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Topics - Nori

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General Discussion / Feedback on current version
« on: November 02, 2014, 04:50:01 PM »
So this will probably come off as a bit of a rant because I'm quite frustrated... And maybe it should be in suggestions?

Quick little background, been playing Starsector since just before the initial campaign release and have put in a significant amount of hours into it. Not saying I'm good or have a opinion worth more than anyone else, but wanted to put it out there.

Ok on to it. My brother told me a new Starsector version was released and so seeing as I haven't played it in forever I thought I should download it and try it out. The changes sounded pretty great and I was excited to try it.

Have played maybe 6 hours since I installed it and I gotta say I really don't like how the economy works.

First off though lets start with how it is pigeonholing the player into certain styles of play.

Bounty Hunter: Seeing as you get hardly any module drops and so few credits from combat you have to use the bounty system. Yet it is rather hit or miss. I say that because you might get a notice about bounties somewhere but you can't get there in time, or you can't defeat the bounty offered. Thus you end up waiting around getting bored and losing money. Forget about just attacking random fleets. All incentive to do that is gone.

Trader: This one really gets me going... The only way to reliably make money is exploiting shortages or trade disruptions. But even then it isn't a sure thing (which is fine) because unless you get lucky it is no unlikely that you will miss the shortage and the relief fleet will get there first. I guess I don't mind this as shortages can net you a ton of money if you act fast which is nice.
What is maddening is that you can't really make money from basic trade. At least from the hours of testing I've done. The big reason is the extreme 60% tariff. And don't even get me started on the expensive custom scans... I understand the need/want for the tariff, but 30% buying and 30% selling is insane. I may be wrong but I can't think of any markets that will charge a tariff on exports. They should encourage exports because it brings money in from the outside. If the buying tariff was removed then the 30% selling wouldn't seem so bad.

But that doesn't address the basic problem with trade pricing. Either we as players aren't getting enough info, or there isn't reasonably profitable trade routes without taking advantage or shortages. I should be able to loadup 200 units of food from a place that produces it and unload it as say a orbital station for a reasonable profit. So far I haven't been able to do that. Part of it is the tariff system, but overall it just seems off.

Back to the pigeonhole... Those are really the only two ways to play anymore. Sure there are variants. You could be a bounty hunter and only take on pirates, or basically join a faction and fight their enemies. You can be a smuggler instead of a trader (which just means all the factions will hate you). But being a pirate is enough more difficult since you get so little "loot" from attacking ships. It is said you should go after trade ships but that doesn't seem that much better from my experience.

In closing... I get that the economy (what was there) was busted in earlier versions of the game and a reasonable player could easily reach end game pretty fast. But I feel like this has swung so far in the other direction. It feels very grindy to me now and distinctly not friendly for new players.

I still think the game is great. It is a lot like Mount and Blade in space. But in Mount and Blade attacking bandits at least gave you something in return.

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Suggestions / Most valuable ship/weapon
« on: March 20, 2012, 09:29:49 AM »
Similar to Ship Kill Stats, I would love to see the after action battle report show me what ships and weapons did the best. Once you get into larger battles it is tough to see if those Lashers you held on to are still pulling their weight. I would love to see damage done per ship and weapon, kills, assists ect...

Gratuitous Space Battles had something similar. Showed what ship designs and weapons were most effective...

Would simple love this sort of thing and it would mix well with the ship kill stats suggestion.

3
General Discussion / Rockets...
« on: March 18, 2012, 06:43:34 AM »
So I've found myself really liking the Small Rockets, so I decided to try out the medium size ones... I'm a bit confused and disappointed with them.

Small rockets fires off five that do 200 damage each. They all fire pretty quickly and then you have to wait a little bit for reload. Medium fires one at a time but can fire two a second... Downside is to get five shots out you have to stick around for a longer and the rockets don't seem quite as grouped together. While it carries twice the ammo, it doesn't really feel like a upgrade... I'm spending six more OP and not really getting a lot for it...

Just wondering what everyone else thinks about them... Seems like they should be a bit more powerful, something like firing ten rockets at once with the same reload speed as the smaller one, but more ammo.

4
Suggestions / Flight deck suggestion
« on: March 12, 2012, 12:41:38 PM »
Flight decks are good... Very very good. So the ships we have so far generally only have one flightdeck, and we don't have a ton of options right now as far as carriers go (which is fine for this early in the game). Seeing as how good carriers are, many feel that more early game or low fleet point ships could make the game too easy considering how good repairable wings of fighters/bombers are. So in comes my suggestion. How about having a ship in the frigate or destroyer size range that has one flightdeck, but it has limited uses per battle. Maybe 2-4. My thinking is that the difference between zero flight decks and one is MASSIVE. So why not have something inbetween?

