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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Serenitis

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1
General Discussion / Re: Stuck on the Odyssey
« on: October 15, 2019, 12:48:42 PM »
Odyssey doesn't have enough slots/flux dissipation to use soft flux pressure against anything significant. It can reasonably try to exploit hard flux from Longbows + missiles with it's TLs, but there is not much point in adding Tacs. In most cases Tacs will do exactly nothing to enemy (shields up with no soft flux and dissipation above Tacs damage output) while costing Odyssey a lot of flux thus reducing it's ability to fire TLs.
We each have our preferences.
Beams work well enough on a wide enough selection of things for me to consider them a preference.
And the lower flux profile is very noticable, especially compared to a plasma build. (The lower micromanagment requirement also helps.)
Not encountered the problems described.

For ref: I only play campaign with full fleet support etc. So if you're doing some min-max simulator thing, then I'll let you crack on with that in peace.



2
General Discussion / Re: Whats the best way to counter phase fleets
« on: October 13, 2019, 07:11:19 AM »
If you're going to use Pilum spam you need to fit literally everything that isn't the flagship with them.
If possible use Falcon (P). Put ECCM on it, plus converted hangar and a Thunder wing. Use command points to keep them away from battle, but close enough so the fighters can engage.

For that IBB mission, you really want fighters. And you want them hosted on platforms that are as mobile as possible. Herons are fairly good here as they're reasonably quick, and can mount tac lasers which will make phase ships a little more reluctant to close in.
Generally though, the more beams the better. Odyssey or Paragon flagship fitted with a full beam loadout would be ideal.
Personally I'd favour Odyssey for the mobility.

You can do it with just Pila, but it's boring. All that happens is the missiles 'deny' some space so the phase ships either back off or advance.
If they back off they reduce thier breathing room for the next wave until they can't go anywhere but forward. If they advance they get caught between two waves and get more pressured until they max out flux and start taking hits. Either way they waste flux and time and eventually fall to CR attrition and/or dumb descisions.

Adding fighters makes things much quicker/less dull.

3
General Discussion / Re: Whats the best way to counter phase fleets
« on: October 13, 2019, 03:33:27 AM »
How many do you need to saturate an area with pilum?
With the new stats, 8-10 launchers is enough to start the ball rolling. 16-20 launchers is what you should be aiming for as a minimum if you want a death carpet.
Pila really don't work well at all small scale.

And yes, you do need to build around doing this.
And yes, it is effective against everything.
And no, it's not 'optimal' for anything. Other than watching missileworms wiggle about like explosive spaghetti.

4
General Discussion / Re: Stuck on the Odyssey
« on: October 13, 2019, 03:00:34 AM »
for real though its weak to phase ships
A beam Odyssey will eat phase ships. And does a good enough job of smacking other things around that I've been using one as a flag for a while now.
Plasma Odyssey hits harder, but I prefer the freedom the beam loadout gives you to shield tank and generally not really care about flux as much.

5
Discussions / Re: What music do you listen to while playing Starsector ?
« on: October 06, 2019, 06:53:03 AM »
Also chill and cool:

6
Something needs to distract for the Scintilla's bombers unless you are mixing broadswords into the Scintilla's fighter bays
Would this even work since drone ships cannot carry crew, and standard fighters have crew requirements?
Given how well covered all the bases are in this game, I'd have thought that the automated carriers will almost certainly have a drone-only restriction on thier selection of fighters.

7
General Discussion / Re: [GUIDE] When To Fully Stop Tech-Mining?
« on: October 05, 2019, 12:25:20 AM »
"These ruins have been comprehensively combed over multiple times, there is little chance of a new find"
That's the signal to pack up.
The only time I'd ever ignore that is if I wanted a source of supplies and fuel.

8
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: October 05, 2019, 12:20:42 AM »
emergency burn cant be used with mothballed ships
There's a reason industry skills are good. One of them removes the supply requirement from emergency burn. This skill should really be quite high up on your priorities if you're recovering ships for storage and later use.

I've never really been a fan of storms. They're just a padding mechanic dressed up as 'interesting'.
BUT, thier current state is vastly superior to how they used to be. Which was bad. Like if you hit one your entire fleet slows to a crawl, all your CR vanishes, and all your supplies follow within seconds as your fleet tries to recover. Which it can't because you're stuck in a storm.
And you could be in a storm without being in the area highlighed by the storm.
Hitting one was often a 'reload and try again' moment as recovering from that was frequently a huge chore, if it was possible at all.

Be thankful they are not nearly as awful any more. And indeed occaisionally useful now.

