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News:

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

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Messages - dis astranagant

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1
Bug Reports & Support / Re: Paladin PD does very inconsistent damage
« on: October 30, 2019, 11:59:25 PM »
This doesn't happen with heavy burst laser or burst pd laser other than losing about 10-15 damage if the beam sweeps.

2
Bug Reports & Support / Paladin PD does very inconsistent damage
« on: October 30, 2019, 11:50:24 PM »
I was testing out the Paladin PD in the simulator after some discussion about it on the discord and got some strange numbers.  It was doing 20 damage per shot vs excessive armor, which is quite a bit below the listed 200 damage * .15.  So I rigged up a target without armor and this was the result:

https://www.youtube.com/watch?v=-NN05KSdgQI

I do anywhere between 110 and 175 damage per shot, most often around 150.

3
Mods / Re: [0.9.1a] Blue (0.5.3a) Mod
« on: October 07, 2019, 08:34:41 PM »
The Hyvel Twin Driver claims to be an area point defense when it's a Gauss Cannon sidegrade. It also costs far too much flux for what it does.

4
Are Junk Pirate nex starts supposed to come with ASP blueprints?  Feels like the should have a JP one.

5
Suggestions / Re: Frag damage vs ships with stripped armor behaves strangely
« on: September 13, 2019, 05:29:49 PM »
Yeah, but we're talking about shooting bare hull.

6
Suggestions / Frag damage vs ships with stripped armor behaves strangely
« on: September 13, 2019, 06:32:20 AM »
I just did some testing in which I fired 3 reapers at test dummy with onslaught stats then followed it up with a thumper burst.   Instead of the expected ~1060 damage I did ~440. The only way I can figure out to make that result is if it's calculating the damage reduction based on doing 25 hit strength vs the residual armor on the bare hull and then multiplying that by the actual 100 damage.  (25/(25+87.5))*100 = 22.3 * 20 = 446

7
Scrap missiles could use a bit better turning.  They like to curve out a bit and then be unable to curve back in far enough to actually hit anything. 

8
Mods / Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
« on: August 30, 2019, 01:22:26 AM »
Your Nexerelin starts don't have a proper starting location and instead put you in hyperspace around Hybrasil.

9
Mods / Re: [0.9.1a] Artefact
« on: August 30, 2019, 01:22:08 AM »
Your Nexerelin starts don't have a proper starting location and instead put you in hyperspace around Hybrasil.

10
General Discussion / Re: Station Balance - Methodical Analysis
« on: August 05, 2019, 01:03:21 AM »
Artefact has a couple factions with stations.  Player buildable ones even.

11
Mods / Re: [0.9.1a] Artefact
« on: July 24, 2019, 11:40:54 PM »
Noir markets sold me an "Enem Anti-Missile" small energy weapon that I can't equip in any slot.

12
Gigantic stack trace: https://pastebin.com/BGtwJFmD

not quite as gigantic enabled_mods.json https://pastebin.com/briGLH2U

13
Midline ships tend to be quite directional with lots of forward hardpoints or broadsides.

14
Thunderheads are rather flux hungry for what is basically just a slightly improved and more expensive HMG without pd hints.

15
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8rc2(12/19/18)
« on: January 02, 2019, 09:12:23 PM »
Are the small Splinter Rocket Launchers supposed to be much more accurate than normal when installed in turrets?  I haven't really found anything good to abuse this with but it's an odd quirk.

To clarify: they fire 2 of the 4 shots with no spread at all and the other 2 halfway in between the 2 spreads you get when firing from a hardpoint.

https://www.youtube.com/watch?v=1f79FleTozE


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