5
Suggestions / Missing ships? :)
« on: March 12, 2012, 07:32:58 AM »
So been playing a lot since the recent release and I just realized that there are some missing ships... :P

First off, there isn't a dedicated missile frigate. The closest we get is the vigilance, but it has just one medium missile slot. I'd like to see a missile frigate with two mediums slots, and small universal, or one large and a small universal. Otherwise I think the frigate field is pretty well rounded...

Destroyers have the same issue though. There isn't really a dedicated missile platform. I suppose we have the buffalo, but no one honestly will use that past the early game plus only one medium, and I don't think the sunder has very many missile slots, but maybe I'm wrong. If I could have a destroyer that could fit a Cyclone reaper launcher...  :)
I also feel that there isn't enough diversity in destroyers period. To be perfectly honest the only ones I find myself using are Meduas, and yeah that's it... The hammerhead isn't bad, but the AI sucks at piloting it (I think giving it a omni shield would make it 100x better AI wise, the AI seems to have trouble with front shields) and I really don't like that it has all those energy turrets. It'd be much better with either universal or ballistic. The enforcer isn't bad, but it is so slow I might as well be using a cruiser... Can't exactly use it on escort duty now can I? Plus with such poor flux dissipation you can't honestly use five medium ballistic turrets... Heck two dual flaks and you are double the base flux. If you try and put five maulers on there forget about it...

Anywho, not trying to sound like I'm complaining. I know there is more ships due for release and they are easily modded in. But I wanted to put some thoughts out there. At the time I would most like to see more features as opposed to more ships.. But current ships could stand to be tweaked I think.

6
General Discussion / Capital Ships
« on: March 12, 2012, 07:18:17 AM »
I'm not sure the best way to put this... But I think most of the capital ships suck... In relation to their drawbacks.

Caution... Large amount of text here. But I would appreciate it if you read it all, if you really don't want to, I put a TL;DR towards the bottom.

Let me explain, but first a little background. I've been playing starfarer for more than a month now and have logged at least 50 hours in the game. I've flow, or at least owned every ship now over multiple games.

I started a new game for the 0.51a version that was recently released. I slowly built my fleet up, from the initial Vigilance frigate, to in include a half dozen Lashers, a couple Tempests, a Apogee, a few Medusas, two wings of wasps, three thunders and a carrier from the Gun Runner mod. It is a nice fleet that sits at about 140 fleet point. I built up enough money to purchase a capital ship and weapons, so I first tried a conquest out. Hadn't flown one before so I wasn't sure about it, but I gave it a reasonable fitting and tested it in a large battle. It sucked badly, I honestly think that a equivalent cost in destroyers would have a greater effect. So I thought, maybe the Conquest just isn't for me. So I try out the Onslaught and I get similar problems.. The dual flaks are great at protecting it from bombs and missiles, but otherwise I still wasn't feeling it. So I reloaded and instead went and bought a Odyssey. I've previously enjoyed using those, so what the heck. I fit it out trying to keep it relatively flux stable, thus I can only fit autopulse lasers. Flying this guy around I'm able to keep flux at reasonable levels, but the DPS is very blah...

So three cap ships and no dice? What gives?
I've thought about it a lot and I think that the pros of the cap ships don't outweigh the cons.
First off, what are capital ships supposed to be? They are the elite ships, with great staying power and amazing firepower. When you see one of these you should wet your pants. But quite honestly the cap ships aren't that scary.... Sure they have good armor, tons of weapon mounts and a lot of firepower, but they are very slow and their turn rate atrocious. AND they don't have the flux capacity or dissipation rate to run all those weapons. What does it matter that you can fit four hellbore canons when you can only get a few shots off before you run out of flux. Four canons is 2k flux/s, if that was all one of the cap ships had, then no big deal, but throw in the medium mounts, and the pluthera of small mounts and you are likely up to 4k flux/s. Assuming you are in a decent sized battle you will likely have to raise your shields and since the ship is so slow you will likely get a decent amount of targets flying around you to shoot at. That means you will likely overload in seconds, doing very little real damage.

The ships are so slow that shields will overload fast... So lets say you don't use em? Lets use the onslaught then. High armor weak shield, sounds great. But if you don't raise the shield it is highly likely shots that hit you are going to disable weapon systems (honestly, if you have armor at that point weapons shouldn't be able to be disabled unless from EMP damage) and you will likely still max flux values from weapons soon...

Obviously capital ships need support. You should really have a destroyer, a couple frigates and a few fighter wings running escort duty. But even then I feel like the ships just don't cut it. I'd much rather have it's points in smaller, faster more specialized ships...

TL;DR
So to sum it up, I feel that capital ships should be scary, they should be a force to be reckoned with, even on their own, but they aren't really. They can be swarmed very easily, heck a few frigates could probably take a onslaught down.

