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Messages - Kurzak

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1
Mods / Re: [0.96a] The Xhan Empire, version 2.51 Gramada
« on: September 16, 2023, 03:16:24 PM »
Love the aesthetic and chefs kiss for this Gramada. My FAVOURITE ship in Starsector. The absolute hail of ballistic carnage, the sound, the warning lights before the emergency repair.. absolutely perfect! It's like this whole faction was designed for me. I can't lose!

2
General Discussion / Re: Performance
« on: September 11, 2023, 02:39:42 PM »
Worked like a charm. Zero lag for the last 6 hours of gameplay. Thanks!

3
General Discussion / Performance
« on: September 10, 2023, 06:13:47 PM »
I'm sure this has been mentioned in another thread but I can't find it. Any suggestions on making the game perform better with lots of mods installed? I allocated 8gb to the game because I have 64gb and I'm using a 3070ti. What happens is the game always starts off great for an hour or so and then I'm forced to save and quit and re-enter the game because it really starts to chug and stutter. Thoughts?

4
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 02, 2013, 12:29:45 PM »
looks great

5
It is literally like you don't understand the concept of opportunity cost. In the crowded system environment due to well, the game not being finished enough to put any distance between these factions there is simply too much to have to deal with all at once with limited early game resources. 

Just for clarification, which mod(s) are you currently using?

6
I expect a legitimate answer. Failure to deliver one will result is steep fines.

Seriously, you should be ashamed of yourselves. Zero self control. Zero capacity for coordination or to form a standardize cost format. Just one big self gratificationfest.

 Honestly, I laughed for a minute straight. Thank-you for that :) Ya I get mad like that sometimes when I game so I totally get this post.

 But since you created this thread I want to send out a little query. How do people feel about the balance of the Neutrino in Uomoz's Corvus? With utmost respect for the creativity of the mod creator, I would just like to know how other people feel about the balance. My experience with them has always felt really unusual and quite one sided. Perhaps I need to play with them more but I feel like when I'm Neutrino I can't lose because frankly, I rarely take damage. I'll provide more specifics if other people are interested in discussing it.

Edit: If the discussion goes into too much detail I'll probably move it to the Neutrino forum thread. At this point though, I'm not entirely convinced it isn't just my problem rather than balance.

7
General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 26, 2013, 11:49:18 PM »
I think you need a timeout.

Your opinion is not God around here.

Thank-you for your contribution. Since a few people misunderstood my statement, allow me to clarify. Gaizo provided a scenario with a few 'ifs'. If this and if this and if this, then this happens. I was saying that is a lot of ifs by saying if if if. There's no need to be so defensive. Oh and please edit your comment outside of the quote in the future so we can see what you're saying without reading through the last several posts.

8
General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 23, 2013, 09:53:50 PM »
If AI were to field elite crew ships with shield improving hullmods, when you fire that graviton beam, it is going to cost YOU more flux to fire the beam than the AI to maintain the shield against it.  And since beam weapons doesn't produce hard flux, the flux loss is 100% loss without any benefit at that point.

But as others pointed out, beams are good "bully" weapon to use against smaller targets.
if if if;  beam wpns have their place against more than just small targets. everything has a counter. i've taken down a lot of battlecruisers with beams, in a cruiser. it all just boils down to preference.

What is with you (that "if if if" part come off as real jackass *** man)... it's just fact, gravitron beam will end up with net flux dissipation loss on the shooter's side if the defender is a tri-tachyon ship with elite crew and a shield efficiency hullmod.  And such ships will make appearance when game is more feature complete.

Meh, its the famous interwebs. Its all in how you read it. Next time I'll type in what tone I said the comment (ex. mild exasperation) and put no less than three smilies next to it to ensure no one feels offended. More to the point, you have all very valid points. Just making sure people aren't writing off wpn types for kicks. :) :) :) I'm just a big fan of beams and I'm laying down some pretend hate down on naysayers.

