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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Lucky33

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General Discussion / Re: Is Conquest battlecruiser worth it?
« on: Today at 11:03:36 AM »
The only complaint, which is not Conquest-specific, is how AI tends to fire all rockets and vaporize the first random shuttle it stumbles upon.

Better safe than sorry. You will learn to respect those random shuttles than they will fire couple of Reapers (volley of anti-matter shots, stream of Annihilators...) at the worst moment possible.

General Discussion / Re: Revisiting older ships
« on: December 04, 2019, 05:33:11 AM »
I did some number crunching. Atlas and Prom MK2 are examples of the ships what balanced by the direct stats redistribution. They didnt have much of those from the start and this is the reason that they look OP starved. But from the numbers perspective they are just what you are told - converted freighter and tanker. Nothing more, nothing less. Irony is that Colossus variants are the same.

Condor is an escort carrier, Drover is a fleet one. Gruesome reality of the convoy duty is that actually there is nowhere to run. Condor is supposed to provide the last chance to the Buffalos not the other way around.

And here we are getting to the main course.

Most of the ships doesnt really fit their roles cause the game has changed immensely. It started as a tactical arcade w. some rudimental strategic overlay which acted more as an "pick your combat" menu. If you look at the missions you will find that most of them are about guerre de course. But in our current state the player is invariably forced into that is called a general fleet action. Hence he is also forced to judge all the ships accordingly. Just how good they are as a line of battle ship.

I have no idea if that was Alex plans from the start or it just happend. But here we are. Thinking in categories of squadrons of Paragons insteed of soloing a detachment in a frigate.

Even from real navy perspective, fleet and detached services are completely different things. And the detached one is barely exist in the game anyway. You are literally is unable to form a detachment. Neither is there a solid functionality for this type of things. Since even pirates are running battle fleets of their own.

I do find it odd that Pirates also have black markets on their worlds/stations.  How does that even work, I wonder?

You can test your fortune either by going out in high space in your trusty ship and facing the danger of the combat. Or. You could just sit at the station and ask some naive person if he is willing to give you 30% of the deal just because you are such a nice pirate. Black market is for those who cant make their terms. Like selling goods stolen from other pirates who, unfortunately, still alive and infuriated. Or willing to buy at your price so as to not end up being the vessels with freshly harvested organs.

General Discussion / Re: Okay, what's the deal with them remnant ships!
« on: December 03, 2019, 09:01:29 PM »
Talons have Swarmers and actually quite good at dealing damage to armor. While they exist that is. Same goes for Wasps.

Use Thunders for the monotype spam. They have everything and pretty good for ordering them across the whole battlefield. Broadswords are more of a fleet fighter. They come to the enemy line and stay there waiting for the heavy ordnance to arrive. But they need to be deployed in the presence of the ships which hurl the said ordnance.

General Discussion / Re: My second endgame fleet, this time with more dakka
« on: December 03, 2019, 09:09:21 AM »
Legions have twice the CR time than Herons. Dominators are inbetween.

General Discussion / Re: Is Conquest battlecruiser worth it?
« on: December 03, 2019, 09:03:53 AM »
you can control its shield?

Yes. Its facing your mouse cursor.

General Discussion / Re: Is Conquest battlecruiser worth it?
« on: December 03, 2019, 08:54:53 AM »
I've just purchased my very first battlecruiser and it's been a bit underwhelming. The weapon layout is strange, the shields are tiny, it's slow and I am just not getting that much of bang for the buck out of it. It takes a lot of work to get it in the position and once you do it, there is no flexibility - if it gets overwhelmed, it pretty much goes down (and with that tiny shield, it's not that hard to outmaneuver it). Am I doing something wrong? I am considering just selling it and getting two cruisers instead.

Yes, from the looks of it, you are doing everything wrong. Dont use it as a brawler tank. You are supposed to provide cover for your carrier herd and focus fire most dangerous targets. Build it around dual MIRVs in front and Harpoons amidships with ECCM and Expanded Missile Racks (also you need all the missile skills). MIRVs are for the cruisers and above. Harpoons are for the small stuff. Guns are situational. However the most important part is to pick all the Electronic Warfare skills and fill your carriers with ECM mods. You need to get to full 20% range reduction. With everything done right you only need to methodically pop blinded and stunlocked enemy ships.

General Discussion / Re: My second endgame fleet, this time with more dakka
« on: December 02, 2019, 10:51:02 PM »
Kinetic damage is just the way to go I'm afraid. High explosive damage just does not cut it if the enemy has such a huge flux pool that it's basically making your own ship fire less effectively and the enemy one advance more aggressively.

Its not exactly correct. If you dont have any sources of high powered HE (750 or more per shot) AI will try to vent flux. Even single successful venting will ruin your efficiency. I'd recommend replacing one of these HVDs with the Hellbore.

General Discussion / Re: Need some advice on colonies
« on: December 02, 2019, 09:48:03 PM »
Best way to deal with expeditions:

Nuke them. Nuke them all.

Good advice, harsh one however.
Since you seem to be knowledgable in this field, can you tell me wheter destroying every planet that belongs to a faction will resolve the penalty to the colony accesibility due to hostilities with this particular faction?


