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Messages - Arcagnello

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 02:49:09 PM »
O.o holy moly, I always thought they were high explosive.

Still, they are so much better than machineguns, especially without integrated point defence AI. All non-AOE or non-hitbox point defence is so damn hopeless against anything that is not directly barreling towards it, the only one that gets saved being the Vulcan as it's so damn inaccurate it actually IMPROVES its hit rate with no Dmods.

2
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 01:09:43 PM »
I personally love the dual flak for AA. It's got great DPS, it does HE damage, actually hits without a dedicated point defence AI, the only meh thing about it being the very short range making it only very effective on flagships using ITU.

I tried really hard to use devastator cannons but they just don't give me that costant cover flak does. I just wish it fuctioned like an autopulse laser with very, very bad accuracy and a decently sized clip.

I don't think that dual flak does HE, but I agree its great for constant cover, and its a quite efficient high DPS gun. Devastators are actually pretty poor against missiles because of their long cycle time - after that first burst, the missiles are going to come right in! - but against massed fighters its damage and range make it a very good weapon.

Dual flak does Frag damage and I also agree it provides very nice missile cover

I was pretty sure flak does HE damage aswell as the Devastator cannon, machineguns do kinetic and only Vulcans deal fragmentation damage.

What I also like about flak is that the single barrel version has more range, possibly making it the most efficient missile busting weapon in the vanilla game.

I've got a tyrant design (a ship from Vayra's ship pack) that can actually beat an Astral and an Onslaught under AI control mainly thanks to both having 5 dual flaks and integrated point defence AI. Effectively neutralizing 4 Annihilator rocket pods, 6 bomber wings and two squalls is no small feat and I do not think an equal OP amount worth of Annihilator cannons could do the same.

3
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 10:45:35 AM »
I personally love the dual flak for AA. It's got great DPS, it does HE damage, actually hits without a dedicated point defence AI, the only meh thing about it being the very short range making it only very effective on flagships using ITU.

I tried really hard to use devastator cannons but they just don't give me that costant cover flak does. I just wish it fuctioned like an autopulse laser with very, very bad accuracy and a decently sized clip.

4
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 30, 2019, 04:23:13 AM »
Hp is only the half of it I'm afraid. Armor on planes is a real issue too, especially concerning broadsword and the chunky one with the double light mortars.

I also do not get why fighter squadrons are so small and why the models are so big. Decreasing the overall armor/HP and splitting fighters if they have multiple identical weapons would go a long way.

Most anti fighter weapons also kind of suck, mainly due to how bad their aiming is most of the time. You need to dump a lot, and I mean a lot of ordinance points to even be able to fend the smallest amount of fighters.

A lot of PD weapons should get increased range only when firing at enemy fighters and also be able to fire over allied ships to actually make dedicated PD units actually viable.

5
General Discussion / Re: 600+ Gamma cores later
« on: December 24, 2019, 03:07:54 AM »
I believe it to be the contrary to be honest, especially with the current state of fighters and how things like Integrated Targeting Unit scale with ship size.

Small frigades and destroyers just do not really matter late game and that is mostly because of the 30 ship fleet cap and how most of them either are killed too easily, can only spam missiles in order to be useful or just are not worth their deployment because their combat readiness will start decaying way too early, sometimes even when using hardened subsystems.

Combine low combat times forcing them into CR degradation with the danger of fighting multiple battles one after another and you just don't have enough space in the fleet. This might even warrant its own thread but I have to finish another lengthy one first.



I could really see a new fleet size mechanic actually revolving around Fleet Points instead of unit count. That would solve a lot of balance issues.

6
Should have brought a couple Dooms, Arcagnello. Mine Strike obliterates fighters.

Would have done that if it wasn't for the campaign theme of using midline to low tech stuff, including fighters and ship weapons.

Burst PD plus phase lances and mines are so damn good (having no missiles also gives it a lot of endurance with hardened subsystems) although phase ships really tend to get themselfes isolated without costant care.

7
Nice try. The main challenge will be not to succumb to Drover spam.

Don't remind me, the Stormhawk Republic in my last campaign was spamming spark/hornet Drovers, Longbow Condors, Dagger/Squall Astrals and Railguns/Squall Conquests. I had to stuff every capital with 5 dual flak AND Integrated Point Defence AI  to aggro it all togheder with my broadswords while my fast SO units dealt the damage.

12 alstral, 2 Conquest, 5 Condor 4 Drover fleets took multiple consecutive battles to completely wipe out  >:(

8
General Discussion / Re: 600+ Gamma cores later
« on: December 22, 2019, 08:24:41 AM »
Radiant is 30 fp.

It's just precious  :-*

9
General Discussion / Re: 600+ Gamma cores later
« on: December 21, 2019, 10:42:00 AM »
The more you kill Redacted, the stronger they get.

That would explain the four thicc redacted bois in one fleet I had to fight yesterday in my nex campain. Gotta love having a swarm of Security Override fastbois that can either kite around them no problem or just dogpile on one of them as soon as I see one isolated and give nearby ships the kill order  :)

10
General Discussion / Re: Mod question about ships and weapons...
« on: December 20, 2019, 02:04:15 AM »
Agreed, autopulse is much better vs shields because of the efficiency. If you have the slots to overcome its low sustained DPS and get up to your flux limit, its very good against lighter armored ships - quad paragon and quint radiant autopulse variants are pretty good and absolutely murder against non-bricks. I wouldn't use it on an Apogee though as its slot limited.

Don't ever mention the Quint Autopulse Radiant. That thing haunts my dreams and is probably the strongest moving single entity in the game. I'm just thankful it does not also come in with expanded magazines, that would be straight up masochism  :P

11
General Discussion / Re: The AI is better at command then I am
« on: December 20, 2019, 01:32:11 AM »
Dunno, battle lines are forming naturally w/o any special orders.
Here is a nice example of a battle line forming naturally without any orders
The only ship I could field was one Cabal Odyssey
As expected, the Sindrian Task Forces took massive losses and literally couldn't damage the NOVAs (yes multiple NOVA)

5 total NOVA and 3 are deployed in the image(1 is not spotted yet and is near the Solar class)


I see you also are a true man of culture using Combat Chatter  ;D

Also, what mod introduces those new Remnant ships? They do seem interesting/intimidating!

12
General Discussion / Re: Bad experience with Luddite Path and Pirates
« on: December 19, 2019, 02:53:28 AM »
This is pretty much the reason why I installed the Nexerelin mod ( https://fractalsoftworks.com/forum/index.php?topic=9175.0 ) . Both Pirates and Luddic Path stay dead the moment you either destroy or conquer all their core planets/bases and stop being an unstoppable zombie horde. I warmly recommend it in the next campaign you play since it requires a new save.

13
Mods / Re: [0.9.1a] Better Colonies 1.2
« on: December 19, 2019, 02:26:30 AM »
Can this mod work in conjuction with Nexerelin? It would be amazing!

14
General Discussion / Re: Freelancer/Privateer
« on: December 16, 2019, 02:40:48 AM »
LOL don't remind me about the monster that ate what I loved.

Rip deadspace  :'(

15
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 12, 2019, 10:29:04 PM »
A 100% increase was just a number I threw there but you're right actually. I used stabilized Shields on most of my high tech ships in my first campaign so I didn't really notice. Something like 20% more flux would be reasonable I think, for what the mod does.

The idea of making said shields weaker to Ions is a pretty neat idea tough!

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