9
General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 23, 2013, 12:45:42 AM »
If AI were to field elite crew ships with shield improving hullmods, when you fire that graviton beam, it is going to cost YOU more flux to fire the beam than the AI to maintain the shield against it.  And since beam weapons doesn't produce hard flux, the flux loss is 100% loss without any benefit at that point.

But as others pointed out, beams are good "bully" weapon to use against smaller targets.
if if if;  beam wpns have their place against more than just small targets. everything has a counter. i've taken down a lot of battlecruisers with beams, in a cruiser. it all just boils down to preference.

10
Suggestions / Re: Make boarding a real choice
« on: February 19, 2013, 11:21:33 PM »
I think the new Combat Readiness could really mesh well with ship-to-ship boarding.  This part: "And even then there's still the choice how much the player wants to invest: it is enough to send a frigate, or do you risk damage on your cruiser?" has always bothered me.
Is it really more risky to send a big ship for capturing than a small one? Damaging a big ship might be worse, but its not as likely and the chance for destruction is reduced. Damage is quite harmless in comparison with the loss of a ship.

But the CR system gives a new risk/reward option here: making a ship ready for boarding clearly reduces its CR. That effect has much more impact on fleet performance if you choose a big ship for the job. In case of an accident/sabotage the CR is further reduced. I think with this it is now really best to choose the smallest possible ship for the job  :)

Agreed. Makes a ship specifically tailored to the task attractive too.

11
General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 19, 2013, 11:18:15 PM »
Phase beams are my wpn of choice on a Medusa. Try it out with anti-matter front firing and some tactical lasers. Kind of funny how easily you can dominate with that set-up.

12
Discussions / Re: Community Playdates- Arrange and find people to play with
« on: February 10, 2013, 06:29:36 PM »
Nah that's fine. It'll give me an excuse to go to bed a little earlier.

13
Suggestions / Re: Boarding suggestion (Yes, I've read the sticky thread)
« on: February 10, 2013, 06:21:06 PM »
Actual implementation, IMO, would be much harder.  Unless the whole capture/boarding mechanic is translated into real time battle, or if ships kept track of exact specific crews it carried in combat, I just don't see it functioning well.
Tracking your Marine and Crew numbers, yes you would have to do that. What happens when your crew numbers dwindle in combat? Your ship starts to move a little slower, shoot a little slower etc. by percentages below your optimal crew amount. Until the crew reaches zero and the enemy start manning the ship themselves. If they can put enough man power onto the ship they could even use the ship in the remainder of the battle. If we're using marines though you might want to make it so they operate the ship less effectively until battle ends though.

 Choosing to have ships full of marines to board other vessels is risk enough in a combat situation. Right now there is no link between combat speed and armor that I know of. If a ship has more armor it should generally move slower so there will be different types of troop carriers - fast ones, slow ones with more armor etc. If you want a armored troop carrier to go faster maybe it unloads troops slower. The possibilities are numerous.

 When a troop carrier docks with a ship 100 marines don't just instantly undock onto the enemy vessel. They invade the vessel at a fixed rate while they do battle with the ship's marines/crew. If someone blows up the troop carrier on the side of that B.Cruiser it is attached to, the marines left inside it die. It will be the only tactic besides drones where someone can actually blow up your firepower (marines). Capturing an entire Hegemony fleet would be unrealistic, you would be far too defenseless trying to field a fleet composed completely of troop carriers. Troop carriers might not be as nimble as frigates (usually), so that makes frigates and quicker destroyers the natural counter to troop carriers. Even IF they manage to attach themselves to your capital ship, armed with a pd laser sitting there they are pretty defenseless. Making this tactic situational and rewarding if mastered.

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Discussions / Re: Community Playdates- Arrange and find people to play with
« on: February 10, 2013, 05:56:23 PM »
That's 7am for me. I'll try to be awake :)

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Discussions / Re: Community Playdates- Arrange and find people to play with
« on: February 10, 2013, 05:25:22 PM »
Add me on steam guys, Sproginator66. Message me saying "Magicka please" and ill set it up, might record it :)

doesn't show an option anywhere to send a message with an invite

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