But you can also be the best friends with them while you keep their entire faction in the negative stability range. Do not use bombing, only raids. With the expedition fleet provocation strat you can disable any port facility for only -10 stab hit.

General Discussion / Re: Is the enforcer worth it?
« on: December 02, 2019, 09:18:08 PM »

Thats some hot Afflictor action you did there. Shoulda put the NSFW tag.

General Discussion / Re: Need some advice on colonies
« on: November 25, 2019, 08:16:11 AM »
Best way to deal with expeditions:

Nuke them. Nuke them all.

Next best way to deal with expeditions:

Go into system where expedition is assembling. Its OK to turn the transponder on. Wait till it spawns near station. It will be hostile towards your fleet and will most likely attack it with the support of the station and nearby patrols (if you look weak enough). If not, attack them. Destroy them. Now the planet has no orbital defences and no fleets around it. All for a 5 point damage to your reputation since its OK to fight the main expedition fleet and nobody said nothing about no allies. Raid the planet's starport, heavy industry and patrol hq if any. Raid them again. And again. No expeditions worth mentioning from this planet any time soon (it can summon some pitifull ones). Sell them supplies left from their destroyed fleets and food looted by your raiders. In the black market. For triple price.

After that nuke them out of their misery.

General Discussion / Re: Is the enforcer worth it?
« on: November 24, 2019, 09:35:01 PM »
You can't just eliminate a ship from existing because another is better at it's job.

And phase ships are cheating with their damage because their defence consists entire of dodge or die. For the two minutes they can even operate for.

It's a good brick, for a destroyer.

I dont. I acknowledge Enforcer as an early game fighter defence ship. Since its brickness works only against small arms fire but works very well. The problem is buffing it into some dive torpedo bomber as was suggested.

"Effective" meaning good enough to kill early-game pirates and pirate bases long enough until player earns enough money to buy superior ships or build his first colony, or collect enough junk ships to kill a bigger fleet (like that very first expedition from a major faction) and steal their cruisers, then use those junk cruisers to steal a capital.

I do not remember stealing Hammerhead hulls from pirates.  Sure, it would be great to steal superior hulls from pirates if I cannot easily buy good ships at will, but pirates that are beatable with a starter fleet use Enforcers, Mules, and Shrike (P).

Honestly even with complete removal of missile slots it still will be brocken thanks to its damage amplifier.
Because the other options may not one-shot big things in a single salvo, except maybe four AM Blasters, whose range is short enough to be maybe within the blast radius of an exploding capital.  Also, Reapers are great for Quake1 rocket launcher-style splash kills against battlestation segments.  Fire boosted Reapers at the wall behind the module, and the module will still be destroyed.  Conventional weapons cannot do that.

Harbinger with phase lances or AM blasters is kind of underwhelming even with Quantum Disruptor.  It was too powerful with Reapers.  With phase lance/AM Blasters, Harbinger is a decent small ship sweeper.  I would not use it instead of four Reaper Afflictor against a cruiser, capital, or battlestation.  Quantum Disruptor is generally more cheesy than Entropy Amplifier.  If Afflictor lost all of its missile slots, I would not use it at all, except as an improvised phase hauler (for marines or loot) when I raid Culann for blueprints with a pure phase fleet.

The very early game you better buy/restore Lasher and you are golden. After that you have the money to buy Hammerhead or you can do the piracy by going to the hyperspace near Askonia and waiting for the some small enough fleet containing a ship you want.

Yes, the idea that phase ships should be quantum leap ahead of everything has bitten back nowdays when small ships are no longer allowed to solo whole fleets. And for some obscure reason they cannot be balanced into normal ships with a twist.

Nah... Take two Herons and wait for it. Press F. And altogether its still cheaper than Astral.

General Discussion / Re: Is the enforcer worth it?
« on: November 24, 2019, 12:27:36 PM »

This is it. Afflictor has mobility system combined with the invulnerability and another x1,5 damage boost. There is no place for a so called "torpedo bomber" with its suicide drive and higher costs.

We already have Afflictor.
Next release, some universal mounts may be changed (to hybrid, I presume) in an effort to weaken it.  If that happens, Afflictor will not be the torpedo/missile boat that it is today.  Kind of like what happened to Harbinger between last and current releases.  Right now, four Reaper Afflictor can do some of the cheese Harbinger used to do last release.

Enforcer's main advantage is being common (via ship recovery from pirate fleets), disposable, and effective enough with junk weapons early in the game.  It is not completely hopeless during the time of the game when small ships are relevant.

Some? I did well with P version. Honestly even with complete removal of missile slots it still will be brocken thanks to its damage amplifier. Who needs all the damage boosting skills than you can just press F to give them for anybody who will shoot at your target?

What do you mean by "effective"? Hammerhead will still ammo feed boost any weapons no matter how junk they are. Even with Arbalests and Light Mortars it will still beat Enforcer. You cant get junkier than that.

General Discussion / Re: Is the enforcer worth it?
« on: November 24, 2019, 09:37:41 AM »
We already have Afflictor.

General Discussion / Re: Is the enforcer worth it?
« on: November 24, 2019, 06:28:06 AM »
We already have Hammerhead and Sunder.

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