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Messages - Linnis

Pages: [1] 2 3 ... 56
1
General Discussion / Re: starting settings
« on: November 28, 2020, 10:24:22 PM »
Max everything, pure C H A O S.

2
I just toggle via SpeedUp mod to skip boring approach on combat start.

Late few playthroughs I just put everything on 3x, put on some dark-synth music, auto-pilot. Then just rock out.

3
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 13, 2020, 10:54:57 PM »

idk why but something in my brain would be deeply pleased if the player has an infinite amount of 0 OP mining lasers or something & a "fill empty slots with mining lasers" button

How about we have different weapon covers at 0 OP.

Jokes aside.

The only possibility I see that has some sense is to have multiple use functions for 0OP weapons. So players will have multiple options like flares, vents, armor, drones... etc like hull mods. But that already overlap. So maybe it could be a cool idea for mods.

4
General Discussion / Re: The endgame enemy.....
« on: November 10, 2020, 12:29:15 AM »
No the endgame enemy is antimatter fuel.

5
: Squints at stats :

I've never actually flown one tbh. I've flown the Atlas Mk II before and its a nice glass cannon. Pr Mk2 has a nice weapon package for 32 DP, but they blow up awfully easily whenever I'm fighting them (1300 armor/11k hull/1.2 shield/10.5k base capacity is essentially a Venture with slightly better hull and s significantly worse shield), but I'll take your word for them being fun.

The dp and fighter means you can get more fighters, they help provide pretty awesome defense as AI tend to shoot them first.

6
I have been loving the Prometheus mark 2, and it's now my GO-TO.

The armour, firepower, and mobility is on par with the onslaught.

The two hangar bays are WAY better than the pulse cannons.

Its turret coverage is also very excellent.

The best thing of all? Its Fire-power-per-DP/Fire-power-per-cost is off the charts.

7
General Discussion / Re: s.o.s....
« on: November 05, 2020, 12:19:17 PM »
Ships hanging back could be a bug. But its almost always tied to the ship, mod ships then to be the biggest offender. Usually a rally command works to get them moving. Best practice is to select all your ships you know that tend to be too shy and make them escort your slowest frontline ship. If that ship is the offender rally him into the enemy formation.

Also friagtes will always have throuble vs large pirate fleets because frigates need numbers to win. Large pirate fleets are all about the numbers.

I found a few long range ships cruisers or destoryers with ECM railled onto eachother can grind down large pirate fleets without any losses reliably.

8
General Discussion / Re: Crewmates
« on: November 03, 2020, 01:28:00 PM »
In my imagination CR includes crew morale.

I always thought CR meant crew combat readiness, not ship combat readiness.

9
General Discussion / Re: money making guides?
« on: October 28, 2020, 11:42:49 PM »
As of right now. The BEST way to make money is to take targeted bountied.

If you get bad rolls on targets, do a quick survey mission while you wait.

You could do trade missions or take the black market route, but it doesn't scale well as 2000 units of even mechs or drugs will not be anywhere near the profits of a high level bounty.

Not to mention if you don't do combat your not gonna get any real amount of EXP.

10
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 25, 2020, 07:10:42 PM »
it is kind of funny that a artificial super intelligence can be outskilled in governing by a normal human

Reality is unrealistic.

what

depends on the AI. They are "smarter" than humans because they can learn in simulations ultra fast. But you tell an combat trained AI that you plucked from a spaceship and tell it to govern millions of people it might not be so smart then.

11
Suggestions / Dynamic menu backgrounds?
« on: October 19, 2020, 07:03:39 PM »
I love the main menu where random ships spawn and just float around. But what if it happens during the game too!


On top of the current station or planet, we are currently docked at:
In the background, we could see ships our ships close up. They are docking or transferring stuff using the in-game engine. Could just be simple scripts of cargo drones or shuttles or ships slowly drifting about.

This also could be extended on to the salvage or survey screen for example.

Would lend a lot more to the immersion. And we get to see more of our civilian ships doing their thing.

12
Like Intrinsic_ said earlier in the topic. Armour tanking when used by players is overpowered. Toggling shield only for a fraction of a second to stop a heavy mauler shot or torpedoes means you will win the flux war every time. The problem is armour is not useful in AI hands as they don't use it to its full potential.

That's why that hullmod from a mod that removes shields from ships is overpowered when put on AI ships.

I feel like this whole thread can be simplified into either (A) AI don't use armour to its advantage thus armour sucks. (B) Armor should stack better when going into extreme values, though only really applicable to onslaught or stations.

13
General Discussion / Re: Greetings
« on: August 01, 2020, 09:07:04 PM »
Hello! It's a wonderful game! Spaceship goes pewpew and bad spaceship go boom. Planets starve and millions die so your yellow money number gets bigger!

14
General Discussion / Re: A plea for more updates....
« on: July 27, 2020, 06:29:34 PM »
Can you feel how painful this  :) is?

15
General Discussion / Re: The most imba weapon?
« on: July 03, 2020, 03:39:13 PM »
no to mining blaster because it takes so much effort.

Sabot and needle yes. Maybe if the AI was better not using shields vs them...

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