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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - leonvision

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1
Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: December 01, 2013, 11:12:09 AM »
since new ships are getting sprinkled into the game, can i make a suggestion? one of my favourite ship to play with is the sunder, the reason being that is a reasonably maneuverable ship but has a large weapon mount. i would very much like a similar ship, but with a large ballistic mount instead of a energy mount.

2
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 19, 2013, 08:21:11 PM »
cool,  maybe ill finally get my Sunder now.

also, Alex, what are you opinions on a update dedicated on adding more hulls and weapons into the game. i know the game's still in Alpha and mostly focused on adding more mechanics and features in the game right now, but having more hulls and weapons to play with would be nice.

3
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 18, 2013, 01:56:46 PM »
If you use and use more than a couple of any ship class, it becomes very rare. I have sunders in my stations but if i lost a few then they wouldnt get restocked for a very long time. Its the same with other ships i like using, esp the apogee.

i havent used or bought any Sunders ever in this save game, im currently still in a pretty small fleet, consisting of a venture, longbows, and lashers. those three are all pretty common, so they never seem to be unavailable.

is the sunder-class supposed to be ultra rare? ive played for a few cycles, and i only saw one at the very start of the playthrough when mysteriously disappeared after awhile. and ive been waiting for about 3 cycles and having seen a single one, ive checked all 4 orbital stations, even the tri-tachyon one, im pretty sure sunder-class cant be sold from there, from pass experience before 0.6.

Ive literally seen multiples of every single class hulls sold and not a single Sunder, am i just unlucky?
I find them most often in the station in the new system with the name that escapes me right now, but yeah they're hard to get. High intensity laser too, on average half an hour of checking stations to fund one.

thanks for the info, ive been checking that station too, no luck so far.

4
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 18, 2013, 01:42:55 PM »
is the sunder-class supposed to be ultra rare? ive played for a few cycles, and i only saw one at the very start of the playthrough when mysteriously disappeared after awhile. and ive been waiting for about 3 cycles and having seen a single one, ive checked all 4 orbital stations, even the tri-tachyon one, im pretty sure sunder-class cant be sold from there, from pass experience before 0.6.

Ive literally seen multiples of every single class hulls sold and not a single Sunder, am i just unlucky?

5
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 11, 2013, 03:26:23 PM »
so will we be getting this soon, or soon(TM)? if you know what i mean.

either way, nice to see a update on the development, definitely didnt expect to get more star systems on this update.

edit: sorry, someone had to ask, im getting anxious, it's been...half a year since the last update

6
General Discussion / Re: Graviton Beam Counterpart
« on: August 13, 2012, 11:06:35 PM »
i wouldnt really say having no choice between damage types as a weakness for energy slots, most energy weapons are energy type damage and does 100%damage to everything AND a extra up to 50% damage from flux, it's not weak against anything. however, BEAM type weapons has the weakness of only generating soft flux.

7
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 13, 2012, 09:43:56 PM »
with the new build-in weapons thing, i think sunder's large energy slot is a likely candidate for receiving that change. i strongly hope it does NOT get that change, the large slot on the sunder really defines what the ship is right now, but also allow you to customize the ship for specializations. a lot people seem to enjoy flying a sunder with a HIL but i enjoy having a autopulse on it instead, which makes it almost a completely different ship.

8
General Discussion / Re: Least Useful Ship System
« on: August 09, 2012, 05:20:23 AM »
i havent really tried an AI with HEF as a system, but i know it works marvel with the sunder in my disposal, i use the autopulse on it for devastating damage spikes, can mostly flank and take down all frigate and same destoyers in one full volley of autopulse. the autopulse is(and said in the description) very good at managing flux, i never have to worry about flux usage on my weapons on my sunder, i have phasebeams for the medium slots. one of the very important things that works very well with HEF is to have greater range than your opponent, so i think integrated targeting unit is very essential to maximize the usage of HEF.

just a question, does anyone know if the bonus from HEF and the bonus damage from flux are additive or multiplicative?

9
if you think about it a "high explosive" type of weapon would just explode(highly, lol) when it makes contact even at a high angle, fragmentation will just, well, fragment on impact, and energy doesnt sound like something solid enough to ricochet. that leaves only kinetic type weapons to have this attribute and i dont think kinetic weapons, in terms of gameplay, doesnt need this kind of nerf.

10
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 03, 2012, 10:16:59 AM »
Guys, remember
sunder with tachyon lance
engage HEF and you (should?) go back to prepatch damage
stick three on an odyssey and repeat for a lot of damage

I've been running with a sunder with autopulse instead and that works marvelously as well, just need to be extra careful around a annihilator RL. it works even better if you have intergrated targeting unit, so you can stay out of range. i personally enjoy a sunder with a auto pulse more than lance because the lance takes too much OP. FYI, i hav 2 phasebeams in the 2 medium energy slot, no missiles and 3 light MG for point defense.

11
General Discussion / Re: Can we have the Patch please.
« on: July 27, 2012, 07:35:10 AM »
im going to take a blind stab in the dark and say it's probably going to be release in 2week...when my college break is over.

12
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 20, 2012, 11:22:41 PM »
hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

Already the case >_>

By release time the lore behind it won't mean sh*t

nope, you can still turn it slightly WITH the turret's turn rate, im talking about completely locked when it's firing.

13
i use a sunder with HIL and 2gav beam(for the range, will change to phase after 0.53a), 2 needler and pd on the rear, adv. optics, auxiliary thursters, flux coils, it's not exactly a fast killer but it's quite effective at both bringing down fighters and frigates on its own and harassing and keeping pressure on larger ships. i've tried changing the HIL for a autopulse, it's pretty good, but its sustained dps isnt that good. i never have considered tachyon lance due to OP cost or plasma cannon because of the flux cost.

all in all, i dont think any of the beam weapons in the game is for quick kills, and usually used for support. think of it this way, if you're keeping a constant beam on a hostile ship, they usually cant vent, lest they take a huge up to their armor/hull.

14
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 20, 2012, 08:06:31 PM »
hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

15
I seriously doubt that ships such as Paragon-class will be AT ALL available for sale. The only way to get them will be through capturing them.

or by getting schematics and building it, though that will probably cost a fortune, and not just kinda fortune you can farm from stray pirates. but nonetheless, we wont be able to get paragons(or the like) in first few hours/early game.

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