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Messages - WesternFail

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"Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game."

I don't see the word "sandbox" ever being mentioned anywhere on the front page of the game. Starsector was never meant to be a sandbox game.

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Modding / Re: [0.9.1a] [EN DEV] Star Wars Ship Pack!
« on: November 25, 2020, 09:55:06 AM »
The Mod crashes upon clicking the refit menu of swsp_republic_venator.

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Suggestions / Re: a few suggestions
« on: September 10, 2020, 08:15:24 AM »
Being honest with your list of suggestions, I think you have the right idea in many areas, but you seem to have taken them in the completely wrong direction.
The Hyperion buff is probably needed,

AI orders are never intended to be 100% set orders they are suppose to carry out, they prioritize their own safety over anything else.

Fleet size can be changed in the files.

Flux buff to the Onslaught would be nice, not sure if that's needed tho.

Why are you calling to buff a thing that is perfectly fine, the Legion, instead of nerfing a thing that is overpowered, the Astral.

Where are you even finding an oddy early on? Its literally one of the rarest ships in the game. And it costing 45 DP is perfectly fine, it can do way more work than its dp suggests.

Atlas mk2, have you considered, not putting anything in the mediums?

Balance pass on fighters is the right idea, balance pass on fighters to make them stronger is not the right idea, fighters need to be nerfed than anything else, there is a reason why carrier spam is such cancer in game.

I don't have an issue with special fleets or more weapons more more hullmods. Story points in the next update might be what you are looking for.

I don't think that's how ship slots work, you can't just add a tag to a ship to make it cost 0.5 of a slot, and again, you can just change the max fleet size in settings.

Same with the last suggestion, you can change the max fleet size in settings.

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General Discussion / Re: 0.9.1a Balance Testing Case Study: Condor
« on: July 12, 2020, 03:42:42 PM »
It would be nowhere near the issue it is right now if weapons could have target priority tags.
IGNORE_FIGHTERS is an obvious candidate for a new weapon tag, but by itself it would be a blunt solution. Combined with PRIORITIZE_LARGER and PRIORITIZE_SMALLER however, we would have a vastly superior set of options to fine tune the weapon behavior.

Watching high power weapons waste their shots times and against gainst fighters is infuriating when it leads to the ship's death because it ran its flux too high. Not even mentioning that if makes large weapons with chargeup or burst size useless without the STRIKE tag because of the turret rotation dampening preventing them from hitting those fighters. But then the AI becomes incredibly afraid to use those weapons at all, especially if they have a clip.

During the tournament we saw several cases of ships refusing to deal the killing blow to cruisers and capital ships because they suddenly got distracted by a wing of wasps that they tried to shoot down with weapons not dissimilar to a hellbore.

I believe priority tags would solve most of those issues, and would further open the design space of AI-friendly weapons.

I do agree that having something akin to this new tag system that Tart is proposing would be nice to have. I am not a modder, but offering a greater degree of control to modders regarding the weapons in their mods would be nice to see, and it will, in theory, help with the AI performing better in combat, allowing them to focus their flux heavy weapons on other ships, rather than wasting them on fighters.

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No one trolled Phoenix, he asked for feedback, he got feedback, he didn't like the feedback he got, so he got mad and accused everyone of specifically targeting him and his mod before he left.

I do not quite understand why you think so many mod ships are "wretched", as I do not recall at this moment there is any mod that can be considered underpowered compared to vanilla, the more balanced aspect of it of course, so excluding Paragon, Astral and Drover. Modders generally have a good sense of balance.






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Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 19, 2020, 08:52:36 AM »
not sure if its just me but i dont see a use for the alastair.

It is just you to be honest, the Alastair is fine. With a proper loadout it can easily go toe to toe with something like a Conquest, just don't expect it to be able to out-face-punch something like an Onslaught, that would be silly if it could.

The trick is that it isn't a gunship. It is a heavy cruiser and a light carrier in a small, capital-sized hull with a disruptive subsystem to tie the package together, if you undersell any of these aspects of the ship in your loadout or how you fly it, you will find it lacking compared to its contemporaries.

it barely has enough flux cap and flux disipation to support itself let alone shield against anything, the siege cannon doesnt play a role in this ship, the mines get destroyed by even the most basic of PD weapons. As i wrote previously a 1 on 1 situation almost never happens, this is a fleet vs fleet combat game and the alastair even with the mines contributes little to nothing. It costs more to upkeep and deploy then a cruiser but is barely better then a macnamara or king in dps or lyons and hawke in support.

i dont expect it to be able to topple onslaughts or conquests if it can provide smth synergistic to the fleet. Yet it cant maintain combat vs battleships and it doesnt contribute much to the fleet.

having a heavy cruiser for the cost of a battleship with the flux stats of a cruiser is not a selling point, the mines whether you use them properly or not do not add much value to the purchase. Id rather buy a n osmond or two and get the same effect from the mines while having more manueverable ships.

You are clearing building or using your Alastor in some weird way, in my experience it is a solid capital ship that is perfectly capable of pulling its own weight even against other capitals, and performs very well in a fleet setting. It brings plenty to the field while not being as expensive as other capital ships, it is just a solid ship.

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General Discussion / Re: Which mod is the faction Aleph Ascendancy from?
« on: September 10, 2019, 10:31:41 AM »
what is the aleph ascendancy? I can find no mention in it at all in the OP of the vayra sector mod? is it one of the "upstarts"?


 :-X :-X :-X

(also, were they really selling remnant ships? god friggin urgh they're not supposed to do that)

I did fortunately saved the screenshot of the market place from the discord, and they were selling Remnant Ships like the Nova, Radiant and Solar Class. I am just not sure how to post images on this forum

https://imgur.com/a/amfmf4s

See if that link works

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General Discussion / Which mod is the faction Aleph Ascendancy from?
« on: September 09, 2019, 06:42:27 PM »
Hi all, this is my first time posting on this form, please let me know if I am doing something wrong.

Just recently I was hanging around in the Starsector Discord, and my attention was grabbed by a screenshot someone posted. It was a screenshot of a market place from a faction named "Aleph Ascendancy", and they were selling Remanent Ships, I tried looking on the forums for a mod that adds such a faction, but is unable to find anything, could someone point me in the right direction? Thanks.


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