the Remnants built a base and now the fleets are gigantic with no hope to dislodge with two or three times the firepower...
At least the incoming pirate raid shouldn't be very successful  ;D

14
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 12:56:32 PM »
Ahh, yeah. In retrospect, probably should've cut the losses before going that far into the red, but that's a tough choice to make. At least you've still got the Synchrotron!

'twas all in the name of science.
To see how far one can go and still rebound. My answer was, not very far.

15
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 12:39:18 PM »
Congrats on the big update Alex. It feels like relearning parts of the game with how much has been added / changed.
I took the Apogee start to get quickly get a feel of the colony system (and surveying in general, since I never played a surveyor game). It's great how it quickly throws the player in the late early game but might be confusing for new players. It's a great ship choice in any case since it has the bonuses, is sturdy and yet not too powerful for the start.

I colonized a system very early and managed to upgrade it a lot even though I didn't properly manage my stability and was raided early on.
It was a sector north-east of the core one, with 2 planets of 3 (barren) with medium and large ruins specifically. I felt like I was a prospector from the Cosmic Computer uncovering caches from the war with my Tech Mines  ;)
All my money went in it and it soon became a prime fuel (hail to the synchroton) and metals exporter and thus was I doomed.
I was raided all the time, and my still infant but overly teched colony was becoming a nightmare.

The 1st raid took down the Fuel factory, the 2nd the Tech mine.
The 3rd raid by both the Dictat and League took down the Megaport for a full year.
After a few month of learning and trying to survive without it, I was 700 000 credits in debt. By then I decided to sell almost everything of the colony and see what would work. It works somewhat, but it's a lot of lost time.

tl,dr : Be strong before you try to be the economic powerhouse the others don't want you to be.


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