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Messages - Broetchenholer

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1
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: February 13, 2020, 01:26:55 AM »
I am using a wing of 5 fighters with a light needler on one of them, really no plan how they are called. Posting only from work does not help :D In duels they deal with the enemy shields quite well, but it might be that actual fleet battles they are distracted or simply die from too much pd. The Sabots might be a poor choice for the AI, i really like them on my own ships and as this one had limited ways to disable shields, it seemed like the best choice. I migth have to fly the Zenith myself more often but i fear my Sunder will evaporate then all the time. Or maybe next battles will be better for it :)

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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: February 12, 2020, 06:00:06 AM »
Found a d-modded Zenith and made it mine. It seems to be a very powerful ship for all the enemies i currently face, being in the midgame and engaging mostly some cruisers + destroyers armies of pirates. The ship however seems to have trouble to make an impression on the battlefield. I've equipped it with 2 pirate beam lasers for 22 OP (not sure how they are called), 3 frontal PD lasers, 2 sabot pods, 2 salamanders at the sides and i think that's it. Bonus systems were the standard targeting core for cuisers and bigger as well as the system that specifically increases energy weapon range. In a simulation duel, the ship absolutely trashes eagles, falcons and Dominators, at least over time. I've put an aggressive commander in and thought it would be kill kill kill, but the fact that it's hard for it to pressure an enemy for a long time in a fleet battle seems to limit it's impact. it can't profit from other ships doing work for it as well, as the turrets are slow and it is slow itself. But at least it will absolutely not take any damage except when flanked. Any tipps on giving the ship more of a presence? I could replace the pd guns with ion or graviton beams, but i am really not sure that this is a good idea.

3
Do you aspire to be the Gatekeeper for uniqueness for this forum or why does his post insult you so much?

4
That's true, but i did not take that loan either. And the Breotchenholer always pays his debt... Is there a log or something to check what happened?

5
Hi, is there currently an intended way that my relationship with Tri-Tachyon and Sylphon RnD is at -55 without actually having a faction? I started as an independent, i did not take a commision. I have not attacked or angered them in any way, there is the possibility that i got cought with contraband but even that is somewhat unlikely. My current game is maybe 2 years in, i have no clue how i ended on their hatelist.

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General Discussion / Re: 'Run Simulation' Question
« on: January 31, 2020, 04:18:38 PM »
Quick question for nexerelin, why am i suddenly at -55 and hostile to Sylphon and Tri Tachyon? I did nothing to enrage them except maybe having contraband once or twice. I am independent with no commision, i have not build any colonies. I was salvaging and killing bounties mainly and suddenly both factions were hostile. I am not playing on starfarer mode. I have no clue why they would ever see me as hostile. Any possible explanations?

7
Suggestions / Re: Hullmod suggestions
« on: January 28, 2020, 06:45:14 AM »
Still, most ships are balanced around OP and giving them more OP by reducing a non-combat stat that is completely optional gameplay wise is a straight buff for most ships. If you want to take more crew with you, just buy a troop transport and give it additional berthing and then reduce berthing on your Frigates so that they can be stronger in the fight. If you want the mod only in some cases not on your ships, it's probably too strong.

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Suggestions / Re: Hullmod suggestions
« on: January 28, 2020, 03:15:33 AM »
Hm, in regards to Reduced Cargo Holds/Berthing/Fuel Tanks, in which cases would you not want that on your battleships? I mean, cargo and fuel tanks i can get behind, you always want a lot of both, but Berthing? I have never maxed my crew capacity because i never needed it, and i haven't seen youtubers do it either. This seems like a bonus without downsides to me, maybe not on all combat ships of the fleet, but at least with most of all.

9
General Discussion / Re: 'Run Simulation' Question
« on: January 27, 2020, 11:56:41 PM »
This makes sense and explains some of the problems i had started this topic for. If kiting the enemy while being in fade-out range results in lowered damage to shields and no hard flux, it gives the impression of the ship being very weak as the shields barely take damage.

10
General Discussion / Re: 'Run Simulation' Question
« on: January 27, 2020, 02:57:17 PM »
Not for me, i am trying a Praetorian Class and have seen it there. Having 2 Rail guns on 3 and autofire, a Solis Cannon and a Sagittarius AC on 1. I am kiting a Hammerhead backwards and as long as i am not further away then this:



the autofire engages the target. if i move away, it stops. The range of the Railgun is muuuch higher, even without my piloting perk.



I would like it to keep firing here, it does not.

https://imgur.com/RXaBTpz

If this is unintended, i will post it as a bug.

