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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Null Ganymede

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General Discussion / Re: Harder than darksoul games
« on: February 16, 2020, 05:05:35 PM »
The missions are pretty casual and low-risk?

Even a moderately-optimized ship/skill/fleet loadout grinds up pirate fleets at low cost.

Also, the "easy" mode is nothing to be ashamed of starting out.

General Discussion / Re: Diable Avionics vs Dassault-Mikoyan
« on: February 10, 2020, 03:17:26 AM »
Diable ships are enjoyable as support for your flagship. Mix of flashy mobility skills, omni shields, interesting transformations/etc.

DME has cool flagships and solid carrier support.

^^^ lol

The post that keeps on giving!

The Doom fleet is hilarious!

The fact that it makes people mad is a cherry on top.

vvv lol

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: February 02, 2020, 10:29:52 PM »
Haha this mod is great. The best part is all the balanced low/mid/high tech staple ships it adds, to the point where rare superships don't feel out of place by the time you run into one.

The low-tech weapons sound and look more powerful than vanilla equivalents but aren't stat-wise. I especially liked what seemed to be a slightly Light Mortar - finally made to sound and feel as deadly as the LM actually is.

Kind of dubious about the independent-owned starsystem with nice colonization targets. Hopefully that's a trap and triggers some events if you *do* colonize it, otherwise it's way too convenient.

General Discussion / Re: Eagle vs Dominator
« on: January 24, 2020, 07:58:22 PM »
Dominator's fixed large guns mean AI is best at using burst weapons at close range. Mark IX, Hellbore - yes. Gauss, Mjolnir, Hephaestus - no.

There's a dozen loadouts to make an Eagle useful, but only two for the Dominator. Kinetic weapons + explosive torpedoes for close-range brawls, or explosive weapons + kinetic missiles for close-range brawls.

Maybe an SO flagship could work too.

General Discussion / Re: are colonies too profitable?
« on: January 22, 2020, 10:42:35 PM »
How many months does it take your investment in industries and upgrades to pay for themselves? What about the AI cores and nanoforges/synchrotrons you didn't sell?

Credits-wise you're usually better off investing in ships and grinding bounties or exploiting trade deficits.

General Discussion / Re: a good frigate / small ship
« on: January 19, 2020, 08:55:25 PM »
There's two effective frigate flagship types mentioned so far: murderboat vs distraction.

The murderboat has some combination of SO, lots of guns, and an offensive weapon system. Combat skills increase the ship sizes it can kill before they can retreat to friendly cover. To maximize flux-limited damage, abusing kinetic "point defense" weapons for offense is popular. You usually can't fit in fragmentation damage and have to rely on explosive to chew through hull. Low-damage strike missiles are brought to sustain through peak operating time.

The distraction relies on high mobility and AI tendency to focus your flagship over anything else. It saves friendly ships in trouble, distracts major enemy threats, but can also carry a few strike missiles or antimatter blasters to exploit opportunities. High peak performance time and a mobility system to quickly re-position across the battlefield are preferred.

There's not really any other playstyles. Maybe a Hound in the corner of the map, with nothing but an Operations Center fitted? I also haven't tried an Afflictor playthrough focused on its shipsystem - there's not that many frigates with high-impact support shipsystems.

Clean up stragglers with fast assault loadouts. If your ships are slow bring Salamander missiles and interceptors. Thunders, Claws, plus some stuff to keep them alive.

If the AI is alone at high flux with no way to vent / has no armor left / is at an overwhelming ship size disadvantage, it will treat orders like suggestions. Eliminate/Direct Retreat might still work, or might make things even worse.

This is especially annoying when you've got a small but well-equipped fleet that could take a fight if ships stood their ground, but the Luddites/pirates look scary and no battle line forms. Then everything gets split up and dies. If you like to fight outnumbered, you can:

  • Recruit aggressive officers only.
  • Prefer bigger ships. Cruisers aren't scared of frigate swarms, same for capitals and destroyers.
  • Load out your ships with enough shield coverage, point defense, and outgoing kinetic damage to survive being flanked. Turn on the "full assault" mode or whatever it's called, command the fleet through eliminate and direct retreat orders. (They don't cancel full assault.)

What I'm hearing is we need a slavery industry to force colonists to work for free rather than for credits.

The real Sea Peoples were inside us all along.

General Discussion / Re: Starsector's Economy
« on: January 11, 2020, 11:14:34 PM »
Why does this need a video? Detailed blogpost is shorter.

Is this an ad?

General Discussion / Re: Best way to learn the game...
« on: January 08, 2020, 10:06:23 PM »
Figure out an awesome gimmick, use it to build a surplus of credits/fuel/supplies, experiment within that surplus.

Then find a new gimmick and repeat from 1.

General Discussion / Re: I miss environmental effects in combat
« on: January 07, 2020, 10:51:04 PM »
Additional tactical options make for more varied and interesting battles. It's also one of the few ways battles interact with the campaign-level map.

...If you're looking for hard sci-fi space sim, don't expect squishy meatbags to play a key role.

General Discussion / Re: I miss environmental effects in combat
« on: January 05, 2020, 04:34:11 PM »
Fighting in a Corona actually does have heightened CR decay in combat, so a tiny bit of terrain still exists.
I also miss the in-combat gas clouds though, they were cool.

AI isn't keen to enter those, so it's not a good tactic for dealing with Pather fleets. Baiting them into nebulas was much easier.

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