I'm not sure what the "problem" is, maybe they need higher flux capacities, maybe their flux dissipation needs to be better. Or more likely they should have a reduction in flux needs on smaller weapon systems, because those are going to be on autofire to keep the ship safe, but will quickly max the flux if left alone...

I doubt I'm explaining this as well as I would like and I know that a lot of the worth of a capital ship is getting the right fitting, and piloting and supporting it properly. But I'm serious when I say that onslaught and paragons don't scare me when I come up against them.. Shouldn't they be a truly glorious sight as you watch in awe as your ships explode into little pieces? Or on the inverse when your enemies ships explode into little pieces? Not feeling that now TBH...

Thoughts? Comments? Agree? Disagree? Please let me know.

7
General Discussion / Xyphos and other thoughts
« on: March 10, 2012, 09:23:24 AM »
I thought the Xyphos fighters were supposed to be the best of the best? I had a wing, with full health and elite pilots, taken out in one on one combat from a broadsword wing... The broadsword wing suffered no losses... I get that the broadsword has kinetic weapons to counter the shield but man oh man it sucked.. Not complaining though, it makes sense, it is  just a bummer.

In other news... I have a newfound love for the Apogee cruiser... Here is my fitting and thoughts:
1x Autopulse in Large Hardpoint - Group 1 Linked
2x IR Pulse Lasers in Small Hardpoints - Group 1 Linked
1x Hurricane MIRV - Group 2 Alternating
2x Pulse Lasers in Medium Turrets - Group 3 Linked
2x PD Lasers in Small Turrets - Group 4 Linked
1x Swarmer SRM- Group 2 Alternating

Resistant Flux Conduits, Stabilized Shields, Integrated Targeting Unit, 14 Vents

Set everything but the missiles to autofire. Surprisingly against most medium to large ships the Pulse lasers turrets allow it to shoot forward. So you can bring group one and 3 to bear in most situations. With a .6 shield this thing lasts pretty well and is rather maneuverable. The flux is pretty stable too, 910 dissipation to 1232 weapons and 210 shield. Plus throw in 20 hanger slots...

I got a question for everyone, who would win, thunder or broadsword?

8
General Discussion / Favorite Loadout for Medusa
« on: February 25, 2012, 09:11:24 AM »
I love the medusa, but I have a hard time figuring out what is the best loadout for it. Anyone have a favorite loadout?

9
General Discussion / Station Resupplying
« on: February 19, 2012, 09:38:12 AM »
Not sure what the mechanic is supposed to be but the Hegemony station doesn't every seem to be getting new ships... I lost a few good frigates and wanted to replace my losses, but nothing in the station is worth buying. I've waited months and seen many supply convoys dock, but all they drop off is fuel... Is there anything I can do to fix this? Currently I have a ton of money but nothing to spend it on, and despite destroying fleet after fleet I rarely, if ever, capture a decent ship.

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General Discussion / Thoughts on this release
« on: February 17, 2012, 06:40:14 AM »
Just bought the game a week or two ago, ran a few missions and then decided to wait for the .5a update.

Love the game; it is just so much fun and there is so much depth to it. All the different ship and weapons feel and look amazing, the combat is fun and visceral, you never know what will happen. Very much so looking forward to more releases.

I do have some critiques though....
  • On the refit screen I would really like to see a listing on the left of what is fitted currently. Also hovering over a weapon should show it's stats.
  • I really think I should be able to select the distribution of my crew. Maybe this isn't as important later when you have thousands of crewmen, but when you only have a few dozen putting all those veterans on the one ship could make a big difference.
  • When a battle is finished the text telling me how many credits I got covers up my casualty report. It'd be nice if that text was moved elsewhere, or if the whole battle report was moved up slightly.
  • I really think shift+a or d should be a selectable control scheme. My reasoning is, I much prefer controlling the ships that way, but having to hold down shift all the time is cumbersome and I keep accidentally turning on autofire when I try to switch weapons. Otherwise the player ship controls are rather good.
  • My biggest complaint has to be fleet controls. I like the idea of commands and command point, it is a nifty system. But it is also very frustrating at times. For instance I'm playing out a medium size battle and decide to go for buoy A. I want to concentrate my forces so I set a assault order, problem is some of my ships will get there before others and could be either destroyed or embroiled in a fight. So I would really like to have a better option for formation orders. There was quite a few times where I really just wanted the ships to just get into formation around me and follow me.
  • I really think that controls for directly ordering a ship should be improved. In later game with a lot of ships maybe it isn't a big issue, but when I have three ships and I know which one would be best for the job, but it just isn't listening to the escort order right...

Love love love the game, just don't love the fleet controls. I can make it work, usually, but it is very frustrating...

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