11
General Discussion / Re: 'Run Simulation' Question
« on: January 27, 2020, 06:32:49 AM »
I guess i should have a look on my officer traits next time i hire them then. Timid should not affect officers ability to effectively use carriers, right? That's the place for them then i guess.

12
General Discussion / Re: 'Run Simulation' Question
« on: January 27, 2020, 05:40:24 AM »
Quick two questions to not open a new thread here.

A) Is it desired behaviour that autofire weapons will not shoot despite being in range by the 15% longer range through gunnery? It is very annoying to me, that i can drive up flux by shooting an enemies shield with Railguns but when they should almost fail and i swith to a solis cannon to deal damage, the railgun stops until i am much closer range.

B) Bought myself a Vanguard and gave it into the hands of an officer. Equipped it with a hellbore and 2 Sabot MRMs and some more stuff, at work right now and can't really look. I noticed yesterday that in battle it it doing terrible. It does zero damage, or 4% with starship legends. Watching it a little, it seemed like it is always hanging back, never getting into range. Fighting quite a bit against destroyer heavy pirate fleets i don't understand how this thing is not getting shots in. Then i saw that it's officer is timid. Could it be that the officer is desperately trying to not get into fights with anything it's size, while being too slow to fight frigates? Should slow ships be out of hands of the AI at all times because they fly with shields too much?

13
Suggestions / Re: Exploration and Scavenging rewards too high
« on: January 27, 2020, 05:18:13 AM »
I have not spreadsheeted this, i currently can't look at the save game either because i would have to remove mods to play it again and i am lazy. I also have not played very much with procurement missions because they don't seem too exciting to me. At least not to chain them indefinately till i am rich. And as mentioned, i did not get rich doing that routine, i just got soo much stuff for later that i lost interest in the run. And yes, i had mostly invested in industryat this point, so some luck was facilitated there. I still believe that some of those rewards were a bit too much. It's probably because it's hard to balance the monetary reward of exploration with relatively small cargo containers and long distances, as cargo is an afterthought for most players and therefor bringing commodities home to sell is not paying that much. I routinely left a ton of the stuff behind, metals and food for example, because i was full already. That could be compensated by rewarding with credits directly. That way it would still be profitable to survey and the blueprints could be scaled back in quantity.

14
Suggestions / Re: Exploration and Scavenging rewards too high
« on: January 24, 2020, 07:31:59 AM »
It did take me 2 hours roughly. I don't think missions would have payed better, because i did play missions while exploring. I flew to a star with a bounty, took that out, took my 50-60k bounty and on the way back checked the systems on the way. I am not actually that hung up on the money as well, it's just, that playthrough essentially now has every blueprint it could want. I can later look which blueprints i actually own now, but basically it's everything that is ever needed. Whether i get another missile pack or the missing 3 capitals does not really matter, does it? I might have been incredibly lucky, but the way i experienced it, almost every system with some planets has abandoned stations in it, they all drop massive amounts of blueprints and after a short time there is nothing left. I would probably limit those blueprints a lot more, making sure each instance only drops one or two, not 10 like i got for a science station or ruins, not sure anymore.

15
Suggestions / Exploration and Scavenging rewards too high
« on: January 24, 2020, 04:22:52 AM »
Hi there, although i am absolutely new to this game and not at all experienced, i want to make an observation towards rewards from exploration. Playing the vanilla game, i was able to fly araound in my fleet consisting of 2 destroyers, a light carrier and a bunch of frigates + freighters and explore unsurveyed systems in addition to the odd bounty in one of them. My last haul brought back 2 pristine nanoforges, a synchrotron Core, the blueprints for the Legion, the Paragon, an alpha core, several gamma cores, about two dozen more blueprints and subystems with a combined worth of maybe 400k, not sure, not at my computer right now, plus a lot of goods to sell on the market.

This seems a tad excessive to me. That's about 3m credits earned with a fleet worth about 250k. I did not sell those but learn them, so i am not swimming in cash, but should i ever start a colony, that colony would be able to print about everything i could ever want. The fact that those systems are also not necessarily heavily guarded makes this worse, there were occasional sights of huge slow pirate fleets, but who cares? They can't keep up with a player and they can't guard a place anyway, as salvaging is instant. I felt more under threat brining the cores back then getting them. And compared to the bounty of making bounties, i simply don't see why i would ever do anything else then scavenging for this kind of reward.

Maybe i got insanely lucky and found exactly the systems needed, but i feel like Orbital stations etc. are simply too plentiful. As a result, i just got all the mods to make the void more dangerous and started anew, as it felt like i had just cheated the game.

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