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Topics - Dri

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1
There are a healthy number of ships at this point but still some gaps that could be filled, imo.
  • A heavy destroyer, no, Enforcer is not classified as heavy. We've got heavy frigates, heavy cruisers but no heavy destroyer. Starsector's weakest ship size, imo. Possibly high tech, superb shields/defensive system, real late game staying power.
  • A high tech carrier. Make it unique with a cool ship system, likely cruiser sized.
  • Another phase combat destroyer or cruiser. You go from 3 phase frigates to a single destroyer, cruiser and capital. Very, very anemic line-up. Not counting the two ships that don't even have weapon slots for obvious reasons.
  • Another heavy fighter wing that doesn't get obliterated in 0.5 seconds in large battles. Point Defense power creep is getting out of line.
  • Some more "hero" ships that you acquire from questlines and special circumstance. Major campaign stuff, super awesome rewards. Ziggy-tier but don't need to be capitals—could be any ship size, just very powerful/unique.

2
General Discussion / Storm Needler vs Mark IX
« on: June 12, 2023, 01:18:38 AM »
Storm Needler, which costs a whopping 10 more OP (the most expensive large ballistic) gets you:

150 more DPS
Better accuracy
Slightly faster turret speed

The Mark IX gets you:

200 more range (!!!)
Better armor damage
10 OP cheaper

They both have the same flux/sec.

I'm just not seeing it. 150 more DPS ain't worth a 10 OP price hike, losing 200 range and crap armor damage. Anyone agree? Or do some of you honestly use Storm Needlers more often than Mark IXs—why?

3
Suggestions / Kanta and the red Radiant (P) (spoilers)
« on: June 04, 2023, 04:48:01 PM »
So you offered Kanta a Radiant-class drone battleship—she was pleased with it, more than you knew at the time. Turns out she invested untold millions of credits into turning her new Remnant toy into an even deadlier killing machine than it was before. Red pirate paintjob, of course. Absurd new built-in super weapon? Even more outrageous and powerful ship system for a capital? What ever the case, Kanta's Radiant (P) is about as far from a junker as you can possibly get.

You eventually get a chance to "take it back" from her. After a fearsome boss fight, and earning yourself the eternal hatred of pirates everywhere who now gun for your colonies like never before, you've got a new Ziggurat-tier ship. Like the Ziggurat, everyone knows who you are with this ship in your fleet. This is the crown jewel of investing in Technology tree and Automated Ships.

What I'm suggesting is more super unique ships that require strange and unusual ways of acquiring them, that also come with steep campaign costs. Don't let the Ziggy be the only one of its kind! These sort of questlines are not only fun in and of themselves, but the payoffs (special ships/weapons/etc) are the best kind of reward, imo.

4
General Discussion / How giga is the Gigacannon?
« on: December 29, 2022, 06:50:21 AM »
Alex, inquiring minds want to know! Would you be willing to share a pic of the Gigacannons stats?

Is Philip Andrada utterly unhinged or could this weapon work well on certain ships?

5
EDIT: WOW. Like literally 10 min after I posted this, our entire area on the canvas got nuked. RIP

https://i.imgur.com/J6pZDCo.png
It is humble, but it is ours!

Swing by time to time and help maintain Starsector's "S" logo that we managed to carve out on Reddit's limited time pixel canvas event! We were attacked last night and nearly wiped out but managed to rebuild today.

Here's the link to the canvas https://www.reddit.com/r/place/ and to find our logo just look at the coordinates in the screenshot above! Around 1724, 955

Help keep us from being fluxed out and demolished by Reapers! The entire canvas is also just plain amazing to look at as it gets built and fought over in real time. Quite the spectacle!

6
General Discussion / New official battleship. What are those weapons?
« on: March 05, 2022, 02:50:02 PM »
https://twitter.com/i/status/1500231285696040960

The two on the sides that aim rearwards? Another new large mount missile?

EDIT: More info has been gained from Alex's comments.
  • Has 4 Large missile mounts
  • The new beam weapons are called "IR Autolances" and they do not deal Energy/HE damage (frag damage then?). They have a "charge" system that depletes as they continue to fire
  • It has 1,500 armor
  • Its ship system is Fast Missile Racks
  • The two large, rearward facing missiles are most likely the Hydra DEM missile that was shown off awhile ago

7
https://twitter.com/i/status/1251963943549108225

So from what I can tell upfront it has 1 large missile and energy, 4 small energy and 2 medium ballistic. On the sides it has two smalls (empty in GIF) and at the rear we have two small energy. Not sure if some are hybrid/universal/composite or what have you. Looks like a powerful ship at first glance!