9
Discussions / Re: What music do you listen to while playing Starsector ?
« on: October 04, 2019, 06:26:51 AM »
Jeremy Soule <3

starsector has no combat music
It very definitely does.
If it doesn't have enough for your taste, try this: Audio Plus

Chill

Horse nonsense

10
General Discussion / Re: Overrated (overpriced) ships
« on: September 28, 2019, 10:59:00 AM »
Pilum are not 'optimal' by any stretch, but they are certainly good enough to be an option if you're willing to consider it.

ECCM is a tremendous boost to their effectiveness, but it also negates their low OP cost to a certain extent.
Not wrong. But I prefer to think of it as the low cost allows me to more freely use that boost. And all the ships that you're likely to use as missile platforms have quite a lot of 'spare' OP when you're not using the more expensive missiles.

Though it's actually questionable, how important Pilums actually are in yours. You do have a lot of converted hangar Sparks after all.
And all of those are on Falcons, which are waypointed off into a corner so they get infinite peak time, which is something that I've found is really nescessary when you can't do large battle sizes and have to take the long haul through all the reinforcements.
The Sparks don't need to be there, but they are insurance in case the Falcons need to defend themselves. Usually I'd use Wasps or Talons for that, but I had a ton of Sparks so why wouldn't I use those instead? It's not like the Falcon can't afford it.

11
General Discussion / Re: Overrated (overpriced) ships
« on: September 28, 2019, 10:13:04 AM »
It may kind of work against AI ships
It doesn't kind of work. It does work. They can absolutely achieve critical mass.
Granted, not many people will go to the lengths needed to make it work by building thier fleet around trashmissiles. But that doesn't make it not work.

And what other kind of ships are there but AI ones?

12
"enableShipExplosionWhiteout":false,
This. This is the most important thing in the game.

Quote
"officerMaxLevel":27, 
Set it to 29.
27 will only allow you to pick 1 level of the 'final' skill you pick.

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"playerMaxLevel":60,
103. All in.
I've only ever managed to get up to ~85-ish before getting bored with it, thus 'proving' in my mind that a hard cap is largely unnescessary.
Not that this will be relevant by next release.

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"maxShipsInFleet":60
I'm a magpie. Salvage is life. Not being able to salvage ships is bad and uncool.
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"maxShipsInAIFleet":60
Fair's fair.

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"altMouseMoveToMassTransfer":true
A very good feature.

13
General Discussion / Re: Overrated (overpriced) ships
« on: September 28, 2019, 09:41:46 AM »
Pilum missiles have extremely low hp, they are among very few missile types that can actually be stopped by token PD lasers. Trying to seriously base tactics on them is too easily counter-able.
Try using more. The same principal as fighters applies to them: Too many targets to effectively counter.
You just need more of them because they are so fragile.

Quote
Plus, Pilums have about the worst compatibility with FMR system. Can't spam like Salamanders due to clip based nature, and dumping like Sabots/Harpoons is nowhere near as threatening.
Thankfully, Pilums have about the best compatibility with FMR system. Because it helps to achieve the weight of numbers above when each launcher gives 6 missiles 'per shot'.

Pila are fantastic for campaign play because very few ships, let alone fleets are capable of dealing with them en masse.
Even the best PD (flak) will falter because it forces the target to run up its flux shooting/tanking silly missiles, leaving them vulnerable to more direct action as they try to back away.

Different approach, different result.


14
General Discussion / Re: Effective use of Escorts
« on: September 28, 2019, 09:14:54 AM »
Didn't there used to be a way to assign fighter escorts?
Target the ship you want escorted.

15
Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 27, 2019, 03:03:28 AM »
<img>
This is nice.
P. much the only issue I have with this is that your final stage is one of two cat3 types. And the other cat3 types are 'worth' less which runs contrary to the game itself.

Planet types in starsector don't follow the same 'standards' as any other game.
Deserts and volcanics can be hot or cold. (Unlike most other media where they are always hot.)
Frozen and cryo are always cold.
Tundra, Jungle, Arid, and Terran E are all equal in terms of habitability potential.

Water is the only oddball in cat3, as it always has the condition Water Covered Surface which gives it an extra 25% hazard over all the other cat3 types.
I could definitely see a water world come from a frozen one after having a couple of mirrors built. The hard bit would be figuring out where in the sequence to put them, and how many.
It might be the oddball path that needs 3 mirrors?
(1. remove extreme cold, 2. melt ice, 3. final conversion to other type/remove cold)

I can definitely get behind not having Terran as always being the end result though. Just remove the 'bad' conditions once you get to cat3.
If you go down this path, water worlds cannot be a 'final' type due to the above mentioned condition. You could remove it, but it would be silly to do so. Better to change it to a different type and sidestep the logical inconsistency of having a water world without a water covered surface.

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