The slots that jump out @ me are obviously the large energy and missile along with the 2 medium ballistic—just those slots alone I can think of some powerful sets. The first that comes to mind is a Squall or Sabot Pod in the missile to burst down shields and backed up with a HIL or Autopulse to eat through armor and hull. The medium ballistics could be all sorts of things like needlers/flaks/maulers/HVDs.

Does that pink glow on the energy mounts mean High Energy Focus ship system? Not a bad system but means the ship will be built around what you put into that large energy, if so. As far as ship systems in general, I feel Alex needs to put out a few new ones! Some are being reused pretty heavily.

8
For those of you who have played with the Remnant ships, just how good are they with player designed loadouts and piloting? The Fulgent (destroyer one) looks like you could make some nasty loadouts for it, at least! And then all those universal slots on the cruiser... :o

Anyone mod together a fleet of playable Remnant? Are they OP-starved or maybe don't have flux stats that stack up to the standard high tech ships?

9
Suggestions / "Cooperate" command—a less severe "Escort".
« on: June 04, 2017, 07:16:08 PM »
Cooperate would essentially be a way to keep your ships in the same general area while not choking them with the short Escort leash. Ships commanded to "Cooperate" with a lead ship will still have enough of a leash to flank and even circle around enemies but will avoid the tendency to get themselves separated way off to the side somewhere (and thus become easy pickings). It would be ideal if ships would prefer to attack the lead ship's target, thus focusing fire!

While Escort works to keep ships together, I often find that they tend to stay too close, getting in each others way and limiting their ability to maneuver—Cooperate would be an ideal way to keep ships somewhat together while still allowing for a decent amount of freedom.

I'm tired of setting Defend commands to keep my fleet relatively together at the start of combat, and then rescinding that order when battle is finally joined. Carriers seem to react oddly to Defend anyways...

10
The biggest, baddest beast in Starsector—the fully operational Remnant Battlestation! Have you guys risen to the challenge and turned one into space scrap!?

If so, what is the best method of going about it? Do you all agree that getting a Paragon and setting it up with shield hullmods so it can tank the damage while carriers bomb the station to pieces is the best? Or do you have some other clever/efficient method to take one down?

11
Suggestions / Give AI Cores a greater purpose...
« on: April 23, 2017, 09:03:28 PM »
Given the description of the AI cores, especially the Alphas, it seems a crying shame to simply peddle them off for credits/rep. I mean, even in the tutorial a "lowly" Gamma Core was able to re-stabilize a flippin' jump point by simply using a ship's engine!

Add a new equipment slot to ships so you can place an AI Core into them to boost OP or something. So you gotta choose between selling off that Alpha Core or having it enhance a ship in some way.

Enable them to be slotted into the upcoming Outposts to boost production or have them run your own drone defense/guardian fleets.

Their current role as money tokens just doesn't match up with their rad descriptions!


12
Jangala has been sitting around 5 and I'd like to get top dollar for my Survey Data and AI Cores. Anyone know of a 8-10 stability Hegemony market? The two in Atzlan aren't high either...

13
General Discussion / Ordinance Expertise vs. Target Analysis...
« on: April 21, 2017, 09:37:40 PM »
Which of those two is better for taking a enemy ship from 100% to dead? Provided you'll be hitting shields and of course having to crack armor. Over the course of destroying a ship which will get it done faster?

Ordinance Expertise has a flat 15% bonus to all damage you do, but then Target Analysis has 15% dmg to shields + 50% bonus to armor damage calculations.

But it seems that OE is the clear winner as it also applies its bonus to hull. Can TA even compare? What gives? I feel TA should have a larger bonus to shield damage.

14
General Discussion / Worth it to survey gas giants?
« on: April 21, 2017, 05:27:19 PM »
They seem to be by far the toughest to survey with some requiring over 600 crew and over 100 supplies. So, before I start burning through giant stacks of supplies, can you get some high class survey data off them?

On a mostly unrelated note...I just found a random derelict with nearly 900 units of fuel—as you can see though I had to leave behind over half of it! D:
Spoiler
[close]

15
Bug Reports & Support / -25% fuel perk not updating relevant tooltips.
« on: April 20, 2017, 11:46:19 PM »
This perk does not update the ship tooltip fuel/per LY. I believe it should since the -50% supply maintenance does update the relevant tooltips.

I also question if it's properly factored into other various tooltips such as fuel range overlay.

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